Plane Shift 5e Spell for D&D

8 creatures alongside you who join hands during a circle and are then teleported to a special location and dimension of existence. you’ll choose the target destination generally terms, as the town of Brass on the basic Plane of fireside or the palace of Dispater on the second level of the Nine Hells, and you appear inside there or very on the brink of that destination. for instance, if you would like to succeed in the town of Brass, you’ll reach the Streets of Steel before its Gate of Ashes or across the ocean of fireside counting on the Grand Master.

You and up to eight willing creatures who link hands during a circle are transported to a special plane of existence. you’ll specify a target destination generally terms, like the town of Brass on the basic Plane of fireside or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you’re trying to succeed in the town of Brass, for instance, you would possibly arrive in its Street of Steel, before its Gate of Ashes, or watching the town from across the ocean of fireside, at the GM’s discretion.

Plane Shift 5e Spell

Plane Shift 5e Spell

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (A forked, metal rod worth at least 250 GP, attuned to a particular plane of existence)
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard, Druid

Plane Shift 5E Spell

Alternatively, if you recognize the sigil sequence of a teleportation circle on another plane of existence, this spell can take you thereto circle. If the teleportation circle is just too small to carry all the creatures you transported, they seem within the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature on a different plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it’s transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

You can even be taken to a different teleportation circle if you recognize and understand the sigil sequence behind it. If the teleportation circle is just too small to move all the creatures you’ve got alongside you, they’re going to be moved to the closest unoccupied spaces next to the circle.

Plane Shift 5e spells are often wont to kick out an uncooperative creature to a different place. to try to do this, you would like to settle on the creature and make a melee spell attack against it. If the creature fails to form a Charisma saving throw to your attack it’ll be transported to a random location on an equivalent plane of existence and must find its way back to your current location on its own.

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