Things have been changing. Creatures once unknown to our world have begun to arrive in The Forgotten Realms. A strange, cat-headed beast sits in a tavern in Waterdeep, trading drinks for tales from a world where gods walk among mortals. A precise, blue creature has come to Candlekeep on a mission for the leaders of a city that spans an entire plane. Mechanical beings built for a war that swept and devastated their lands walk the wastes of Icewind Dale. They speak of planeswalkers, unique beings imbued with sparks, magical gifts that enable them to traverse the Wild Aether between the planes in safety.
The paths to the multiverse have opened, and infinite worlds await those with the power and the will to explore them. New means of power, new allies, new enemies, and, above all, new adventures are out there beyond the stars. Will you walk the paths through the Wild Aether and seek out what the planes beyond have to offer? If you will not, others will and may well come to your world instead.
Building on the multiverse worlds started by publications like Guildmaster’s Guide to Ravnica, Mythic Odysseys of Theros, and the Magic: The Gathering: Adventures in the Forgotten Realms, Gathering: The Realms presents ways to bring the flavor and mechanics of Magic: The Gathings to your table.
The book includes 3 new feats, 6+ variant rules, 6 subclasses, 10 spells, 12 new items, and 24 creatures. It also includes guidelines for using color in D&D 5e, as an alternative to alignment, as a way of building adventures, and color lists for existing locations and creatures in the game. These will let you play as a planeswalker, connect the various worlds of the multiverse, and create adventures that span between them.
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