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| planescape races.pdfOrdoVeth23Oct 12, 2014 21:07:18 | I'm slowly but surely converting Planescape to 5e. Here's a rough version of the races, which still needs to have the fluff added in, but all of the necessary stats are here in order to start playing them. I'll be updating this soon with the fully fleshed out versions.
Also, I'm nearly finished with converting the factions, and I'll be posting those soon as well as other rules. I've also started on Planescape specific backgrounds, such as Tout, Collector, Rat Catcher, Courier, etc.
Any feedback is appreciated. The races were primarily based off of the original AD&D races, but I heavily referred to the 5e Monster Manual where I could (Githzerai and Modrons. Bariaur were somewhat of a combination of the Centaur and Goat/Giant Goat rules).
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| #2Emanuele_GallettoOct 27, 2014 9:23:47 | Hey! I'm currently prepping a Planescape mini campaign and these are really useful! I also dig the look and flavor you put in the descriptions. Cool stuff! |
| #3IournNov 03, 2014 3:45:37 | I started converting Planescape into 5th edition this weekend - hadn't got as far as the races, so I'm really grateful that some of this work has already been done! I'll read through your notes more thoroughly when I get the chance, but I do have a couple of observations and questions.
I don't think that you should be giving the Earthsoul Genasi and the Rogue Modron a flat bonus to their armour class. It's just too useful in 5th edition, and doesn't seem in keeping with the game's gentler power curve. I think you need to find a form of words to say that while not wearing armour the character can calculate their AC using the formula 11 + Dex (for the genasi) and 14 + Dex (for the modron). That seems to be the way most creatures do it in the new edition.
My gut instinct says that some of the genasi subraces might be a little overpowered compared to the standard PC races. Take the Watersoul Genasi for example - she has resistance to two energy types, a swim speed, can breathe water and air, and can cast a 2nd level spell once per day. It just seems a little too much for me.
Of course, even if it is too much, you haven't given the Watersoul any abilities that seem out-of-place or improper. So this begs the question with what do we do with PC races that are obviously more powerful than the standard human/elf/dwarf?
Personally, I really like genasi. And I prefer the 4th edition take on the character over the one that appeared in 3rd or 2nd editions. I like the concept of the genasi having access to multiple elemental manifestations, switching between them and even having more than one of them running at the same time. But I can't let a genasi do all of those things in 5th edition, as it would overshadow the other PC races.
My initial thoughts for the genasi was to model the base race after the dragonborn - resistatnce to one energy type and one funky power... probably the swimming and breathing underwater for the watersoul, or the firebolt cantrip for the firesoul. For anything else I was going to introduce racial feats. Maybe one feat that allows the genasi access to all the other manifestations and to swap between them during a short rest; and another that allows the genasi to display two manifestations at once. Or maybe all of that should be one feat in 5th edition? I'm not sure.
I'm hoping we get guidance on this sort of thing in the DMG.
Anyway - thanks very much for posting these conversions! |
| #4OrdoVeth23Nov 09, 2014 16:54:06 | I'm glad that folks have found this helpful so far. I've been meaning to finish some other updates as well, but I've been swamped with school and work lately, and haven't had a chance yet.
As far as more powerful characters go, I'm a fan of how Pathfinder handles it. If a race is more powerful than a standard race, that just means that you can put them up against greater challenges than a character of a standard race. In my opinion, that seems highly appropriate for Planescape, since it's a setting where characters will be interacting with demons, devils, angels, proxies, gods, and who knows what else. Between the Planescape races and faction abilities, Planescape characters definitely had an edge over some of the other 2e characters.
On the subject of more powerful races, I always hated the ECL of 3e for nonstandard races. I hope that 5e avoids that route. It always made more sense to me to just scale encounters to the characters, rather than cause a character to advance slower than everyone else because they start off more powerful. But that's my own personal opinion.
Of all of the races I converted, I think the githzerai are probably the most overpowered, but they're considerably weaker than their 3e counterpart, which I believe got a +6 to Dex, among other bonuses.
I tried to keep all of the genasi roughly at the same power level as tieflings. Fire genasi are pretty much exactly at the same power level, or only slightly more so, and they end up getting three innate spells over a few levels (just like tieflings), so I thought the other genasi were roughly at the same level, but perhaps not. I'll look everything over again once I get the chance.
I'm also at the point of just wanting to wait for the DMG before I invest too much work into things, since I know it will supercede a lot of conversion that people are doing, and give us better guidelines. I'll be putting in a lot of extra work on this next month.
Thanks for all the input, and I'll take it all into consideration! |
| #5MacEochaidDec 09, 2014 16:11:54 | Giving Water Breathing should not be seen as an added feature. It will come up either very rarely and conditionally (the odd trap experienced once over 20 levels that you need to swim under) or the Genasi can sneak up to the fortress in the middle of the lake, but is now seperated from his friends. In which case the Genasi feels important, but overall it's not too big to the campaing as a whole.
OR it will feature something so intense in the campaign that the DM will have to provide some sort of assistance (before embarking on a trip to the bottom of the ocean you need to find the formula for a necklace of water breathing and make enough for everyone, except the Genasi you can save your money) |
| #6Akodo_AkiraDec 10, 2014 20:35:09 | I'm not sure I'd give the Bariaur Advantage on all spells. That's pretty powerful.
I also think the Spells Per day for most of the Races needs to be stretched out to better fit with the other Races.
Githzerai should not get Phantismal Killer, that's just way too much. |
| #7OculeDec 13, 2014 13:44:20 | Hmm, might do my own conversion of this soon. I think the Genasi shouldve probably had a universal stat among all genasi and then a subrace stat unique to each one. Probably be less confusing they feel like 4 different races. And phatasmal killer as a racial? Isnt that a big strong? Anyway dont mind my complaining overall its a very interesting read. |
| #8OrdoVeth23Dec 15, 2014 12:37:08 | Apologies for not being able to get back to this sooner. I've had a pretty intense semester going on, which wraps up this week. I'll have a revised version of this up later this week, along with Githyanki,, the DMG Aasimar, and possibly some other races. I've also been working on planar backgrounds (tout, collector, rat catcher, and more) and factions, which will get posted soon.
As for all the feedback (which is much appreciated):
Yes, the wording for Earth Genasi AC should read as : While you are not wearing armor, your Armor Class equals 11 + your Dexterity modifier.
For the Modron, it should read: While you are not wearing armor, your Armor Class equals 14 + your Dexterity modifier.
As for Bariaur Spell Resistance, what's a suggested replacement then? Bariaurs have always been resistant to magic. In 2E, female Bariaurs had +3 vs. Spells. In 3e, Bariaurs had not only Spell Resistance equal to 11+ class level (so you'd START OFF with SR 12 at 1st level), but they ALSO had a +2 racial bonus on Will saves against spells and spell-like abilities. So if a spell got past their spell resistance, they still had a +2 bonus to their saves. My version gives them Spell Resistance (advantage on saves against spells), which is powerful, but not so much as Magic Resistance, which also gives advantage vs. spell-like abilities, magic items, and effects. If it's deemed too powerful, what's a good alternative? The Mage Slayer feat gives advantage on saves against spells cast by creatures within 5 feet of you, along with two other perks as part of the feat. On the subject of Bariaur, I didn't split the race between sexes like in 2e, as 3e did away with that, and honestly, even 2e wasn't terribly cohesive with that. Page 108 in The Planewalker's Handbook clearly shows a four-legged female bariaur.
As for Genasi, if a universal stat increase should be used, which stat should it be for? All of the genasi types have always been pretty different, with very different ability score bonuses. In 2e, it was +1 to Dex and Int, -1 to Wis and Cha for Air Genasi. +1 Str and Con, -1 Wis and Cha for Earth Genasi. +1 Int, -1 Cha for Fire Genasi. +1 Con, -1 Cha for Water Genasi. The Charisma penalty is the only commonality between all of the Genasi. I don't remember what the modifiers were in 3e or 4e. I'd look it up if I didn't have to be at work soon.
Githzerai.... I took the innate spells from the Monster Manual. The 13 HD Githzerai can use Phantasmal Killer and Plane Shift 1/day, which the 7 HD Githzerai can't use, telling me they get it at 13th level. Seeing as Phantasmal Killer is a 4th level spell that a 13th level spellcaster could already cast 3 times in a day, I didn't think that would be an issue. I'm honestly surprised that that's a bigger issue than being able to use Plane Shift, which is a 7th level spell that a 13th level caster could only cast 1/day.
So what suggestions do you have if these are deemed too much?
Thanks for the input!
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| #9OculeDec 15, 2014 23:06:42 | Okay go number 2 my computer just erased what i was typing for ****s sake. Genasi: Okay first things first. The formula of 11+Dex for earth genasi has to go because it is unusable except in very specific circumstance. namely, you are playing someone who normally wears armor and are caught naked. It would not stack with wearing armor, mage armor, barkskin, monk or barbarian unarmored defenses. If you are set on keeping this i suggest wording it "Increase armor class by 1 when not wearing armor" this way it can be used by monks, barbarians, wizards and sorcerers. Just like the bracers of defense. Second my idea regarding Genasi would be to solidify them under 1 race and give them 4 sub races would make way more sense and a common stat. I recommend charisma because it makes the most sense being that Genasi reflect the elemental energies that run in their blood and their subrace will give them a bonus to a relevant stat. Although using tiefling and aasimar as almost like a formula for planetouched might not be a bad idea would grant them a cantrip, a first level and 2nd level spell at levels 1, 3 and 5 themed around their element, resistance to a relevant damage type and then +1 to a stat reflecting their subtype. Or you can give them an ability similar to dragonborn with a single ability and it changes based on their elemental type.
Genasi: Ability Score Increase: +2 Charisma Age: Matures at 20, live to about 150 Alignment: Frequently chaotic bent Speed: 30 Ft. Darkvision: You are planetouched afterall Languages: You can speak Common and Primordial
The Githzerai ability is obscenely strong to gain phantasmal killer, the monster stat block is geared to work off the notion that this is a monster and any class levels are irrelevant. So something a bit more tamed down would be:
+2 Dex, +1 Wis Age: Mature at 30 and live to be about 250. Alignment: Githzerai are typically conciously neutral as a philosophy opting for balance in all things. Innate Psionics: You gain the mage hand cantrip (the hand is invisible), at 3rd level you can cast feather fall once per day, and at 5th level you can cast Phantasmal Force once per day. Iron Mind: You gain Resistance to Psychic damage and gain advantage on all saving throws versus illusions (Mind Over Matter: You have advantage on Strength, Dexterity and Consitution saving throws versus magic.) Attuned: You are proficient in Insight (Wisdom) Languages: Common and Gith
Breakdown: I would opt to reign them in with the innate psionics making them more in line with the other races giving them a level 1 spell at 3rd level, and a 2nd level spell at 5th level as well as a cantrip. The hand is invisible to make it feel more psionic and less arcane. Feather fall is a nice utility that will save their life during a pitfall or other hazard or just give them a nice way down a ledge otherwise too tall to jump. Their final ability reflects their mental prowess and effect over limbo. "Your mind makes it real" is the key here taking a bit from the matrix. Iron Mind (Borrowed the name from 4e here), but i thought it was a nice thing giving them the ability to resist mental effects like that. The alternative of mind over matter seemed a bit strong but could also suffice without being game breaking. I did away with psychic defense all together because it is redundant with the monk ability, and only useful to unarmored Gith that isnt a barbarian, wizard, sorcerer or monk. So useless. If a player wants this they will play a monk. Actually this is the stat block i think im going to use in my current home game. Attuned lost perception proficiency because i just was not seeing why they had it. Insight just made a whole bunch more sense. This stat block already makes them a very attractive race any more and they will overshadow the other options a bit too much. Im probably going to do a more in depth conversion and make Githzerai and Githyanki both subraces of Gith with yanki being more physical of the two and less disciplined. |
| #10Akodo_AkiraDec 16, 2014 0:43:08 | I like those versions better. More in tune with 5e races. |
| #11OrdoVeth23Dec 16, 2014 9:16:46 | Alright, I just looked through the different incarnations of Genasi and found a stat commonality that I think should work. In 2e, it was +1 to Dex and Int, -1 to Wis and Cha for Air Genasi. +1 Str and Con, -1 Wis and Cha for Earth Genasi. +1 Int, -1 Cha for Fire Genasi. +1 Con, -1 Cha for Water Genasi. The Charisma penalty is the only commonality between all of the Genasi. In 3e, it was +2 Dex, +2 Int, -2 Wis, -2 Cha for Air Genasi. +2 Str, +2 Con, -2 Wis, -2 Cha for Earth Genasi. +2 Int, -2 Cha for Fire Genasi. +2 Con, -2 Cha for Water Genasi. Again, Cha penalties for all Genasi. In 4e, it was +2 Int, +2 Str or Con. So I'm leaning toward Int for the universal bonus, since half of the 3e genasi gain an Int bonus, and all of the 4e genasi do, while genasi have always had lower Cha scores. So it makes the most sense to have Int be the universal stat increase.
As for everything else, I'll get back to that shortly. Thanks for the input. |
| #12OculeDec 16, 2014 10:47:08 | I never really understood why they take a charisma penalty. Sorcerer was coming to mind when i thought of that and their lore suggests them to be very on a whim type people similar to the nature of the elemental planes. So i never understood the charisma penalty. Something the DMG suggests is to think what kind of classes is this race good for like aasimar was built with cleric and paladin in mind. And second question to answer is the theme of the race what makes them unique and different from the other races which you have.
I do wonder if each one should only get a single innate spell instead of the full retinue because of how the other races are. Tieflings and aasimar are the only ones to get 3 spells the others just get 1. Plus the drow, for some reason.
So i guess it makes sense if you wanted fighters and wizards to be their favored classes that use INT as a primary or secondary stat, then their subrace influencing more specifically what classes they lean to that isnt wizard. Am i the only one who pictures them more as sorcerers than wizards? |
| revised planescape races.pdfOrdoVeth23Dec 16, 2014 20:47:21 | Ocule, I agree with you on seeing genasi as sorcerers, but I think the main reason for genasi Cha penalties is that they're often described as acting as if they're superior to other races, which may explain that Cha penalty. Maybe one of the reasons they decided not to bend them toward sorcerous inclinations is to show an actual difference between genasi and any elemental blooded sorcerer.
Okay, so I just made a revision of the races. There are some things that have been addressed that haven't been changed yet, but other things that have been addressed that have definitely been changed or omitted.
Changes made: Aasimar have been updated to the DMG version.
Genasi have undergone some changes. Intelligence is now a shared increased ability, and Earth Genasi no longer have the bonus to AC, but instead gain +2 Str. I've checked out all of the editions of Genasi, and Earth Genasi lost the AC bonus in 3rd edition, and haven't gained it back.
Both Githyanki and Githzerai have been placed as subraces of Gith. Githzerai have had the Psychic Defense ability removed. Attuned has been changed to Keen Senses, as the Monster Manual gives them skill proficiency in Perception, which is not a Monk proficiency (while Insight is). Githzerai have a weaker form of Innate Spellcasting. All of the innate spells that they had 3 times per day have been reduced to once a day, see invisibility has been removed, as well as phantasmal killer. Githyanki have had their innate spellcasting changed similarly, from 3/day to 1/day, and have lost nondetection and telekinesis. Githyanki have also gained proficiency in light and medium armor, as well as greatswords in order to convey their martial nature. I was on the fence about this at first, until I remembered that they most definitely have clerics and arcane casters (they are, after all, ruled by a lich-queen), and this would give them an edge. Mountain Dwarves gain armor and weapon proficiencies, so I'd say it's not entirely redundant. I also gave both gith races +2 racial bonuses to their respective ability, as they don't have darkvision or any kind of resistance (Mountain Dwarves also gain +2 in two different abilities). I didn't add any abilities that weren't in their stats, such as Psychic resistance or anything else. I tried to keep them as close to the MM entry as possible, while significantly weakening them as per requests.
After comparing Drow in the Player's Handbook and the Monster Manual and seeing that they're almost completely identical (other than adding levitate as an innate spell at at 10+ HD), I have a feeling that when the Gith races officially come out, they'll be pretty similar to their Monster Manual counterparts and what I initially came up with, but we'll see.
Modrons have had their Natural Armor text revised.
Bariaur have not been touched as of now, but may get further revisions. How does everyone else feel about the Spell Resistance when compared to other editions? If you think it needs to be changed, suggestions/solutions are welcome.
I think that's pretty much all of the changes, with the exception of some flavor texts (mainly in the Gith section).
Some additons that I may make soon are planar dragonic ancestries for Dragonborn (based on some of the planar dragons in previous editions), planar humans and planar half-elves (as described in The Planewalker's Handbook), and some of the other planar races. |
| #14Akodo_AkiraDec 17, 2014 16:40:32 | Gensai are better, but Earth Gensai get +2 Str AND +2 Int? AND three other powers?
For example, Mountian Dwarves get the Dwarf powers, +2 Str, and Armor Prof. I'm worried that Earth Gensai might be a bit buff.
I'm also in favor of giving Gensai +2 Cha for their root Trait (or maybe +1 Cha, and giving the Sub Races the +2 to their Elemental themed Trait) because the Cha Penalty in 2ed was more because Charisma was your "Deals well with others / Pretty" trait and 3ed added a good bit of "Inner Energy/Essence" ala Sorcerers drawing on that innate power and not on their witty dialogue.
I see 5th Ed Charisma being more than just Social Interaction, but also representing Inner power and essence, so I can see Gensai having a bonus to Cha.
So:
Make the Gensai Trai +1 Cha. Then give each sub race +2 in their trait:
Earth: +2 Str or Con (designer's choice, not player, you pick one: are they an enduring race or a powerful one?) Air: +2 Dex Fire: +2 Int Water: +2 Wis
I'd avoid doubling up on the Dex choices; each race should feel different mechanically in trait choices. Just my opinion.
I'd still drop Spell Resitance from Bariaur. I know they had it in other editions, it just does not seem right for this one. Too strong. Everything else they have is pretty solid. If you must, I'd give them Advantage on ONE School of magic to reflect their nature. I'd personally choose Advantage on all Illusion spells since they are so self assured andgrounded in their concept of self that they somehow are harder to trick with magic. Sort of, "Pft, that can't be real. I know better."
Gith: Again, Races and sub races tend to not have two +2 stats. I can only think of one exception. Two premium stat boosts is pretty strong. I'd give them One or the other, but not both. At least not and also giving them spells too.
Otherwise the Gith look pretty decent.
Rogue Modrons look fine. |
| #15OrdoVeth23Dec 17, 2014 21:12:19 | For Bariaur, what if it's something like the Gnome Cunning ability? "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic." That limits it to just mind-affecting magic. |
| #16Akodo_AkiraDec 18, 2014 19:58:35 | How about a reverse? "All Strength, Con, and Dex saving throws against magic." Name it Bariaur's Endurance? That way it's not just a straight copy of the Gnome power. |
| #17AzzibeelJan 02, 2015 8:29:02 | Wow, thanks for all the work on these races. They look fantastic and lots of fun. I cant wait to run them. |
| #18AzzibeelJan 07, 2015 7:34:34 | i found a site that has a planescape conversion. He has races, factions as backgrounds with new uses of inspiration. He also has some really neat subclasses specific to planescape.
http://daedaluswing.wikidot.com/start
I also had an idea on how to convert spell usage across the planes, if you could tell me what you think about them, please and thank you.
Clerics and Paladin on the outer planes
On their dieties home plane spells are cast with advantage and enemies have disadvantage on saving throws. one plane away spell casting is unaffected. two planes away spell atacks unaffected, enemies have advantage on saving throws three planes away spells area cast with disadvantage and enemy saving throws with advantage four planes away chanel divinty uses only refresh after a long rest five planes away lose a chanel divinty use six planes away lose a channel divinty use seven planes away lose a channel divinty use.
this way when a cleric is at the polar opposite plane their abilty to channel their Power is severly weakened.
Now my question is how should Druids and Rangers be affected? Where does the source of their power originate.
Arcane spell casters
Enhanced spells are cast at one spell level higher than normal cantrips are cast with advantage of spell attack, and enemies saving throws have disadvantage.
Diminished spells are cast at one spell level lower and spells higher than 4th level cannot be cast. 1st level spells and cantrips are cast with disadvantage and enemy saving throws have advantage.
null spells cannot be cast.
Magic items if an item is crafted on the outer planes or the astral plane used on the inner planes or the prime material lose a +1 items crafted on the inner planes lose +1 on the outer and prime material planes. Items crafted on the Prime material lose a +1 on the inner and outer planes. Items crafted in sigil, legendary rarity items, and artifacts are not affected by being on a diffenrent planar level.
Items that cast spells are affected by their school like arcane spells. |
| Factions of the Planes.pdfOrdoVeth23Jan 10, 2015 22:18:53 | I've taken a short break from the races to make some more progress on planar factions. There will definitely be some changes made between this draft and the final version, but here's my take on the factions, handling them as buffed versions of the DMG factions, rather than backgrounds, as I've also been working on planar backgrounds. There will be additional powers as well at higher levels of Conviction, much like in The Factol's Manifesto, but this is meant to be more like A Player's Guide to the Planes, giving you the basics to start playing. Thoughts? |
| planescape character sheet.pdfOrdoVeth23Jan 25, 2015 19:04:14 | Here's a Planescape character sheet I threw together for now, which has space for your faction and plane of origin. I'll make an update sometime soon with more defined Planescape feel to it, once some additional rules are figured out and I know if I need to add anything else.
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| #21IournMar 06, 2015 3:10:35 |
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| #22OrdoVeth23Jun 06, 2015 11:01:33 | I'm still working on updates to the factions, class options, backgrounds, and races, but here's some minor updates that I've been working on:
In the Abyss, cataclysmic battles have raged for eons, laying down a sediment of iron, blood, and spent magic. Abyssal bloodiron is mined from thin deposits of mixed blood and ferrous mineral, compacted over the years, then forged at a low temperature to preserve its innate powers. Weapons forged of the metal usually appear dark except for their cutting edges, which are as red as freshly spilled blood. A weapon forged of Abyssal bloodiron is treated as a silvered weapon, with the following additional feature: Weapons forged of abyssal bloodiron increase the critical range by 2 points, allowing you to score a critical hit on a roll of 18-20. Abyssal bloodiron has the same weight as iron or steel. A weapon made of Abyssal bloodiron costs an additional 1,000 gp. The Object Armor Class of Abyssal bloodiron is 19 (See page 246 of the DMG).
Baatorian Green Steel The wastelands of Avernus (the first layer of The Nine Hells) produce an ore that can be tempered into a metal simply called green steel. Lighter than normal steel, this metal can be processed into razor-fine edges, making weapons forged of green steel lighter and sharper than their standard counterparts. All green steel items cost (at least) four times the price of their normal counterparts. Such items are only rarely found, even in markets in Sigil. Items made of green steel weigh half as much as their steel counterparts. Slashing and piercing weapons made of green steel gain the following quality: When you roll damage for this weapon, you can treat any 1 on a damage die as a 2. Armor made of green steel gains the following quality: If the armor normally imposes a Strength requirement, the green steel version of the armor doesn't. The following armor types can be made of green steel: chain shirt, scale mail, breastplate, half plate, ring mail, chain mail, splint, and plate.
The Object Armor Class of green steel is 19 (See page 246 of the DMG).
I'm undecided as to this version of green steel. Initially, I liked it more, but now I'm starting to feel like it's been too nerfed. I wanted to avoid the +1 damage of 3e, and wanted to bring back the 2e fact that it was lighter than steel, but the increased damage die of 2e doesn't really seem to fit with the mechanics of 5e. I suppose another option would be to significantly increase the price, and then add either one extra damage die of the weapon's damage die type (+1d4 for a dagger, +1d6 for a greatsword or maul, etc.), or simply add an extra 1d4 damage.
Thoughts?
I also have the following to add: RAZORVINE Razorvine is a curse and a plague for most Cagers: A cutter trims it back, poisons it, burns it – and it just keeps growing. Its diabolical twists and knots make it impossible to tell how many vines a cutter needs to slice to finish a plant off. Some cutters use the stuff when they set up “toll-stations” in dark alleys or the back streets of the Hive - it can grow several feet a day, so these turn-spike tolls can spring up overnight. Touts just talk about; the plant and point it out to tourists, who are sometimes fools enough to try hacking off a souvenir. Fact is, what a berk does with razorvine gives a cutter a pretty good idea of what kind of man he is. It’s useful as a sentry to keep unwanted intruders out of places they're not welcome. A few animals can eat the leaves; the vine can be grown as forage for these creatures. In the last of its peaceful uses, it can be dried and used as firewood. Razorvine’s a fact of life in Sigil. A single plant can have from 2-20 separate vines, all linked to a common root system. its leaves are small, heart-shaped, and so dark as to be nearly black - they grow in dense clumps near the stem on wiry springs, but in fact the serrated leaves are completely harmless. The bladelike triangular stems and thorns are the danger. Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine's bladelike thorns and stems.
Lower Ward Smog (Inhaled). The sickening vapors of the Lower Ward often cripple or at least slow those who breathe the ward's air. Prolonged exposure turns the creature's skin a sallow tint. A creature subjected to this smog must succeed on a DC 15 Constitution saving throw or become poisoned. The poisoned creature gains one level of exhaustion that can't be removed until after a long rest outside of the smog. Remaining within the ward's smog only worsens the effects. At the end of each long rest within the ward's smog, a poisoned creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. Creatures that don't need to breathe or are immune to poison automatically succeed on saving throws for this smog. Tieflings have advantage on these saving throws. Any event that causes the poisoned creature great stress- including entering combat or taking damage - forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature becomes incapacitated with coughing and retching for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the coughing fit and the incapacitated condition on a success. Most smogs only last a day or two before a wind rushes through the spire; however, old-timers can remember hot, calm, Summers where the smog grew and grew until it became nigh unbearable.
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