Any action that would normally require a Strength ability check should use Intelligence instead including the Athletics skill. Because of this, a character’s Intelligence score takes the place of his Strength score to determine attack and damage bonuses (or penalties), as well as carrying capacity, ability to bend bars, lift gates, and so on. The Astral Plane is the realm of the mind. Here are the changes for creature abilities on the Astral Plane. Since there is no real “movement” in the Astral Plane, all Stealth checks are done with advantage even when wearing heavy armor. However, those with true sight can see with a more “normal” viewing range. Therefore, those with normal vision can only see a maximum distance of 200 yards. Thinking about eating a donut? Still! Vision on the Astral Plane If you aren’t thinking about moving, you won’t move. Thinking objects must always think to move. Fire an arrow and it travels on and on forever. There is nothing to stop nonthinking objects from moving in the Astral.
This is the first part in a series where I examine the super-trippy Dungeons & Dragons world-between-worlds known as the Astral Plane. DM Dave 1 Comment on The Astral Plane Part 1: Welcome to the Astral Plane Posted in Campaign Settings