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Outer Planes Refactored[edit]
The Outer Planes of DND have the problem of being one-note, the Upper Planes like Elysium and Mount Celestia are boring because everything is 100% pure and good, the Lower Planes like the 9 Hells and the Abyss are boring because they are 100% cartoonishly evil. They work as settings to stop temporarily at, but they lack the diversity to fully run an entire campaign in one. This is an attempt to rewrite the lore of the gods and the outer planes to make them into more interesting and developed locations with new homebrew monsters, player options, and magical items that you can drag and drop into your own settings or use wholesale in your campaigns.
Campaign Setting Information[edit]
Players Guide
- Classes
- Lore surrounding the role of classes in different planes, as well as new subclasses based on the outer planes.
- Races
- New races from the outer planes and their lore.
- Equipment
- Armor
- Weapons
- Adventuring Gear
- Tools
- Potions and Poisons
- Mounts and Animals
- Other Goods and Services
- Feats
- Additional homebrew feats available in the setting.
- Background & Languages
- Additional backgrounds & languages from the outer planes.
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World of Outer Planes
- Cosmology
- The lore of each of the Outer Planes.
- Time and History
- A look of the setting's history, mainly comprising of major events.
- Religion
- A reworked theology to make the gods and the outer planes more dynamic and interesting.
- Scenarios
- Mini-settings based on the lore.
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Dungeon Master's Guide
- Bestiary
- An examination/list of monsters found in the campaign setting.
- NPCs
- Various peoples and individuals that populate the world.
- Treasure
- List of magical items available in the setting.
- Variant Rules
- Optional rules for DMs to implement while playing a campaign in the Outer Planes.
- Adventures
- Quests, dungeons, campaigns, and conflicts found within the setting.
- Tables
- Tables for random encounters/loot tables/other things
- Adding to Outer Planes Refactored
- A page for others to submit their ideas, advice, and anecdotes for the development of the setting.
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