This is perhaps one of the biggest assets for Wizards of the Coast, Dungeons and Dragons, as well as the 5th Edition ruleset. Already leaning on the idea of user enjoyment and engagement, the versatility of 5e to hack into some of these other worlds was shockingly easy to do. This also helps when your players already have read all of the backstory you provided. When the light fades and the moon rises over Innistrad, humanity becomes the universal prey. Packs of werewolves are drawn out by the moon, their humanity washed away by animal rage. Vampire families bare their fangs at the scent of human blood. Hordes of walking dead lurch across the manors and moors, driven by an innate hunger for the living. Alchemically created abominations twitch to life in alchemists’ laboratories. Geists haunt the huddled human towns and terrify travelers along the dark crossways in between. If you want a MTG card for inspiration, check out Skinshifter from Magic 2012 set.From Innistrad’s depths, powerful demons and impish devils plot humanity’s downfall. you know, no dinos (unless you plane shift to Ixalan :P). I guess I'd suggest getting a list of creatures that are on or reasonably would be on Innistrad and handing that to your PC. I think I read something in the Art of Magic Book about them hanging out with spirits in the forest. If you've already gotta make your totem armor change, I guess my question to you would be why bother limiting the player in the first place? I have no clue if the Totem Armor stuff would be balanced, but since it feels like a major departure from the class I'd say there's a lot of room for error.įor that matter, I don't know that Druids AREN'T in Innistrad. From a MTG lore perspective, I get where you're coming from, but I don't recall Totem Armor being a thing in any of the Innistrad blocks (Zendikar, right?). Added a bite and claw attacks and the werewolf damage resistances are generally covered by raging already.īut that's not your question. One of my PCs is a Barbarian that becomes a werewolf when he rages. Whatever you feel is best for your table.Ĭurrently DM'ing a heavilly altered Innistrad campaign right now. If you like your changed mechanics, by all means, stick with that. Druids not aligned with the church are called forcemages (whether they're friendly or not) which can be synonymous with 'witch' to commoners and even the clergy. However, they should be wary of where and in front of whom they transform. If the druid is NOT affiliated with the church: I made no change. This, I feel, is a very clear distinction for commoners of Innistrad and could easily be made general knowledge, since the traditional 'evil' shapechangers are typically only werewolves (human and human-wolf hybrid) and vampires (which only change from their humanoid form into bats or shrouds of mist). Then the only change made is that any creature they transform into is alabaster or white (albino) and silver-furred to denote their connection to Avacyn. If they're affiliated with the church: They are a springsage, traditionally wearing all the trappings of the church. The way I've handled druids in Innistrad is very simple. My irl game has been going on for two years now. I run an Innistrad DnD 5e campaign irl as well as a pbp here.
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