I remember this being released a while ago, did anybody ever give this a shot? I don't play magic myself but some of the characters seem interesting, I'd like to play as Jace or Nissa as they look like cool characters.
Here's the material that was given out for those who aren't aware of this.
I also had a go at creating my own Planeswalker , mine was a 13th level Tome Pact Warlock, (Mystic Arcanum Plane Shift), when the Unearthed Arcana Seeker patron came out, I had ideas for a Tiefling Bladelock Seeker Warlock, (simulating Darkechilde/Magik from Marvel's New Mutants).
White Magic- Clerics (and Abjurer Wizards to a certain extent), Warlocks (Undying Light)
Green Magic- Druids, Clerics (Nature), Warlocks (Archfey)
Red Magic- Wizards (Evokers), Sorcerers (Pyromancers), Warlocks (Fiend)
Black Magic- Wizards (Necromancers), Warlocks (The Undying), Clerics (Death)
Blue Magic- Wizards (Illusionist, Enchanter), Warlocks (GOO & Archfey)
I suppose that if I wanted to simulate Nissa Revane, I would have her as an Elf, who to be a Planeswalker would have to be at least a 13th level Druid.
Whereas Jace Beleren, would be a Human (Variant) with at least a 13th or 14th Level in Wizard (Enchanter or Illusionist).
Garruk Wildspeaker could be a multi-class character a Human (Variant) with Ranger 3 (Beast Master) and 13 levels of either Druidor Warlock(Archfey) Tome/Blade/Chain Pact (Eldritch Invocations: Beast Speech, (Tome- Book of Ancient Secrets, Blade- Moonbow, Chain- Voice of the Chain Master), Devils Sight, Green Lords Gift and 2 other Invocations.
I also had a go at creating my own Planeswalker , mine was a 13th level Tome Pact Warlock, (Mystic Arcanum Plane Shift), when the Unearthed Arcana Seeker patron came out, I had ideas for a Tiefling Bladelock Seeker Warlock, (simulating Darkechilde/Magik from Marvel's New Mutants).
White Magic- Clerics (and Abjurer Wizards to a certain extent), Warlocks (Undying Light)
Green Magic- Druids, Clerics (Nature), Warlocks (Archfey)
Red Magic- Wizards (Evokers), Sorcerers (Pyromancers), Warlocks (Fiend)
Black Magic- Wizards (Necromancers), Warlocks (The Undying), Clerics (Death)
Blue Magic- Wizards (Illusionist, Enchanter), Warlocks (GOO & Archfey)
I suppose that if I wanted to simulate Nissa Revane, I would have her as an Elf, who to be a Planeswalker would have to be at least a 13th level Druid.
Whereas Jace Beleren, would be a Human (Variant) with at least a 13th or 14th Level in Wizard (Enchanter or Illusionist).
Garruk Wildspeaker could be a multi-class character a Human (Variant) with Ranger 3 (Beast Master) and 13 levels of either Druidor Warlock(Archfey) Tome/Blade/Chain Pact (Eldritch Invocations: Beast Speech, (Tome- Book of Ancient Secrets, Blade- Moonbow, Chain- Voice of the Chain Master), Devils Sight, Green Lords Gift and 2 other Invocations.
Well those sound like they make sense, I mean again I'm a n00b for both D&D & Magic so its your or who ever's call on whats the right way to do it. I just own the action figures. :P
My only wishlist would be Jace, Nissa & Ajani cause they look cool.
Tajuru Half-Elf Druid (Reflavored Moon or the spirit-based UA subclass) who envelops herself in different Totem Armors (but plays just like Wild Shape)
Gavony Human Cleric of different gods per planar appearance.
Kaladesh Human Artificer/Warlock Lich who may or may not be able to planeswalk after achieving lichdom, but by manipulating other planeswalkers to take his phylacteries (or perhaps segmented pieces of one phylactery if the rules of lichdom don't allow Voldemort-quantities) to enable him to orchestrate his own death in order to loophole his way across planes.
Minotaur Fighter/Warlock/Whatever class provides options for enchanted weaponry. Weapon-junkie.
The various MtG Plane-Shift articles are more geared to local non-'Walker PCs. They were a way for MtG players who wanted to scratch a D&D itch to roll up a band of adventurers and explore a given world more fully.
That said, I've toyed around with running an Innistrad-style game for a while now. The Plane-Shift PDF for it was sort of helpful, but I think I want to set it before the events of the Shadows Over Innistrad and Eldritch Moon expansions. The original block was just more entertaining to me than all the tentacles and weirdness that spawned after.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
And I have a mini-adventure that takes players from level 1 to level 5 set in Innistrad! It's pre-Emrakul too, so no tentacles.
Also, I'll be releasing a new campaign once my Kaladesh PbP finishes up, probably in November, which will be set in Zendikar. I think I'm enjoying MtG way more through 5E than I ever did through cards... it's been a lot of fun to get into the lore of the various planes.
Before I can really begin to attempt to DM a Plane Shift game, I need a REALLY good replacement for Wild Shape+Beast Spells+Archdruid+Circle of the Moon with a built-in freedom to reimplement them for the sake of using them optionally as Totem Armor on Zendikar and not using them on most other planes.
Before I can really begin to attempt to DM a Plane Shift game, I need a REALLY good replacement for Wild Shape+Beast Spells+Archdruid+Circle of the Moon with a built-in freedom to reimplement them for the sake of using them optionally as Totem Armor on Zendikar and not using them on most other planes.
Except for Timeless Body and Druidic, you just listed every druid-specific feature, so I'd say you probably want a new class entirely.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Has there been any word on whether or not there will be a plane shift pdf for the new Amonkhet/Hour of Devastation setting? I'd love to see what sort of variant racial features etc that come out of it.
Has there been any word on whether or not there will be a plane shift pdf for the new Amonkhet/Hour of Devastation setting? I'd love to see what sort of variant racial features etc that come out of it.
Before I can really begin to attempt to DM a Plane Shift game, I need a REALLY good replacement for Wild Shape+Beast Spells+Archdruid+Circle of the Moon with a built-in freedom to reimplement them for the sake of using them optionally as Totem Armor on Zendikar and not using them on most other planes.
Except for Timeless Body and Druidic, you just listed every druid-specific feature, so I'd say you probably want a new class entirely.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I've been diligentley working on a D&D 5e campaign/adventure based on the old school Magic expansion The Dark.
Stated off small by creating the Scarwood and building all the way out to Primata Delphine and her Inquisitions by The Church of Tal on any and all wizards and artificers. Goblins infest the land, elves are at a monumental standstill, and powerful artifacts can be aquired by accomplishing certain quests or enduring special 'events' such as amnesia, festival, ashes to ashes, andpsychic allergy.
Any comments, opinions, or anything please do tell. It would be much appreciated. How many of you would this adventure interest?
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I remember this being released a while ago, did anybody ever give this a shot? I don't play magic myself but some of the characters seem interesting, I'd like to play as Jace or Nissa as they look like cool characters.
Here's the material that was given out for those who aren't aware of this.
http://magic.wizards.com/en/articles/archive/feature/plane-shift-zendikar-2016-04-27
Hektor the Human Fighter
I've never heard of this, but there are a couple planeswalker who would make for interesting D&D characters. I'd like to play as Garruk.
I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan
I have a character made, a sorcerer that is a planeswalker, but not an official one, just one I made for the gam setting!,
Current Character~ Anastael Lasselom, Druid of the Moon Lvl 3
Dimitris of Waterdeep, Champion Fighter Lvl 3
I also had a go at creating my own Planeswalker , mine was a 13th level Tome Pact Warlock, (Mystic Arcanum Plane Shift), when the Unearthed Arcana Seeker patron came out, I had ideas for a Tiefling Bladelock Seeker Warlock, (simulating Darkechilde/Magik from Marvel's New Mutants).
White Magic- Clerics (and Abjurer Wizards to a certain extent), Warlocks (Undying Light)
Green Magic- Druids, Clerics (Nature), Warlocks (Archfey)
Red Magic- Wizards (Evokers), Sorcerers (Pyromancers), Warlocks (Fiend)
Black Magic- Wizards (Necromancers), Warlocks (The Undying), Clerics (Death)
Blue Magic- Wizards (Illusionist, Enchanter), Warlocks (GOO & Archfey)
I suppose that if I wanted to simulate Nissa Revane, I would have her as an Elf, who to be a Planeswalker would have to be at least a 13th level Druid.
Whereas Jace Beleren, would be a Human (Variant) with at least a 13th or 14th Level in Wizard (Enchanter or Illusionist).
Garruk Wildspeaker could be a multi-class character a Human (Variant) with Ranger 3 (Beast Master) and 13 levels of either Druid or Warlock (Archfey) Tome/Blade/Chain Pact (Eldritch Invocations: Beast Speech, (Tome- Book of Ancient Secrets, Blade- Moonbow, Chain- Voice of the Chain Master), Devils Sight, Green Lords Gift and 2 other Invocations.
Hektor the Human Fighter
Mostly just planeswalker NPCs.
Tajuru Half-Elf Druid (Reflavored Moon or the spirit-based UA subclass) who envelops herself in different Totem Armors (but plays just like Wild Shape)
Gavony Human Cleric of different gods per planar appearance.
Kaladesh Human Artificer/Warlock Lich who may or may not be able to planeswalk after achieving lichdom, but by manipulating other planeswalkers to take his phylacteries (or perhaps segmented pieces of one phylactery if the rules of lichdom don't allow Voldemort-quantities) to enable him to orchestrate his own death in order to loophole his way across planes.
Minotaur Fighter/Warlock/Whatever class provides options for enchanted weaponry. Weapon-junkie.
Blue-aligned Walker TBD after Ixalan.
The various MtG Plane-Shift articles are more geared to local non-'Walker PCs. They were a way for MtG players who wanted to scratch a D&D itch to roll up a band of adventurers and explore a given world more fully.
That said, I've toyed around with running an Innistrad-style game for a while now. The Plane-Shift PDF for it was sort of helpful, but I think I want to set it before the events of the Shadows Over Innistrad and Eldritch Moon expansions. The original block was just more entertaining to me than all the tentacles and weirdness that spawned after.
I'm playing in a game using the Kaladesh Plane Shift article (Kaladesh - Silence in Peema). The material is rather interesting.
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
Not sure if anyone here is aware of this, but.... https://dnd-5e-homebrew.tumblr.com/post/147062272101/mtg-planeswalker-class-by-dersitephantom-rest-of
And I have a mini-adventure that takes players from level 1 to level 5 set in Innistrad! It's pre-Emrakul too, so no tentacles.
Also, I'll be releasing a new campaign once my Kaladesh PbP finishes up, probably in November, which will be set in Zendikar. I think I'm enjoying MtG way more through 5E than I ever did through cards... it's been a lot of fun to get into the lore of the various planes.
Before I can really begin to attempt to DM a Plane Shift game, I need a REALLY good replacement for Wild Shape+Beast Spells+Archdruid+Circle of the Moon with a built-in freedom to reimplement them for the sake of using them optionally as Totem Armor on Zendikar and not using them on most other planes.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Has there been any word on whether or not there will be a plane shift pdf for the new Amonkhet/Hour of Devastation setting? I'd love to see what sort of variant racial features etc that come out of it.
More M:tG discussions:
www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/1339-mtg-planeshift
www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/1083-magic-the-gathering-planes-shift-yay-or-nay
http://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/4805-plane-shift
I'm pretty sure there's no way to translate how much a a-hole Jace is in D&D terms...
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
Click Here to Download the Mind Flayer: Thoon Hulk converted from 4e via DM's Guild
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I've been diligentley working on a D&D 5e campaign/adventure based on the old school Magic expansion The Dark.
Stated off small by creating the Scarwood and building all the way out to Primata Delphine and her Inquisitions by The Church of Tal on any and all wizards and artificers. Goblins infest the land, elves are at a monumental standstill, and powerful artifacts can be aquired by accomplishing certain quests or enduring special 'events' such as amnesia, festival, ashes to ashes, and psychic allergy.
Any comments, opinions, or anything please do tell. It would be much appreciated. How many of you would this adventure interest?