Astral Plane (5e)
Also see Astral Plane (disambiguation) |
The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Wildspace and the Astral Sea together comprise the Astral Plane.[2]
WildspaceEdit
In Wildspace, the Material Plane and the Astral Plane overlap. [Beings and objects] are effectively on both of those planes…[2] Every D&D world… [including suns, worlds, moons, etc.] exists in an airless void known as Wildspace.[2]
[At] the edge of your Wildspace system, you would [encounter a] a silvery haze. By traveling into this haze, you pass from Wildspace into the Astral Sea…[2]
Astral SeaEdit
The Astral Sea, like Wildspace, is a void; however, it is not an airless one.[2] In the Astral Sea, you do not age, need food or drink, an can breathe.[3] You can propel yourself through the Astral Sea with the power of your mind alone…[2], but many choose to use Spelljammer ships.[3]
Back to Main Page → SRD5 → Plane
- ↑ SRD5:
- Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e 2014) Wizards of the Coast. Licensed: OGL.
- Wizards RPG Team (9 May 2024). SRD-CC v5.1. (5e 2014) Wizards of the Coast. Licensed: CC-BY.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Christopher Perkins, Jeremy Crawford, Sadie Lowry, Ari Levitch (16 August 2022). Astral Adventurer's Guide. (5e 2014) Wizards of the Coast. ISBN 978-0786968220. Licensed: © Wizards of the Coast (used under 'fair use' clause). (Spelljammers setting)
- ↑ 3.0 3.1 AAG (paraphrased)