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Amonkhet Revisited

This document is a supplemental guide for playing Dungeons & Dragons 5th edition in the Amonkhet setting from Magic: The Gathering, providing updated character options, spells, and race information. It includes details on various races such as Angels, Anointed, Aven, Humans, Khenra, and Minotaurs, along with their unique traits and abilities. The guide is unofficial fan content and is not endorsed by Wizards of the Coast, but aims to enhance gameplay in the Amonkhet universe.

Uploaded by

Joe Conaway
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
88 views17 pages

Amonkhet Revisited

This document is a supplemental guide for playing Dungeons & Dragons 5th edition in the Amonkhet setting from Magic: The Gathering, providing updated character options, spells, and race information. It includes details on various races such as Angels, Anointed, Aven, Humans, Khenra, and Minotaurs, along with their unique traits and abilities. The guide is unofficial fan content and is not endorsed by Wizards of the Coast, but aims to enhance gameplay in the Amonkhet universe.

Uploaded by

Joe Conaway
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AAAAAAPlaneshifted

Planeshifted
PlaneshiftedReturn
Planeshifted
Planeshifted Return
Returnto
Return
Return tototo
to

Revisit
RevisitMagic:
Magic:the
the Gathering's
Gathering'sAncient
AncientEgypt-inspired
Egypt-inspiredplane
planeofofAmonkhet
Amonkhetininthis
this
guide
guidefor
forthe
theworld's
world'sgreatest
greatestroleplaying
roleplayinggame
game
Credits
Designer:
Gabe Rodriguez, /u/letterephesus Contents
Logo:
Wizards of the Coast Races ..................................................................................................3
Cover Art: Angel ................................................................................................4
Greg Rutkowski Anointed ..........................................................................................5
Aven ................................................................................................. 6
Artist Credits: Human .............................................................................................7
Aaron Miller, Anna Steinbauer, Aleksi Briclot, Bastien L. Khenra .............................................................................................8
Deharme, Ben Maier, Daarken, Greg Rutkowski, Joseph Minotaur ......................................................................................... 9
Meehan, Ryan Alexander Lee, Tomasz Jedruszek, Viktor Naga .............................................................................................. 10
Titov, Yeong Hao Han Backgrounds ..................................................................................11
New Backgrounds ...................................................................... 11
The following resources provided material and Existing Backgrounds ............................................................... 12
inspiration: Spells ............................................................................................... 13
The MTG Wiki Magic Items ................................................................................... 13
The orignal Plane Shift: Amonkhet
The Amonkhet Player's Guide PDF Link
Magic: the Gathering cards from the Amonkhet and Hour of Click Here to view and download the latest PDF version (0.4).
Devastation sets
Technical Resources: Changelog
Detect Balance Spreadsheet for Custom Races by u/jwbjerk Version 1.1c
D&D Watercolor Stains by Jared Ondricek Updated support links
Planeshifted Guides: Version 1.1b
Visit new Magic: the Gathering planes in D&D with these Fixed broken image links
feature-length guides: Version 1.1
New Phyrexia, inspired by biomechanical horror Fixed commit to memory spell (thank you
The Streets of New Capenna; inspired by 1920's America /u/ErzIgel)
The Ten Realms of Kaldheim; inspired by Norse mythology Version 1.0
Kamigawa: Neon Dynasty; inspired by Japanese culture and Public Release
cyberpunk Added PDF link
The Throne of Eldraine, inspired by Grimm fairy tales and Version 0.4
Arthurian legend Added a back cover (I'm experimenting with this,
idk if I like it enough to use it in main books)
Support Planeshifted Guides Version 0.3
This is 100% free fan content. You can show your support for Updated human race to Planeshifted standard
the Planeshifted Guides project through my Patreon, or by Added description snippets to races
buying me a coffee. Thank you! Minor technical language updates
Version 0.2
Supporters Updated front cover
Huge thank you to all my supporters, you guys rock! Added Magic Items section
A.J., Antoine Polignone, Charles Reed, Cole McNutt, Donovan Version 0.1
Lowell, Douglas Burtt, FER, Jonathan Cowley, Joseph Joffe, Early access release
Justin Finley, Lex Raine, Mark F., Radek, ReaperTheWolf,
TallguyZin

A Planshifted Return to Amonkhet is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by
Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content
within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by
those said interested parties or by others with legal, written consent by said parties.
2
About this Book

T
his book is a quick supplemental guide to be Creature Type
used with Plane Shift: Amonkhet, which
provides rules and options for playing Every creature in D&D, including every player character, has
Dungeons & Dragons 5th edition in the a special tag in the rules that identifies the type of creature
Amonkhet setting from Magic: the Gathering. they are. Most player characters are of the Humanoid type. A
This book provides updated character options race in this section tells you what your creature type is.
and a selection of new spells. Here's a list of the game's creature types in alphabetical
order: Aberration, Beast, Celestial, Construct, Dragon,
Races Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze,
Plant, Undead. These types don’t have rules themselves, but
At 1st level, you choose your character's race. This section some rules in the game affect creatures of certain types in
presents updated playable races for this setting. Plane Shift: different ways. For example, the cure wounds spell doesn’t
Amonkhet provides information to help you understand your work on a Construct or an Undead.
character's place in the world.
When you create a character for a campaign or adventure Age
set on the plane of Amonkhet, you choose from one of the
race options presented here, and follow these additional The typical life span of a player character in the D&D
rules during character creation. multiverse is about a century, assuming the character doesn’t
meet a violent end on an adventure.
Ability Score Increases
Height and Weight
When determining your ability scores, you increase one of
those scores by 2 and increase a different score by 1, or you Player characters, regardless of race, typically fall into the
increase three different scores by 1. You follow this rule same ranges of height and weight that humans have in our
regardless of the method you use to determine the scores, world. If you’d like to determine your character’s height or
such as rolling or point buy. weight randomly, consult the Random Height and Weight
Your class's "Quick Build" section offers suggestions on table in the Player’s Handbook, and choose the row in the
which scores to increase. You're free to follow those table that best represents the build you imagine for your
suggestions or to ignore them. Whichever scores you decide character.
to increase, none of the scores can be raised above 20. Proficiencies
Languages Some races and subraces grant proficiencies. These
Your character can speak, read, and write Common and one proficiencies are usually cultural, and your character might
other language that you and your DM agree is appropriate for not have any connection with the culture in question or might
the character. The languages in Amonkhet that a character have pursued different training. You can replace each of those
might speak are listed below. proficiencies with a different one of your choice, following the
restrictions on the Proficiency Swaps table.
Amonkhet Languages
Proficiency Swaps
Language Typical Speakers
Proficiency Replacement Proficiency
Aven Aven
Skill Skill
Draconic Angels
Armor Simple/Martial weapon or tool
Common Anyone
Martial weapon Simple/Martial weapon or tool
Fiendish Demons
Simple weapon Simple weapon or tool
Khenra Khenra
Tool Simple weapon or tool
Minotaur Minotaurs
Naga Naga
Sphinx Sphinxes

3
Angel
Angels are celestial creatures that reflect the powerful dragon
planeswalker Nicol Bolas. They keep order in the city of
Naktamun and enact the will of the gods. You can learn more
about angels in Plane Shift: Amonkhet.
Angel Traits
You have the following racial traits.
Creature Type. You are a Celestial.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Blessing of the God-Pharaoh. You know the light cantrip.
Starting at 5th level, you can cast the tomb of disgrace* spell
with this trait. Once you cast it with this trait, you can't do so
again until you finish a long rest. You can also cast it using
any spell slots you have of 3rd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).
Flight. Because of your wings, you have a flying speed
equal to your walking speed. You can't use this flying speed if
you're wearing medium or heavy armor.
* The tomb of disgrace spell appears on page 14.

Bastien
Bastien
BastienL.Deharme
Bastien
Bastien L.Deharme
L.Deharme
L.Deharme
L.Deharme
@deharme
@deharme
@deharme
@deharme
@deharme

4
Anointed
Anointed are servile mummies, the dead who did not fully
complete the trials of the gods but are able to serve the city of
Naktamun in their afterlife. You can learn more about
anointed in Plane Shift: Amonkhet.
Anointed Traits
You have the following racial traits.
Creature Type. You are an Undead.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Deathless Nature. You have resistance to poison damage
and immunity to disease, and you have advantage on saving
throws you make to avoid or end the poisoned condition on
yourself. You don't need to eat, drink, or breathe.
Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead. Once you use this trait, you can't do so again until
you finish a long rest.
Sleepless. You don't need to sleep, and magic can't put you
to sleep. You remain conscious during a long rest, though you
must still refrain from strenuous activity to gain the benefit of
the rest.

Yeong
Yeong
YeongHao
Yeong
Yeong Hao
HaoHan
Hao
Hao Han
Han
Han
Han
@fooyee
@fooyee
@fooyee
@fooyee
@fooyee

5
Aven
Aven are winged humanoids who bear the heads of birds—
falcons or ibises. You can learn more about aven in Plane
Shift: Amonkhet.
Aven Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Beak. You have a beak that you can use to make unarmed
strikes. When you hit with it, the strike deals 1d6 + your
Strength modifier piercing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Flight. Because of your wings, you have a flying speed
equal to your walking speed. You can't use this flying speed if
you're wearing medium or heavy armor.
Aven Subrace. You gain an additional benefit based on
one of the following options (choose when you select this
race):
Falcon-headed. You have proficiency in the Perception skill,
and you have advantage on Wisdom (Perception) checks
that rely on sight. In conditions of clear visibility, you can
make out details of even extremely distant creatures and
objects as small as 2 feet across.
Ibis-headed. You have proficiency with two of the following
skills of your choice: Arcana, History, Nature, or Religion.
In addition, you can speak, read, and write an additional
language of your choice.

Aaron
Aaron
AaronMiller
Aaron
Aaron Miller
Miller
Miller
Miller
@aaronbmiller
@aaronbmiller
@aaronbmiller
@aaronbmiller
@aaronbmiller

6
Human
Humans of Amonkhet are similar to their counterparts in
other worlds. You can learn more about Amonkhet humans in
Plane Shift: Amonkhet.
Human Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Human Determination. When you make an attack roll, an
ability check, or a saving throw, you can do so with advantage.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Skills. Humans have a wide range of natural talents. You
have proficiency in one skill of your choice and with one tool
of your choice.

Variant Traits
If your campaign uses the optional feat rules found
in the Player's Handbook, your Dungeon Master
might allow these variant traits, which replace your
Human Determination and Skills trait.
Resourceful. Whenever you finish a long rest, you
are given inspiration, using the rules for inspiration
provided in the Player's Handbook.
Feat. You gain one of the following feats from
the Player's Handbook: Alert, Healer, Lucky, Magic
Initiate, Savage Attacker, Skilled, or Tough.

Greg
Greg
GregRutkowski
Greg
Greg Rutkowski
Rutkowski
Rutkowski
Rutkowski
@rutkowski
@rutkowski
@rutkowski
@rutkowski
@rutkowski

7
Khenra
Khenra are lithe jackal humanoids, often born as twins. You
can learn more about khenra in Plane Shift: Amonkhet.
Khenra Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Bite. You can use your fanged maw to make unarmed
strikes. When you hit with it, the strike deals 1d6 + your
Strength modifier piercing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Keen Hearing and Smell. You have proficiency in the
Perception skill, and you have advantage on any Wisdom
(Perception) check that relies on hearing or smell.
Khenra Twin. You gain an additional benefit based on one
of the following options (choose when you select this race):
Twin Tactics. You have advantage on attack rolls against a
creature if at least one of your allies is within 5 feet of the
creature and the ally isn't incapacitated.
Twinless. You are immune to the frightened condition.

Twin-Dependent
If you lose your khenra twin during the course of
your campaign, your DM may allow you to replace
your Twin Tactics trait with the Twinless trait, and
vice versa if you reunite with your twin.

Tomasz
Tomasz
TomaszJedruszek
Tomasz
Tomasz Jedruszek
Jedruszek
Jedruszek
Jedruszek
@morano
@morano
@morano
@morano
@morano

8
Minotaur
Minotaur are hulking oxen humanoids. Amonkhet minotaur
have the innate power to call flame. You can learn more
about minotaur in Plane Shift: Amonkhet.
Minotaur Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Flaming Fury. When you damage a creature with your
Horns or a weapon attack, you can cause the attack to deal
an additional amount of fire damage equal to your proficiency
bonus.
You can use this trait a number of times equal to your
proficiency bonus, regaining all expended uses when you
finish a long rest, and you can use it no more than once per
turn.
Horns. You can use your horns to make unarmed strikes.
When you hit with them, the strike deals 1d6 + your Strength
modifier piercing damage, instead of the bludgeoning
damage normal for an unarmed strike.
Ram. If you move at least 30 feet straight toward a target
and then hit it with your Horns on the same turn, the target
must succeed on a Strength saving throw with a DC equal to
8 + your proficiency bonus + your Strength modifier or be
knocked prone or pushed 5 feet away from you (your choice).

Viktor
Viktor
ViktorTitov
Viktor
Viktor Titov
Titov
Titov
Titov
@viktortitov
@viktortitov
@viktortitov
@viktortitov
@viktortitov

9
Naga
Naga are snake-like humanoids. They lack lower limbs,
instead having a long serpentine body. You can learn more
about naga in Plane Shift: Amonkhet.
Naga Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Bite. You can use your fanged maw to make unarmed
strikes. When you hit with it, the strike deals 1d6 + your
Strength modifier piercing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Blindsight. You can perceive your surroundings within 10
feet of you without relying on sight. You can't detect
Constructs or Undead this way.
Poison Bite. As an action, you can make a special
unarmed strike with your Bite. If the strike hits, it deals its
normal damage, and the target must succeed on a
Constitution saving throw against a DC equal to 8 + your
Constitution modifier + your proficiency bonus or or be
poisoned until the start of your next turn.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Serpentine Build. You can use your serpentine body to
grapple a creature while leaving your hands free. You have
advantage on ability checks you make to initiate a grapple
this way.
Shed Skin. As a bonus action, you can end one condition
on yourself from among blinded, deafened, grappled,
paralyzed, poisoned, or restrained. Once you use this trait,
you can't do so again until you finish a long rest.

Daarken
Daarken
Daarken
Daarken
Daarken
@daarken
@daarken
@daarken
@daarken
@daarken

10
Backgrounds Charioteer
This section presents three sample backgrounds you can Chariots are used both to travel the desert sands and to
choose from to reflect a character from Amonkhet. The engage in the trials. You have practiced this art extensively,
backgrounds in this section provide features, proficiencies, and any crop would cherish having one with your skills
and equipment. This section also presents suggestions for among their ranks.
adapting some of the backgrounds from the Player's Skill Proficiencies: Acrobatics, Perception
Handbook to tie them more closely to Amonkhet. Tool Proficiencies: Vehicles (land), Navigator's tools
Equipment: A whip, a chariot, a draft horse, 10 days of
Anointer animal feed, and a set of traveler's clothes.
As an anointer, you have studied under the priests of Feature: Chariot Driver
Naktamun and learned the ancient process of mummification You have advantage on any Wisdom (Animal Handling)
of the honored dead, the process used to create the anointed check, Dexterity-based ability check, or Dexterity saving
undead servants of the city. throw you make to maintain control of a chariot or a creature
Skill Proficiencies: Arcana, Medicine pulling it.
Tool Proficiencies: Embalming tools, Weaver's tools
Equipment: Embalming tools, a set of robes, and a belt
pouch containing 10gp Chariots
Chariots and the creatures pulling them work like controlled
Feature: Anointed
You have acquired the service of an anointed servant. It uses mounts, as described in the mounted combat rules in the
the zombie stat block. The servant acts independently of you, Player's Handbook, but with the following differences:
but treats you as an ally. The servant can perform mundane
tasks for you, but it will not fight for you, will not follow you Mounting or dismounting a chariot costs you 5 feet of
into obviously dangerous areas (such as dungeons), and will movement, rather than a number of feet equal to half your
leave if it is frequently endangered or abused. speed.
Being mounted on a chariot grants you half cover.
A chariot's speed is equal to the speed of the slowest
creature pulling it.
Embalming Tools
If multiple creatures are pulling the chariot, they all act on
Embalming tools are a set of artisan's tools. If your campaign the same initiative, and they must take the same action on
uses the Tool Proficiencies rules found in Xanathar's Guide to their turn.
Everything, embalming tools have the following description:

Embalming tools enable a character to prepare a body for


mummification and burial.
Components. Embalming tools include salts, a metal hook,
knives, canopic jars, thread, needles, and scraps of linen.
Arcana, Religion. Proficiency with embalming tools aids you
when determining the nature and origin of Undead creatures.
Medicine. This tool proficiency grants additional insight
when treating life-threatening wounds.
Prepare Anointed. As part of a long rest, you can use
embalming tools to prepare the corpse of one Large or smaller
creature. The creature is protected against the Curse of
Wandering, and if it becomes Undead, it becomes a docile
anointed.

Embalming Tools
Activity DC
Determine an Undead's nature 10
Preserve organic material 15
Treat a lingering injury 15

Ryan
Ryan
RyanAlexander
Ryan
Ryan Alexander
AlexanderLee
Alexander
Alexander Lee
Lee
Lee
Lee
@ryanleeart
@ryanleeart
@ryanleeart
@ryanleeart
@ryanleeart
Excavator
The deserts of Amonkhet, and in particular the Ramunap
Broken Lands, hold many secrets of civilizations long lost,
and many treasures worth uncovering. You have dedicated
your life to traveling the wastes in search of these secrets.
Skill Proficiencies: History, Survival
Tool Proficiencies: Cartographer's tools or Navigator's
tools
Languages: One of your choice
Equipment: A scroll case, a bullseye lantern, a miner's
pick, a shovel, a two-person tent, a piece of lazotep ore, a
set of traveler's clothes, and a belt pouch containing 5gp.
Feature: Desert Secrets
When you enter a ruin or dungeon, you can correctly
ascertain its original purpose and determine its builders. In
addition, you can determine the monetary value of art objects
more than a century old.

Lazotep
Lazotep is a magical blue mineral found only on Amonkhet,
mined from deep below the sands. It is a channel for blue
mana, giving it antimagic properties. It can be worked into
medium or heavy armor.
The lazotep version of a suit of armor costs 1,000gp more
than the normal version. While wearing lazotep armor, you
have the following trait.
Magic Resistance. You have advantage on saving throws
against spells, and spell attack rolls made against you have
disadvantage.

Adapting Backgrounds
The following existing backgrounds found in the Player's
Handbook can be adapted to better represent characters
from Amonkhet.
Diviner (Hermit)
On Amonkhet, a diviner spends their time studying the sands,
hoping to unlock the secrets of the future. Your Discovery is
likely a great revelation about events soon to pass.
Scribe (Sage)
A scribe of Naktamun records events and transpondences,
and spends a great deal of time at the monuments to the
gods. Your Researcher feature will likely take you to one of
these monuments.
Hekma Sentinel (Soldier)
The Hekma is the great wall that surrounds the city of
Naktamun, separating it from the desert and keeping the
citizens safe. The Hekma Sentinels are guards who patrol the
Anna
Anna
AnnaSteinbauer
Anna
Anna Steinbauer
Steinbauer
Steinbauer
Steinbauer walls, defending it from abominations, dissenters, and other
@depingo
@depingo
@depingo
@depingo
@depingo threats.
At Higher Levels. When you cast this spell using a spell
Spells slot of 5th level or higher, you can target one additional object
for each slot level above 4th.
The following section presents spells available to spellcasters
in Amonkhet. The Spells table shows which class spell lists Heaven to Earth
the spells appear on, as well as that spell's level and school of 9th-level Conjuration
magic. With your DM's permission, these spells might be
available to you even if they aren't on your class spell list. Casting Time: 1 action
(The Artificer class is presented in Tasha's Cauldron of Range: 120 feet
Everything.) Components: V, S, M (a shard of ice and a small flame)
Duration: Instantaneous
Spells You cause a meteoric mass of rock to plummet to the ground
Level Spell School Classes at a point you can see within range. Each creature in a 20-
Commit to foot radius cylinder centered on that point must make a
C
Memory
Div. Artificer, Wizard Dexterity saving throw. On a failed save, a creature takes
20d6 bludgeoning damage, is knocked prone, and is trapped
C
Pull from
Con. Artificer, Wizard beneath the rock. A trapped creature is restrained, and can
Tomorrow use its action to make a Strength check against your spell
Lay Bare the Bard, Sorcerer, Warlock, save, freeing itself on a success. On a successful save, the
1st
Heart
Div.
Wizard creature takes half as much damage and doesn't fall prone or
become trapped. The ground in the area becomes a crater of
3rd
Supernatural
Nec. Cleric, Paladin difficult terrain.
Stamina Structures and nonmagical objects that aren't being worn
Tomb of or carried within the spell's area also take damage. If part of a
3rd Nec. Artificer, Cleric, Paladin nonmagical structure would prevent the mass of rock from
Disgrace
reaching the ground, that part of the structure is destroyed.
4th Dispossess Abj.
Cleric, Paladin, Sorcerer,
Warlock, Wizard
An object that is completely within the spell's area is buried
beneath the rock, requiring a successful Strength check
4th Hapatra's Mark Abj.
Artificer, Cleric, Druid, against your spell save DC to unearth.
Paladin, Ranger
Hapatra's Mark
Cleric, Paladin, Sorcerer,
9 th
Heaven to Earth Con.
Warlock, Wizard
4th-level Abjuration
Casting Time: 1 action
Commit to Memory Range: Self
Divination cantrip Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 action A glowing tattoo of a coiled snake appears around your arm
Range: Self and lasts for the duration. Until the spell ends, you are
Components: S immune to poison damage and the poisoned condition, you
Duration: 1 month can't be the target of spells of 3rd level or lower, and you have
This spell records complex information that you can see, advantage on saving throws against spells.
such as a detailed map or a long sequence of symbols. Until At Higher Levels. When you cast this spell using a spell
the spell ends, you can use your action to create an illusory slot of 5th level or higher, the spell blocks spells of one level
duplicate of the information recorded. If you cast this spell higher for each slot level above 4th.
again before it ends, the first information recorded is lost.
Lay Bare the Heart
Dispossess 1st-level Divination
4th-level Abjuration Casting Time: 1 action
Casting Time: 1 action Range: 10 feet
Range: 30 feet Components: V, S, M (a crocodile tooth)
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute
You reach out to a creature you can see within range that has
You attempt to banish one Large or smaller object you can an Intelligence score of 4 or greater. The spell creates an
see within range to the space between the planes. If the illusion of the target's heart leaving their chest.
object is being worn or carried by a creature, that creature You learn the target's current emotional state. The target
must make a Wisdom saving throw. On a failed save, or if the must succeed on a Charisma saving throw or you also learn
object isn't being worn or carried, the object is banished until the target's alignment and a flaw or secret about the target.
the spell ends, at which point the target reappears in the Celestials, Fiends, and Undead automatically fail this saving
space it left or in the nearest unoccupied space if that space throw.
is occupied. Artifacts are unaffected by this spell.

13
Pull from Tomorrow
Conjuration cantrip
Casting Time: 10 minutes
Range: Self
Components: V, S, M (an hourglass)
Duration: Instantaneous
You reach forward through time, pulling arcane energy from
your future self. You regain one expended spell slot of 3rd
level or lower. When you finish your next long rest, you
immediately expend a spell slot of equivalent level.
If you cast this spell again before 24 hours have passed, it
has no effect.
Supernatural Stamina
3rd-level Necromancy
Casting Time: 1 reaction, which you take when you are hit
by an attack
Range: Self
Components: V
Duration: 1 round
A glowing mark of Bontu appears on your chest and lasts for
the duration. Until the start of your next turn, the next time
you are reduced to 0 hit points as the result of taking damage
from an attack, you drop to 1 hit point instead. When the spell
ends, your exhaustion level is reduced by 1.
Tomb of Disgrace
3rd-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a canopic jar)
Duration: Concentration, up to 1 minute
You choose a Medium or smaller creature you can see within
range and conjure a sarcophagus around it, which lasts for
the duration. The target must succeed on a Dexterity saving
throw or be trapped inside the sarcophagus. While trapped,
the target is blinded and restrained and has full cover from
attacks originating outside the sarcophagus. Likewise,
creatures and objects outside the sarcophagus have full cover
from the trapped target.
A trapped creature can use its action to make a Strength
check against your spell save DC, ending the spell on a
success. The sarcophagus can also be destroyed by dealing
damage to it, ending the spell (AC 17; hp 20; damage
threshold 10; immunity to poison and psychic damage).
If you concentrate on this spell for the full possible
duration, the spell lasts until it is dispelled or until the
sarcophagus is destroyed.

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14
Magic Items Option: Magic Cartouches
This section presents some magic items that can be found in In Plane Shift: Amonkhet, cartouches have no
Amonkhet. magical properties, despite being magical in Magic:
the Gathering's lore. To represent this magic, your
Traveler's Amulet DM might give cartouches the following
Wondrous Item, Very Rare (Requires Attunement) properties:
This amulet depicts the jackal head of the god Hazoret. While Cartouche
you are outdoors during the day, you can hold the amulet Wondrous Item, Uncommon
towards the sun and cast the find the path spell from it at will.
A cartouche is a magical emblem awarded to
Dagger of the Worthy initiates for each trial of the gods they complete.
Weapon (Dagger), Rare (Requires Attunement) They are also used to control both the anointed
mummies and dissidents.
You gain a +2 bonus to attack and damage rolls made with Anointing. If you die while wearing a cartouche,
this magic weapon. you are protected from the curse of wandering. A
While the dagger is on your person, you can't be charmed creature with proficiency with embalming tools
or frightened. can turn you into an anointed as a 1-hour ritual. At
the end of the ritual, you return to life with all your
Crook of Condemnation hit points as an anointed. You replace your racial
Weapon (Lance), Legendary (Requires Attunement) traits with those of the anointed race.
Control Magic. As an action while holding the
This crook is used by angels to strip initiates of their cartouche, you can attempt to wrestle it around the
cartouches. neck of a creature that is hostile to you. Make a
You gain a +2 bonus to attack and damage rolls made with Strength (Athletics) contested by the target's
this magic weapon. Strength (Athletics) or Dexterity (Acrobatics) (their
Using this magic weapon, you have advantage on attack choice). If you succeed, the cartouche is placed
rolls you make as part of the Disarm action on your turn. You around the target's neck.
can also use the Disarm action to remove a cartouche from At the start of each of its turns while the
around a target's neck. cartouche is around its neck, a non-Undead
creature must succeed on a DC 13 Constitution
saving throw or be paralyzed until the start of its
next turn.
An Undead creature with a cartouche placed
around its neck by you is charmed by you until the
cartouche is removed. When the cartouche is
removed, the Undead takes 6d6 force damage.

Ben
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Rise Among the
Worthy
Huge thank you to all of my supporters and my
personal play group, and to James Wyatt for his
work on the original Plane Shift supplements.

This supplement is 100% free fan content


permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

If you'd like to help support more Magic: the


Gathering planes homebrewed into D&D,
consider supporting me on Patreon, or buying
me a coffee.

For use with the fifth edition Player's Handbook,


Monster Manual, Dungeon Master's Guide, and
Plane Shift: Amonkhet supplement

PATREON.COM/PLANESHIFTED

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