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Lex returns to his discussion of the Dungeon Master’s Guide with an exploration of the astral plane. This is the first part of a two part discussion. We'll go over the basics of the astral plane. We’re not given a lot of details on this plane in the 5e DMG compared to previous editions, so in part two we’ll refer to the Manual of the Planes from 3rd edition to fill in the gaps. This week Lex also discuss some of the spells used to travel the planes--plane shift, gate and astral projection.
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Lex's Series on the Dungeon Master's GuideEpisode 151: DMG Introduction - Know Your Players Episode 152: DMG Chapter 1 - A World of Your Own Episode 154: DMG Chapter 1 - Gods of Your World Episode 155: DMG Chapter 1 - Developing Gods & Pantheons for Your World Episode 156: DMG Chapter 1 - Mapping Your World Episode 158: DMG Chapter 1 - Creating Settlements for Your Campaign Episode 161: DMG Chapter 1 - Factions & Organizations Episode 163: DMG Chapter 1 - Magic in Your World Episode 164: DMG Chapter 1 - Creating Campaigns Episode 165: DMG Chapter 1 - Creating Campaign Events Episode 173: DMG Chapter 1 - Play Style & Tiers of Play Episode 175: DMG Chapter 1 - Flavors of Fantasy Episode 179: DMG Chapter 2 - Creating a Multiverse Lex's Series on the Player's HandbookEpisode 137: PHB Prelude through Chapter 4 Episode 138: PHB Chapter 5 - Equipment Episode 139: PHB Chapter 6 - Multiclassing & Feats Episode 140: PHB Chapter 7 - Ability Scores Episode 142: PHB Chapter 8 - Adventuring part 1 Episode 143: PHB Chapter 8 - Adventuring part 2 Episode 145: PHB Chapter 9 - Combat Episode 146: PHB Chapter 10 & Appendices - Spellcasting, Conditions & Exhaustion
The Astral PlaneAstral ProjectionColor PoolsPsychic WindAstral Plane EncountersUsing the Astral Plane in Your GamePlanar Traveling Spells- Plane Shift
- Gate
- Astral Projection
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