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===Plane Shift: Zendikar=== Appearing on the [[Magic: The Gathering]] website instead of the D&D one, this article basically consists of a booklet towards letting you run D&D games set in the world of [[Zendikar]]. As a result, it included assorted Zendikaran races, from humans and elves to goblins, vampires, merfolk and kor. * [[Kor]] The White Mana-aligned nomads, Kor are sort of like Zendikaran Goliaths, but different. A Kor is a Medium sized creature with +2 Dexterity and +1 Wisdom, a base speed of 30 feet, a climb speed of 30 feet (can't use if encumbered or in heavy armor), free proficiency in Athletics and Acrobatics, and the Lucky and Brave traits as per your basic Halfling. * Zendikaran [[Merfolk]] The handbook's racial representative of Blue Mana. Unlike traditional [[Merfolk]], these ones come with legs, so they can actually walk around on land like [[Triton]]s. They're Medium sized creatures with +1 Charisma, Amphibious (can breathe air and water), and a Swim speed of 30 feet on top of their base speed of 30 feet when walking on land. They have to pick one of the three Creeds to follow, which functions as a subrace choice. All cantrips cast with their highest racial bonus (so Wisdom for Emeria, Intelligence for Ula, Charisma for Cosi). ::Emeria Merfolk follow the Creed of Wind, giving them +2 Wisdom, free proficiency in Deception & Persuasion, and a Druid cantrip of their choice. ::Ula Merfolk follow the Creed of Water, giving them +2 Intelligence, free proficiency in navigator's tools and survival, and a Wizard cantrip of their choice. ::Cosi Merfolk follow the Creed of the Trickster, giving them +1 Charisma and +1 Intelligence, free proficiency in Slight of Hand and Stealth, and a Bard cantrip of their choice. * Zendikaran [[Vampire]] Aligned to Black Mana, Zendikaran Vampires are not undead, but infused with a necrotic disease that requires them to feed on the life-energy of others. Medium sized and with a base speed of 30 feet, they get +2 Charisma and +1 Intelligence, Darkvision, Resistance (Necrotic), and the Blood Drain ability. This is a special attack that they can only do on a target that is willing, restrained, grappled or incapacitated; it inflicts 1 piercing damage and D6 necrotic damage, which A: is deducted from the target's maximum hit point value and B: heals you of an equal amount of damage. The target can shake off this effect by taking a long rest, but if killed by this attack, then they become a Null (a unique sort of zombie, but which isn't statted in the booklet). * Zendikaran [[Goblin]] Aligned to Red Mana, these goblins are tough and hardy creatures. They are Small creatures with speed 25 feet, bolstered by having +2 Constitution, Darkvision, the Grit trait (resistance to Fire and Psychic damage, unarmored AC is 11+Dex modifier), and they have to choose one of the three Tribes to belong to, though none of them are really spectacular choices. ::Grotag Tribe Goblins receive free proficiency in Animal Handling. ::Lavastep Tribe Goblins have Advantage on Dexterity (Stealth) checks made in rocky or subterranean environments. ::Tuktuk Tribe Goblins receive free proficiency in thieves tools. * Zendikaran Elves What to really say about these guys? Medium sized, base speed 30 feet, +2 Wisdom, Darkvision, free proficiency in Perception, Fey Ancestry (so immune to magical sleep effects, resistance to charm effects), and three nationalities/subraces. ::Tajuru Elves gain +1 Charisma and two free proficiency slots, each of which can be spent on any skill or tool of your choice. ::Joraga Elves are basically corebook Wood Elves, but with +2 Wisdom and +1 Dexterity, instead of the +2 Dexterity/+1 Wisdom of the corebook version. ::Mul Daya Elves have +1 Strength, Superior Darkvision and Sunlight Sensitivity, free weapon proficiency in the longbow, longsword, shortbow & shortsword, and the Mul Daya Magic trait (know the Chill Touch cantrip, learn Hex as a 1/day spell like ability at level 3, learn Darkness as a 1/day spell-like ability at level 5, use Wisdom to cast with).
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