It's a little-known fact that the demi-plane of Barovia actually lies in the Shadowfell. However, what if you had a creepy version of Oz in the Feywild? In this realm, everything has a soul, and things do not die (mostly). Here are some optional rules to make Oz a creepy locale for your PCs:
1. Everything Awakens. If a character spends more than a minute examining an object, construct, plant, or beast that has an intelligence, Wisdom, or Charisma of 6 or less, the character must make a DC 15 Wisdom saving throw or bring that thing to life. The thing gains an Intelligence, wisdom, and charisma of 10, speaks Sylvan, Common, and one other language the character knows, and, if it does not already have statistics, it uses the statistics of the DM's choosing.
2. No Death. While extreme wickedness can lead to magical weaknesses, most things in Oz cannot die. Creatures can be dismembered and shredded, but not killed. If someone dies in Oz, They return to consciousness with one hit point in 1d4 hours and gain one level of [Tooltip Not Found], as well as gaining a permanent injury (roll on the permanent injury table in the DMG). If they died to psychic damage, the character gains a random form of indefinite madness instead of a permanent injury. The exhaustion can not be reduced except by a greater restoration spell or similar magic, and losing that level of exhaustion also removes the permanent injury or indefinite madness associated with it.
3. Destruction of the Body. If someone reaches 6 levels of exhaustion in Oz, they do not die. Instead, they become incapacitated. They can sleep, and they can be fed by their allies if there is enough left of them to do so. Anything that removes this exhaustion that can be applied to the character can still be applied and does remove this, including a greater restoration spell to cure the exhaustion from the No Death optional rule. If the character wishes, they can use an action to make a DC 18 Charisma saving throw to try to animate a random object, plant, or construct with an intelligence of 3 or less in the demiplane, your soul inhabiting that object on a success. The DM chooses the object.
Many souls, desperate to escape their imprisonment on the demiplane, inhabiting objects and plants to cross the impassable deserts that surround Oz. This is why a person traversing through this desert might find a broken broomstick inching through the desert, desperately trying to break free of the demiplane that has confined the soul within it.
It's a little-known fact that the demi-plane of Barovia actually lies in the Shadowfell. However, what if you had a creepy version of Oz in the Feywild? In this realm, everything has a soul, and things do not die (mostly). Here are some optional rules to make Oz a creepy locale for your PCs:
1. Everything Awakens. If a character spends more than a minute examining an object, construct, plant, or beast that has an intelligence, Wisdom, or Charisma of 6 or less, the character must make a DC 15 Wisdom saving throw or bring that thing to life. The thing gains an Intelligence, wisdom, and charisma of 10, speaks Sylvan, Common, and one other language the character knows, and, if it does not already have statistics, it uses the statistics of the DM's choosing.
2. No Death. While extreme wickedness can lead to magical weaknesses, most things in Oz cannot die. Creatures can be dismembered and shredded, but not killed. If someone dies in Oz, They return to consciousness with one hit point in 1d4 hours and gain one level of [Tooltip Not Found], as well as gaining a permanent injury (roll on the permanent injury table in the DMG). If they died to psychic damage, the character gains a random form of indefinite madness instead of a permanent injury. The exhaustion can not be reduced except by a greater restoration spell or similar magic, and losing that level of exhaustion also removes the permanent injury or indefinite madness associated with it.
3. Destruction of the Body. If someone reaches 6 levels of exhaustion in Oz, they do not die. Instead, they become incapacitated. They can sleep, and they can be fed by their allies if there is enough left of them to do so. Anything that removes this exhaustion that can be applied to the character can still be applied and does remove this, including a greater restoration spell to cure the exhaustion from the No Death optional rule. If the character wishes, they can use an action to make a DC 18 Charisma saving throw to try to animate a random object, plant, or construct with an intelligence of 3 or less in the demiplane, your soul inhabiting that object on a success. The DM chooses the object.
Many souls, desperate to escape their imprisonment on the demiplane, inhabiting objects and plants to cross the impassable deserts that surround Oz. This is why a person traversing through this desert might find a broken broomstick inching through the desert, desperately trying to break free of the demiplane that has confined the soul within it.