

I love the map and it does sound like a pretty straight forward fantasy setting. This Planeshift is less useful than Amonkhet (which I just reviewed), but it does have me intrigued about the plane. A couple of races (one a human variant), some bonds and signature spells for an evil cult, oh, and some very cool reptillian creatures (the elves ride) with stats. If you get this for crunch, there is not much. If you are very familiar with Dominira already the lack of information in here probably won't bother you - and b/c the setting is already 'standard' fantasy, it is spelled out there is not a lot you need to do. One of the large headings is 'The Seven Pillars of Benalia', but does not make clear what those 'pillars' are. It looks like a very good setting, but this Planeshift does not give a lot away. The land itself and the divisions of people sounds very interesting. There is talk of merfolk but they don't get a write-up (though I know they did in other Plane Shift articles). I would add Expertise-type text so that this feature also benefits Keldons that take on barbarian and fighter). This grants proficiency in Strength saving throws which kind of persuades a player from NOT playing a fighter or barbarian - the recommended classes for this race. (One racial feature I have a slight problem with though is 'Keldon Resilience'. I do like how different human groups are distinguished and this race certainly stands out and could be used a template for any human, cold-dwelling barbarians. There are a couple of races: the birdfolk aven (without the subraces as presented in Amonkhet) which are pretty basic really and the Keldons (large humans). A must have!Īgain, not knowing the M:TG side of things, I cannot attest to accuracy or how well this product relates, but I did find it less useful than other Plane Shifts for a D&D game.įrom the 'stealing from this for your home game' there is nothing here really. While I do wish there was playable information for Vodalia and the Cabal, I nonetheless love this supplement and have included it in my DM’s folder. It’s easy to understand, and the artwork helps you picture the world better as well as give you something to show your players. The supplement is well-written and beautifully creative with gorgeous, evocative artwork. This really opens up a whole new world of play and helps give depth and complexity to planar shifts and inter-planar travel in the D&D world.

However, both do talk about planes and peoples from the Magic: The Gathering universe and help convert them into D&D-compatible play. This is quite an extensive supplement and goes well with Guildmaster’s Guide to Ravnica, despite the fact that they are separate planes.

Planeshift races how to#
However, you do still learn about these domains and how to set adventures in them or pull villain’s from them. Notable exceptions to playable races are the merfolk of Vodalia and Belzenlok’s Cabal. Each section includes information about the different races, dominant classes, special monsters, and, for most of them, how to build a character from these domains. As the introduction by the creator mentions, this does not include Urborg, Shiv, and Yavimaya but does include Benalia, Serra, the Tolarian Academies, Vodalia, Belzenlok’s Cabal, Keld, and Llanowar. Plane Shift: Dominaria is a short supplement about the Magic: The Gathering world of Dominaria, a massive world with various domains, races, factions, creatures, and more.
