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D&D 5e MCG Planebreaker Planar Character Options OEF, 2023-01-20

The document outlines the 'Planar Character Options' sourcebook for the 5E role-playing game, detailing new character species, subclasses, feats, spells, and items for players. It includes contributions from various designers and artists, and emphasizes the creation of characters that explore the multiverse. Key features include unique character traits and abilities for new species such as Travelers and Chimerans, enhancing gameplay with diverse options.
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100% found this document useful (6 votes)
3K views98 pages

D&D 5e MCG Planebreaker Planar Character Options OEF, 2023-01-20

The document outlines the 'Planar Character Options' sourcebook for the 5E role-playing game, detailing new character species, subclasses, feats, spells, and items for players. It includes contributions from various designers and artists, and emphasizes the creation of characters that explore the multiverse. Key features include unique character traits and abilities for new species such as Travelers and Chimerans, enhancing gameplay with diverse options.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TM

PLANAR CHARACTER OPTIONS


PLANAR CHARACTER OPTIONS

CREDITS

Designers Bruce R. Cordell


Additional Design Sean K. Reynolds
Creative Director Monte Cook
Developer Sean K. Reynolds
Managing Editor Teri Litorco
Editor John Joseph Adams
Proofing Megan Boatright
Art Director Bear Weiter
Layout Javier P. Beltrán
Cover Artist Joel Chaim Holtzman

Artists
Jacob Atienza, Olivia Butler-Stroud, Domenico Cava, Biagio D’Alessandro,
Giuseppe De iure, Michele Giorgi, Doruk Golcu, Alexander Gustafson, Joel Chaim Holtzman,
Dharm “Duddum” Khalsa, Guido Kuip, Katerina Ladon, Raph Herrera Lomotan,
Anton Kagounkin Magdalina, Federico Musetti, Alex V Ngo, Irina Nordsol, Mirco Paganessi,
Angelo Peluso, Nicholas Phillips, Grzegorz Pedrycz, Roberto Pitturru, Riccardo Rullo,
Sam Santala, Audre “Charamath” Schutte, Bruno Senigalha, Lie Setiawan, Joe Slucher,
Lee Smith, Kim Sokol, Cyril Terpent, Dan Watson, Yulia Zhuchkova

© 2023 Monte Cook Games, LLC. PATH OF THE PLANEBREAKER and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other
countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
Printed in Canada

2
TABLE OF CONTENTS

Introduction...................................................................................................4

PART 1: CREATING YOUR CHARACTER 5


Chapter 1: Species........................................................................................6
Chapter 2: Subclasses.............................................................................. 18
Chapter 3: Backgrounds.......................................................................... 50

PART 2: ROUNDING OUT YOUR CHARACTER 57


Chapter 4: Feats......................................................................................... 58
Chapter 5: Spells........................................................................................ 63
Chapter 6: Magic Items........................................................................... 81

Index.............................................................................................................. 95

3
PLANAR CHARACTER OPTIONS

INTRODUCTION

S
ome years ago, I was thrilled to be selected as An always‑evolving design perspective
part of the 5E design team. Back then, years required an equally robust response in actual
before publication, we called it “D&D Next.” words‑on‑paper design. In subsequent phases of
During one incarnation, the primary design design, I relished creating new drafts of the classes,
team was headed up by Monte Cook. Perhaps species, spells, items, and more. I lost count of the
you’ve heard of him? The team also included number of different versions of wizard, warlock,
Robert J. Schwalb, and the three of us really gelled. druid, and other classes I created. I corralled my
It was a heady time. Also, sometimes a bit silly. monthly gaming group into becoming an outside
During one afternoon pitch session, we laughed playtest group. (That was sort of mean in retrospect;
about including a new character class whose having to incorporate new rules for their characters
distinguishing class feature was gaining a pig every time we started a new session was definitely a
companion at level 7. You probably had to be there. big ask on my part.)
Traveler, page 6 But I later ordered us all t‑shirts printed simply All of which is to say, it was a nostalgic delight to
Circle of the Abyss, page 26 with the words “Pig 7.” (Sadly, I don’t think I ever return to 5E player character (PC) mechanical design
Psychic War Veteran, page 29 distributed those shirts. Sorry, guys!) when we launched Path of the Planebreaker. It was
all the more fantastic because I did so under the
auspices of creating PC options for exploring the
INSPIRED BY PATH OF THE PLANEBREAKER freaking multiverse! Talk about the perfect design
Planebreaker Planar Character Options is a prompt. Interested in starting a new character who’s
sourcebook unlocked as part of the Path of the got a mysterious cosmic map imprinted on their
Planebreaker crowdfunding campaign, presenting skin? Look no further than the traveler, a new PC
new alternate worlds and monsters, including species. Curious about a druid subclass who draws
new planar class options, subclasses, feats, items, their power from the unnatural flora and fauna of
spells, and player character species. The PC options the Abyss? Check out the Circle of the Abyss. Or
presented in Path of the Planebreaker have been maybe a fighter who once fought in a secret war
reprinted here, alongside a host of additional at the edge of the universe is more your style; if so,
options original to this book. check out the Psychic War Veteran. Or maybe . . .
To use the various subclasses, spells, feats, I could go on. But I won’t. Just open the book
backgrounds and other options in this book requires no other and dive in. A multiverse of character options
books—only a working knowledge of the 5E ruleset. awaits you.
However, you’ll see page references to specific story elements
introduced in Path of the Planebreaker accompanied by the symbol below
throughout this book. Often, it’s not necessary to look up the information
to make use of a PC option, but looking it up can deepen your experience
and understanding of the game and the setting. Work with your GM any
time a reference to the setting pops up. They may determine that your
character already knows that information or that you’ll learn it as the
game progresses.

4
PART 1:
CREATING YOUR CHARACTER

Chapter 1: SPECIES 6
Chapter 2: SUBCLASSES 18
Chapter 3: BACKGROUNDS 50
PLANAR CHARACTER OPTIONS

CHAPTER 1:

SPECIES

A
A GM should allow a cross the many planes, a multitude of species TRAVELER
traveler PC in their game exists. This chapter presents the following new Travelers don’t live together in communities. In fact,
only if they want to options for players to choose from: travelers, many travelers go their whole lives without meeting
encourage planar travel chimerans, inkarnates, lava elves, surk, and vlatons. anyone else like them. Some don’t even know that
from the outset. they are travelers. The commonality shared by
SPECIES each is a birthmark of thin lines tracing across their
Species Species Quick Take body. The design’s similarity to a map is impossible
to ignore.
Traveler, page 6 Traveler Born of humans
The map design doesn’t usually correspond with
Chimeran, page 8 Chimeran Born of a secret anything near where the traveler was born or that
Inkarnate, page 10 Inkarnate Born of a concept anyone is able to recognize. As the traveler grows
Lava elf, page 12 Lava elf Born of dimensional war into adulthood, they begin feeling a subtle but
constant yearning to travel to a distant, mysterious
Surk, page 14 Surk Made, not born
location. Some choose to ignore it. Others believe
Vlaton, page 16 Vlaton Born of geometry that the design is their destiny. These latter leave
their families and seek out the source
of their birthright. Such travelers
might journey alone or join with
other explorers.

BORN HUMAN, BUT DIFFERENT


Travelers are typically born from humans.
As such, they share many physical
attributes with their parents, which
means that any given traveler’s height,
weight, and other characteristics vary
within the standard human range. What
visually sets them apart is the riddle of
the map very obviously tattooed on their
skin. These lines are sharper than normal
birthmarks and can look silvery, and even
faintly glow under certain circumstances.
Travelers who remain where they are
born and accept the life and culture
bequeathed by their parents vary widely
in outlook. They could choose to stay
in human lands and be accepted as
just another human with interesting
body art. And even if a traveler leaves to
explore far places, they usually retain a
family and a home that they could return
to visit at some future time.

6
CHAPTER 1: SPECIES

DIMENSIONAL ROVERS
Travelers who give in to their wanderlust are MAP AT THE HEART OF THE MYSTERY
welcome anywhere that humans are (as they’re What does a traveler’s personal map represent? As the GM, you have many
usually seen as human). They usually go for years options, including the following. Depending on the option chosen, a traveler
without meeting another traveler. Some even PC can unlock new knowledge as they gain levels and potentially open a
assume they are singular beings and are quite character story arc.
shocked to discover there are others like them. Message to the Lost: Travelers represent a group of entities whose home
But above anything else, the urge to explore and dimension was destroyed. A group of castaways managed to escape by
seek out the mystery penned upon their own flesh astrally seeding their mental influence and casting it adrift in the multiverse.
gives them a peripatetic point of view. Some put When a new traveler is born, it is with a map of a rendezvous location
this—and their inborn abilities—to use as guides chosen thousands of years earlier. If a traveler PC makes their way to that
and road agents. site, they find a handful of other travelers who arrived already and are living
in a small community centered around a memorial to what they once were.
TRAVELER NAMES Warning: Something terrible threatens the multiverse, something that a
Travelers use human naming conventions. Later, dedicated clergy sacrificed themselves to warn others about. That warning
those who embrace the urge to rove might take a manifests as individual travelers, each of whom has a map that shows the
nickname (or new surname) associated with travel, way either to a weapon or power that could potentially fight the threat, or to
like Trek, Gallivant, Footloose, or Nomad. the threat itself so that everyone else knows what they’re up against.
Inheritance: Travelers represent a group of beings destined to obtain
TRAVELER TRAITS great power, possibly godlike. However, first they must navigate to a faraway
Though they look mostly human, travelers have place and defeat (or ally with) each other until only a single traveler or
different traits. alliance remains.
Ability Score Increase. Your Constitution, Changeable: Travelers are simply spirits of travel manifest in a mortal
Wisdom, and Charisma scores increase by 1. frame. Once a particular location on a traveler’s map is found and located,
Age. Travelers reach adulthood in their late teens. the original map is replaced by a new one, traced by an unseen power of the
PC travelers typically live for nearly a hundred years, multiverse.
if they avoid misadventure. Unknowable: People are always motivated to investigate a mystery. But
Size. Travelers have the blended attributes of this mystery may be lost to the multiverse (or the previous one, if somehow
their human parents, and thus usually vary between tied to the Planebreaker’s origin). The best a traveler can do is try to
5 and 6 feet tall (but there are outliers). Regardless understand themselves.
of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Map to Otherwhere. Whenever you finish a long on a dim, brief glow. If the result is equal to or If the Map to Otherwhere
rest, you can use an action to find the shortest, most higher than the saving throw DC, you succeed ability shows the way to
direct physical route to the nearest extraplanar on the saving throw. You can use this on any an item that moves more
portal, magic item that grants planar travel, qualifying saving throw unless you are stunned or than 60 feet from where the
Path token, or other method for being transported unconscious. fix was first obtained, the fix
is lost.
to another plane of existence (unless the location of You can use this feature a number of times
the portal or item is warded against divination). The equal to your proficiency bonus, and you regain all
route is revealed to you on the skin of your forearm expended uses when you finish a long rest. Path token, page 88
or palm in glowing lines. You gain no additional Light the Way. You know the light cantrip.
knowledge of your destination (such as where the Charisma is your spellcasting ability for it. When you
portal might lead), but when you get to within use it, the light is produced from the lines etched on Path token, page 9
60 feet of it, the door, item, or object that you have your forearm, palm, or back of your hand.
a fix on is limned in silvery light that only you can Fall Into Map. Starting at 3rd level, if something
see. You retain the fix until you finish your next long especially dangerous threatens you, you can briefly
rest, at which time you can choose to locate the flee into an extraplanar dimension hiding in the
next nearest means of extradimensional travel, or map on your skin. Using your bonus action, you
keep a fix on the previous destination. disappear in a blaze of light emanating from your
Terrain Sense. You add your proficiency bonus to skin design, gone for all practical purposes until the A traveler attempting to
checks made to find your way through unfamiliar beginning of your next turn. During your absence, navigate the Path while
territory. you reside in a plane consisting only of the glowing holding a Path token adds
Planar Resilience. Your connection to the planes, lines of your map receding to infinity. You can take their proficiency bonus
however unconscious, grants you a mental bulwark one action before you reappear in the space you for the token plus their
proficiency bonus for
to fall back on when your mind might otherwise departed, or the closest empty space. You can use
Terrain Sense to the check.
succumb. If you would fail an Intelligence, Wisdom, Fall Into Map a number of times equal to half your
or Charisma saving throw, roll 1d6 and add it proficiency bonus (unless your speed has been
to your total, as the map lines on your skin take reduced to 0) between each long rest.
7
PLANAR CHARACTER OPTIONS

CHIMERAN
A mélange of possibility, chimerans are as
changeable as the day. They require only a
night’s rest to gain the attributes of some other
species, if not in outlook, then at least physically,
as long as they have a bit of hair or blood to work
with. Rumored to be the mortal spawn of a demon
lord or a variety of doppelganger, chimerans are
often feared by people who realize what they those features as an elf, dwarf, or tiefling, too,
can do. However, given the chimerans’ ability to just translated accordingly. And if they ever
radically alter themselves, most of the time they can return to a previous form, they regain the same
pass among others without arousing any suspicion features as their last embodiment of that species,
that they’re anything other than what they including height and weight. Even if they vary their
appear as that day. On the other hand, chimerans gender from their previous embodiment, some
embodying a particular species don’t gain any resemblance remains.
cultural knowledge, including the language. So
others of the species that a chimeran is posing as MERCURIAL AND MEDITATIVE
may begin to suspect that something is off about Perhaps it has to do with their changeable
the stranger among them. embodiments, but chimerans can be moody.
Those who don’t learn to get a handle on this
ALWAYS DIFFERENT, ALWAYS THE SAME trait find themselves going through friends
When a chimeran takes on a new form, they and opportunities at an alarming pace. These
might go from human embodiment to that of an individuals can end up living mean lives of deceit
elf, a dragonborn, or a gnome, gaining the gross and criminality. However, chimerans understand
physical attributes of the new species. But anyone that changing forms so often can be a shock to
who knows the chimeran can see the resemblance their mental equilibrium, so they often practice
between their previous embodiment and their daily meditation where they seek to concentrate
newest one. If a given chimeran has large eyes, on compassion and equanimity. Those who master
an expressive mouth, and a high forehead when these techniques seem anything but moody, but
embodied as a human, they have something of instead contemplative and kind.

8
CHAPTER 1: SPECIES

MADE, NOT BORN CHIMERAN TRAITS


A chimeran comes into their ability to embody Chimerans share a unique trait after learning the
other species later in life. They’re originally born as secret of embodiment.
a halfling, dwarf, tiefling, elf, or some other known Embody Species. Changing into another kind Chimerans can embody
species. It’s only years later that they learn the of creature requires preparation. First you must a limited set of creatures:
secret of embodiment, gather their first samples of collect a bit of skin, hair, blood, nail clippings, or only species that PCs can
another kind of creature, and switch their form to some other portion of once‑living flesh from the choose from at the time
gain an advantage in a specific circumstance. Once humanoid species you wish to embody. Then, of character creation.
Moreover, because of the
someone embodies a different species for the first anytime you finish a long rest, you can you ingest
ingestion requirement,
time using this secret, they’re no longer part of their a shred of this material. You need to ingest only a
chimerans can’t embody
original species; they’ve become a chimeran, even single hair, a drop of blood, or a nibble of flesh. Over species that are constructs.
if they later predominantly choose to embody their the course of about ten minutes, you lose the form The GM may impose
original species. and traits of whatever species you were previously other limits.
embodying and gain the new form and traits
DIVINE HERITAGE associated with the sample you ingested. During
According to one legend that chimerans pass this period, you are unconscious.
among themselves, the children of Proteus, a Once the process is complete, you have
long‑vanished god of change, were drowned in the exchanged physical traits from the old species
sea by a divine rival. Grief‑stricken, the god faded and the new one. These include ability score
away, presumably finding his final peace. However, adjustments, size, speed, darkvision, special
his children survived, taking on the shapes of sea resistances, breath weapons, skill versatility, and so
beings, but forgetting themselves in so doing. That on. You don’t gain the exact likeness of the creature
heritage was passed down the ages to the present. from whom you obtained the bit of flesh; you
Chimerans are not deviants; they are the heirs instead retain recognizable facial and other features
to Proteus. translated into your new form.
In addition, you don’t gain culturally derived
CHIMERAN NAMES knowledge such as language, nor is your alignment
Chimeran birth names are those of their birth affected. You don’t learn any secrets or special
species. Later, a chimeran could end up using knowledge the creature from which you obtained
different names to match the species they are the sample may have possessed. Any equipment
currently living as, if their purpose is to fool others. you’re wearing or carrying isn’t transformed. If you
However, many chimerans keep their original die, you die as whatever species of creature you are
names. embodying at the time.

SECRET OF EMBODIMENT and became a dwarf in body, though not mind.


The secret of embodiment that makes a chimeran Upon waking, the chimeran eventually tried the
what they are is truly a deep and mysterious one, process, just to see.
possibly something that even a chimeran doesn’t Whispered by a Demon: While on an adventure,
fully understand. In addition to having a sample the character got separated from the others.
of another creature’s body, the secret involves During that time, a horned shadow, a disturbing
meditating in a particular way when consuming bloodstain on the wall, a scroll the character picked
the sample. But the heart of the secret is that only up, or some other corrupted source imparted the
certain people seem capable of acting on it. Even secret of becoming a chimeran.
if the process were fully explained on a pamphlet Library Visit: Deep in the stacks of the Library of
that was widely distributed, maybe only one Timeborne, the character found a treatise on “self”
among hundreds reading it might be able to act on as a slippery concept, with a particularly exhaustive
the knowledge. To everyone else, it’s just so much example of that principle. This provided an impetus
empty wishing. for the character learning the secret.
The options for how a PC learned the secret are Accident: During a particularly vicious combat,
many, including the following. a spray of blood sheeted the character’s face.
Nightmare: The character had an especially After a long rest, the character woke up as an
vivid dream in which they snipped a bit of beard apparent member of the same species that they’d
hair from a passed‑out dwarf. Then, following the just fought.
logic of dreams, they of course consumed the hair

9
PLANAR CHARACTER OPTIONS
INKARNATE DICHOTOMY OF BEING
Beings born of conception, not flesh, inkarnates Mature inkarnates usually strive not to see
are children of the Outer Planes. It’s not clear everything through the lens of their manifest
whether the Outer Planes seeded the Material concept. But of course, they can’t help but be
Plane with morals and myths, or if it was the other colored by it. Their manifest concepts resonate
way around. Either way, the Outer Planes have vividly (and visually). They are true exemplars of
become fertile grounds for the genesis of beings of their particular concept. However, they’re also
every sort, including gods and demons. Sometimes mortal, moral, and individual. As with most other
a particular concept or belief swirls together, species, among them exist both the best and
infused with matter siphoned from the Inner worst of people. The best use all their faculties
Planes, producing an inkarnate who springs forth and abilities to improve the lot of others, allowing
fully formed. Each inkarnate is an exemplar of the their particular concept to provide an edge to that
concept that conceived them, such as uncertainty, challenge when it’s appropriate. The worst are
An inkarnate can fold or belief, or being. Inkarnates are winged, their selfish, learning all too well the lesson of lying to
extend their glyphs as a wings literally formed by glyphs representing this distort any situation to their own liking, often in
bonus action. concept—glyphs that power their unique abilities. a way that shifts the paradigm so their manifest
Other creatures that can understand a language concept somehow applies to a situation, even if it
recognize an inkarnate’s glyph for the concept it really shouldn’t.
embodies. An inkarnate can always choose to fold An inkarnate is not a guardian of their concept.
their winglike glyphs, hiding the concept they They have no patrons depending on them
manifest. However, if using an ability granted by to deepen an understanding of altruism, the
their species, they must fully extend their glyphs. emotion of excitement, the feeling of acceptance
or skepticism, being first (or last), and so on. The
A DIFFICULT PLANAR BEGINNING
Unlike many player character species, inkarnates
begin their existence on the Outer Planes.
Most spring up in the Outlands, a plane
suffused with a little bit of everything.
Despite being fully formed in
body, newly minted inkarnates
are painfully naïve. They are
like precocious nine‑year‑olds,
possessing knowledge of many
things with no actual experience.
Which is why many end up mired
in a random Outlands gate‑town
that is antithetical—or at least not
exactly aligned—to the concept they
embody. Sadly, young inkarnates are easily
exploited, and many go through several painful
experiences as they learn the truths the many
In some places, inkarnates worlds have to offer. One of which is that most
are called “glyph wings.” beings don’t literally display their most treasured
beliefs in plain view of everyone. That is to say,
unlike inkarnates, other creatures tend to lie.
This is why most inkarnates that survive their
first ten years of existence end up as recluses. They
live alone but for the stray visitor who wishes to
deeply delve into the concept that the inkarnate
manifests. A few, however, open their minds to the
endless possibilities of the planes, understanding
that their manifest concept, while personally
enlightening, is not all that existence offers.
These individuals often end up in the company of
other explorers.

10
CHAPTER 1: SPECIES

inkarnate must decide for themselves if they you can see and who can understand you. The
have a “purpose” in the world. Some do indeed description, resonant with your manifest concept,
decide their destiny is to be a living avatar of their requires that the target succeed on a Charisma
concept, deepening the philosophic understanding saving throw. On a failed save, they take 1d4
of it whenever possible. Others are less sure and psychic damage and are shocked by the new clarity
attempt to live not as guides or champions, but you provide (treat the target as if charmed by you)
as any other creature would, pursing goals and until the end of their next turn. This trait’s damage
dreams appropriate to their circumstance. increases by 1d4 when you reach 5th level (2d4),
11th level (3d4), and 17th level (4d4).
INKARNATE NAMES You can use Stern Instruction a number of times
An inkarnate that springs fully formed into equal to your proficiency bonus between each
existence begins with the name of the concept long rest.
they manifest. It’s not particularly subtle. However, Glyph Exemplar. Starting at 3rd level, you can use
an inkarnate that grows in understanding in the your action to fully manifest the glyph you embody,
world may end up taking a nickname, or at least causing your wings, your skin, and even your eyes
an honorific, to better fit in with other people. to flicker with a luminous intensity infused by your
For instance, an inkarnate who begins life with concept for 1 minute, or until you end it as a bonus
the name Mindful (who manifests the concept of action. During this period, creatures you choose
mindfulness) might later take the nickname Min within 10 feet of you are heartened by newfound
and/or Sister Mindful. An inkarnate named Hunger insights regarding your concept that suddenly seem
might decide to obfuscate their personal concept blindingly obvious. Whenever an affected creature
and take a human, dwarven, or elvish name. Or they makes a skill check or a saving throw, they can roll
might embrace it, using Hunger openly, or possibly a d4 and add the number rolled to the result of the
even deciding that others should address them as check or save.
Lord Hunger. Once you use Glyph Exemplar, you can’t use it
again until you finish a long rest.
INKARNATE TRAITS
Your inkarnate character has the following
species traits.
Ability Score Increase. Your Charisma score INKARNATE CONCEPTS
increases by 2, and your Wisdom score A PC inkarnate can choose almost any concept
increases by 1. to manifest, though basic ones are more likely to
Age. Inkarnates reach adulthood in their come into play at the game table.
mid‑teens (though they appear physically Most concepts exist hand in hand with their
the same as when they sprang fully formed antitheses. For instance, the concept of courage
into existence, save for scars and a knowing can’t be defined without acknowledging
look). PC inkarnates typically live for about a cowardice. Truth means nothing without
hundred years if they avoid misadventure. understanding deceit. Uncertainty as a concept
Size. Most inkarnates are a few inches taller than can only be understood in the face of conviction.
the average human, except for their large, winglike A character usually focuses on one aspect of
glyphs, which make them appear even larger when their concept. But over time, they could come
extended. to manifest the opposite side, depending on
Speed. Your base walking speed is 30 feet. (Your circumstances and experience.
“wings” don’t grant you the ability to fly.) Concepts could include the following, though
Celestial Resistance. You have resistance to of course these are just a bare sprinkling of
necrotic and radiant damage. possible options.
Glyph Buffet. Your extended glyph is a natural
weapon, which you can use to make unarmed Acceptance Justice
strikes. If you hit with it, you deal bludgeoning Being Mindfulness
damage equal to 1d6 + your Charisma Belief Morality
modifier, instead of the normal damage for an Communication Resilience
unarmed strike. Courage Temperature
Stern Instruction. As your action, you sternly Death Time
describe your concept to a creature within 60 feet Health Truth
Happiness Uncertainty
Hunger

11
PLANAR CHARACTER OPTIONS
LAVA ELF ELVEN BLOODLINE
Hundreds of years ago, lava elves survived the The Laghristi were an elvish people in
destruction of their original plane of existence Laghris‑As‑It‑Was, and, despite being changed
when fiends of ice and shadow invaded greatly over vast periods of time by living in
Laghris‑As‑It‑Was. The dimension’s native pantheon Laghris‑That‑Is, they are still recognizably so.
of demigods strode forth to shatter the enemy’s However, their time living in lava‑filled subterranean
war engines and slay its generals, but, one by one, chambers—and their willingness to magically adapt
they fell in battle against an implacable foe with to their radically transformed world—has visibly
seemingly limitless resources. When but three of changed them, too. Lava elves have ash‑grey or
the godlings remained, the trio sacrificed their lives coal‑grey skin, amber or maroon eyes, and red or
in a risky gambit that sundered most of the outer orange hair. In frame, they are sturdier than most
portions of the plane, sending those fragments other elves, and, should any of them ever have the
and the fiend armies into the voids between chance to meet their brethren, they secretly wonder
worlds, leaving behind only a hollow core of tall why their distant cousins are so “spindly.”
subterranean chambers. The surviving people (the
Laghristi, as they call themselves) call this inhabited INSULAR BUT WILLING TO LEARN
core Laghris‑That‑Is, but to anyone from elsewhere Life on Laghris‑That‑Is is similar to that of life
in the planes, it is simply Laghris. on a remote island isolated from the rest of the
world by dangerous reefs or storms; the Laghristi
get few visitors and are simultaneously amazed
by and suspicious of anyone from an unfamiliar
place. Although they are aware of the existence
of other planes, not many Laghristi choose to
explore beyond their home dimension, save for an
adventurous few.
Trade is often the route by which curious
Laghristi learn what life is like beyond their home
cavern, mostly between different villages in Laghris,
with only the truly adventurous seeking out routes
that would allow trade with different dimensions.
Other lava elves desire to escape the heated
confines of their world, especially during the years
when the villages war with each other or because
the potential for a spouse or a calling is limited in
their home village.

LAVA ELF NAMES


Similar to other elves, lava elves have child names
and adult names, though, generally speaking, they
are pronounced a bit differently.
Lava elves often also add the name of their
village or of a long‑lost demigod as additional
surnames. This is presumed for lava elves who
never leave home, but is often formalized in a short
ceremony for those who leave their villages, as a
sign of remembrance and respect.
Surnames: Binarek, Drisov, Euhris, Goknnom,
Hejorkha, Ibarin, Lagg, Orvhu, Vannom, Vokhris, Yurlis

“Our gods are dead, destroyed by the cataclysm


they invoked to save us from fiends of the dark and
cold. Though they cannot hear us, we honor them
by speaking their names and singing their songs.”
–Venamaru, Laghristi elder

12
CHAPTER 1: SPECIES

LAVA ELF TRAITS


Your lava elf (Laghristi) character has a variety of LIFE IN LAGHRIS
natural abilities, many gained through time and Despite the hazards of living so close to active
magical adaptation to the plane that shaped you. lava, the people of Laghris thrive in their strange
Ability Score Increase. Increase one ability score realm. The climate is similar to that of a tropical
by 2, and increase a different one by 1, or increase desert or jungle, depending on how much water
three different scores by 1. exists in any given gap cavern (or “gaps”)—tall,
Darkvision. Accustomed to caverns half‑lit terraced vertical cave systems that comprise most
by the glow of lava, you have superior vision in of the plane. The place has an active ecology of
dark and dim conditions. You can see in dim light edible plants and fungi, as well as many types
within 60 feet of you as if it were bright light, and of animals that feed on plants, insects, and each
in darkness as if it were dim light. You can’t discern other. Most gaps have enough horizontal space
color in darkness, only shades of grey. to allow for a small Laghristi village of farms
Lava Born. You have resistance to fire damage. and ranches, with the inhabitants having a
Laghristi Magic. You know the resistance strong cultural identity both as villagers and as
cantrip. When you reach 3rd level, you can cast the inhabitants of Laghris.
feather fall spell once with this trait and regain the Because their gods are dead, most Laghristi
ability to do so when you finish a long rest. When revere nature (particularly earth and fire), and
you reach 5th level, you can cast the levitate spell their priests are usually druids (typically of the
once with this trait and regain the ability to do so Circle of the Land).
when you finish a long rest. Intelligence, Wisdom, or
Charisma is your spellcasting ability for these spells
when you cast them with this trait (choose when
you select this species).
Laghristi Weapon Training. You have proficiency
with shortswords, war picks, and shortbows.

13
PLANAR CHARACTER OPTIONS
SURK SOMEWHAT AKIN TO LIVING CREATURES
Surk are living beings of metal that go through a Surk do not have physical genders. Some who
process of birth, life, and eventual death, similar to leave their world in the Material Plane and learn
that of biological creatures. With their machinelike about the genders of other species choose to
bodies and metallic skin, most surk consider adopt one. Surk are emotionally attached and
machinery to be fascinating and beautiful in the affectionate with each other, and individual surk
way that other species would appreciate wondrous usually enter a pair-bond with another surk at
creatures or vistas. Surk value hidden functions, some point in their lives, which is not dissimilar to
knowledge streams, and spare parts—but they also a biological’s marriage.
love art, music, and visual performances. They even Surk reproduction requires significant
create art themselves with an inborn ability they forethought and preparation. It first entails locating
call “storm verse.” a type of machine the surk call “fountainheads.”
When one is found, at least two (usually pair-bonded)
ANGULAR AND HARD surk must commune with the device, a process
Surk stand slightly under 4 feet tall, but are heavier which can last several days. At the end of this
than they appear, weighing in at about 70 pounds. period, there is a 50 percent chance that the
They don’t typically wear clothing per se, but they fountainhead will dispense a newborn surk. Despite
do wear belts with tools and/or weapons, and being newly minted, the newborn surk emerges
most enjoy scoring their outer surfaces with signs, from the fountainhead the same size as every
symbols, and colorful images, akin to tattoos. other surk, though they bear no surface markings
These markings are both decorative and important denoting age or status. The newborn is like any
indicators of age and status. young creature and must gain experience and
knowledge to develop and grow. What kind of adult
they become depends in part on the circumstances
of those who teach and provide for them.

SOMETIMES CHARITABLE, SOMETIMES CAPRICIOUS


Surk are an unassuming people. They are
sometimes surprisingly charitable to surk of other
communities (which the surk call “septs”)—or even
to those of completely different species. However,
some inborn spark of impulsiveness, of acting
without thinking through the repercussions, lead
many surk to become cold and capricious. Some
recognize this tendency in themselves and work
to contain it; others embrace it fully. For some,
whimsicality leads them to seek their fortune
outside their home regions.

SURK NAMES
A surk has a given name, a sept name, and possibly
a nickname. Sept names indicate where a surk spent
their first ten or so years of existence and may be
different than the sept where they end up spending
most of their time.
Names: Da, Dashor, Dofu, Fia, Fiash, Hedoshuh,
Heshod, Hodo, Horosh, Hufi, Ohu, Oresh, Oshoh, Ra,
Radu, Rahor, Rarah, Reh, Rhosh, Ror, Rudesh, Rurah,
Rushoo, Sho, Shoshosha
Sept Names: Angurdromo, Drurdru, Drushodu,
Emomnum, Lliran, Menganhun, Mishumor,
Ngoduvom, Omuvoppa, Prushompum

14
CHAPTER 1: SPECIES

COMMUNITY Size. Surk average nearly 4 feet tall and weigh


Most surk live in communities called septs. A sept about 70 pounds. Your size is Small.
provides those who are part of it with a shared Speed. Your base walking speed is 30 feet.
name, a place to call their own, and a bit of shared Processing Boost. When you roll a 20 on the d20
culture. Septs are often located inside constructed for an attack roll, ability check, or saving throw, in
areas filled with other devices and machinery, addition to any other benefit received, the next d20
though nothing “alive” and conscious as the surk roll you make before the end of your next turn gains
themselves are. Surk communities usually lack advantage.
the typical structures built by living creatures Facility for Reason. If you have at least 1 minute
since the septs themselves shield the surk entirely to think about an issue, problem, or situation,
from weather. That said, they have places for you can add your proficiency bonus to one
entertainment, for interaction, and for revitalization, Intelligence‑based skill check pertaining to the
and they have defensive measures to keep out topic at hand. If you are already proficient in a
predator machines that lurk near their homes. relevant skill, you can add your proficiency bonus
twice. Once you use this ability, you can’t use it
WANDERING OPTIONS again until after a long rest.
Surk who become adventurers hear the call for Light Projection. You can project a beam from
different reasons. Some are the most adroit at your eyes that illuminates the area in a 30‑foot
defending community centers. Others were cone of bright light, plus an additional 60 feet of
displaced by war or environmental disturbance and dim light.
are now forced to find a way back home or at least Construct Resilience. You have resistance to
to a place of relative safety. And, of course, a few are poison damage and immunity to disease, and you
struck by wanderlust and want to explore the vast have advantage on saving throws against being
world beyond the place they were all formed. paralyzed or poisoned. You don’t need to eat, drink,
or breathe.
SURK TRAITS Revitalizing Recharge. When you take a long
Your surk character has a number of traits in rest, you must spend at least six hours in an inactive,
common with all other surk. motionless state, rather than sleeping. In this
Ability Score Increase. Increase one ability score state, you appear inert, but it doesn’t render you
by 2, and increase a different one by 1, or increase unconscious, and you can see and hear as normal.
three different scores by 1. Perfect Tool. Your forelimbs have extendible
Age. A surk reaches adulthood at the age of custom tool‑like parts, granting you advantage to
10 and generally lives into the beginning of their any ability checks you make: attempts to pick locks,
second century. disable traps, or do other delicate work.
Creature Type. Construct

15
PLANAR CHARACTER OPTIONS
VLATON TELEPATHIC, BUT CAPABLE OF “SPEECH”
Vlatons resemble marbled cubes of various colors. Vlatons can communicate telepathically among
As such, they are not immediately recognizable their own kind to a range of about a hundred feet
as living beings—let alone intelligent ones—by and can empathically project simple commands
most creatures of the multiverse. But in their own to other Unithon creatures at like distances
Unithon, page 112 dimension of Unithon, they fit in perfectly. (similar to the way humans interact verbally with
Unithon is a bizarre, remote dimension with animals). Their senses are roughly equivalent
different laws of reality than the Material Plane. to those of humans, although their vision and
Instead of jagged mountains, branching trees, color perception are weaker. They can learn to
and creatures made of flesh, all things native to understand spoken languages and even “speak”
this dimension, including its creatures, are simple by telekinetically vibrating the air around them.
shapes such as spheres, pyramids, and cubes. Vlatons who regularly spend time with creatures
Unithon may be its own demiplane or an area on from other dimensions can become amazingly
the distant edge of a plane with strong connections good at speaking in this way, mimicking sounds so
to precision and order (such as Mechanus). perfectly that listeners sometimes have a difficult
Most creatures native to Unithon are made up time determining if a sound or voice is real . . . or is
of one discrete shape, but a few are clusters of being produced by a nearby vlaton.
shapes that remain together. For example, the
Unithon equivalent of a squirrel is a small sphere, HIGHLY SOCIAL
but the equivalent of an eagle is two wing‑like Vlatons have a cooperative society and gather
flattened cubes that touch along one edge. in large numbers to form villages for protection,
These creatures can move and interact with their community, and trade. They tend to form
environment even without apparent limbs, mouths, polyamorous family units and have intense
or other moving parts that a humanoid might opinions about art, music, philosophy, and politics.
expect—a cube‑animal can roll about, consume They temporarily “tattoo” themselves by pressing
food, and perform other activities common to their bodies against objects with interesting surface
living creatures. patterns. Vlatons who interact with humanoids
and other planar visitors often adopt the habit of
REGULAR AND UNYIELDING “wearing” clothing and jewelry, although doing
Vlatons are the most prominent sapient species of so usually just means draping something over
Unithon. Their bodies are made of hard flesh, similar themselves.
Vlatons sometimes refer to a thick callus. A typical vlaton is 1 to 2 feet in A few vlatons jockey their inherent sociability into
to beings from other diameter and weighs the same as a large halfling an interest in meeting people outside of Unithon,
dimensions as “squishies.” or small adult human. They can slightly stretch or despite the vlatons’ common shocked reaction (and
compress themselves, temporarily becoming a little often disgust) at seeing the “squished” or “mashed”
taller or broader or otherwise asymmetrical. They nature of the stranger. Those with the fortitude,
have a limited telekinetic ability that allows them above‑average ability, and means end up traveling
to manipulate nearby objects in the same way that to other planes of existence, where they try to
a human might use arms and hands and—through form bonds with creatures without such pleasing
an extension of this ability—are able to hold symmetry.
themselves a couple of feet off the ground and move
laterally. (They also can roll on the ground, but they
consider this immature behavior, like that of a
human infant.)

16
CHAPTER 1: SPECIES

VLATON NAMES
Vlaton names that they use among themselves LIFE IN UNITHON
are comprised of telepathic formulas and In Unithon, very large objects, such as mountains, are made up of smaller
ratios that don’t translate well into the audible simple shapes stacked on top of each other—perhaps billions of tiny
languages used by other creatures. But a vlaton cubes or pyramids. Amorphous things like rivers are a tide of tiny shapes
that wishes to interact with people from other sliding past each other. Even the clouds, moon, and sun are enormous
worlds may adopt simple names of one or two simple shapes.
syllables. Other vlatons prefer to use geometric If a creature or object is damaged, any pieces broken or cut from it take
or mathematical nicknames, enjoying the the form of regular shapes—cubes, pyramids, spheres—with the original
association. creature or object reducing its size to maintain its default shape. For example,
Taken Names: Anku, Emri, Igle, Ovsa, Tele, a cube‑boulder struck by a mining pick sheds smaller cubes, and, instead of
Urno, Vuri, Xila, Zaku a crack or hole appearing on the boulder, it just becomes a slightly smaller
Nicknames: Angle, Cuboid, Edge, Face, cube as its mass is chipped away . . . until it finally shatters into a shower of
Intersect, Length, Transverse, Vertex, Width smaller cubes.

VLATON TRAITS
Your vlaton character has a number of traits
making you a stand‑out individual among your
own kind.
Ability Score Increase. Increase one ability
score by 2, and increase a different one by 1, or
increase three different scores by 1.
Age. A vlaton reaches adulthood around the
age of 20 and generally lives about a century.
Size. Vlatons average about 2 feet to a side
and weigh nearly 60 pounds. Your size is Small.
Speed. Your base speed is 30 feet. Your
movement is accomplished by telekinetically
sliding yourself across solid surfaces, which
you do as unconsciously as creatures with
legs walk. If you exert yourself, you can reach
up to a height of about 5 feet. This telekinetic
ability gives you the same ability to hold and
manipulate objects as other creatures with two
hands and arms.
Thick. The hard surfaces that form your
body—which vlatons refer to as the “outer
integument”—protect you from harm; when
you aren’t wearing armor, your AC equals
13 + your Dexterity modifier.
Blindsight. You have blindsight with a range
of 30 feet. Beyond this radius, you can still see,
but you have disadvantage on sight‑based
Perception checks.
Unusual Shape. You can move through
the space of any creature that is larger in size
than you.
Hide in Plain Sight. You can attempt to hide
even when you are obscured only by a creature
or object at least one size larger than you.
Malleable. Your insides aren’t like that of “Arryn, did that big cube just say
other creatures, giving you a limited ability
to squeeze and deform your body. When you something?”
fall, ignore the first 30 feet you plummet when
calculating falling damage.
“I don’t know. I was too busy wondering
how a cube wields a battleaxe.”

17
PLANAR CHARACTER OPTIONS

CHAPTER 2:

SUBCLASSES

C
haracters of any species can adopt planar subclasses, such as the Path of the Iron Forged barbarian
(whose rage can empower metallic devices fused into their flesh), the Shadow Stitched rogue (who
has traded their own shadow for that of an extraplanar creature), or the defacer wizard (who calls upon
nightmares to gain terrible powers and an aberrant familiar).

SUBCLASSES
Class Subclass Page Subclass Summary
Barbarian Path of the Iron Forged 19 Channeled rage empowers flesh‑fused mechanical devices
Bard College of Quietude 20 Empowered and enhanced by a magical Language of Signs
Cleric Cosmic Judgment domain 22 Seeks balance across all intersectional planes of existence
Multiverse domain 24 Channels all possibilities from a multi‑stranded cosmos
Druid Circle of the Abyss 26 Marshals the unnatural flora and fauna of the Abyss
Fighter Chaos Blade 27 Wields a weapon drawn from the Elemental Chaos itself
Psychic War Veteran 29 Harnesses psychic ability unlocked in a forgotten war
Monk Amethyst Fist 31 Channels power through a psionically resonant prosthetic
Paladin Oath of Angelic Perfection 33 Draws ever closer to becoming like divine celestial beings
Ranger Shadowfarer 35 Stalks across the planes using shadow crossings
Rogue Gun Jack 37 Wields a mechanical ranged weapon with deadly skill
Shadow Stitched 39 Fused with the shadow of an extraplanar creature
Sorcerer Unearthly Gleaner 41 Harvests resonances of the multiverse for personal power
Warlock The Annihilation 44 Pledged to entropy, nothingness, and the space between
the lines
Wizard Defacer 46 Nightmares confer terrible powers and an aberrant familiar
Order of Chance 48 Defies fate by manipulating luck, cheats destiny with
fixed dice

“A people known as the Roheen built mighty, city‑sized


metallic flying ships that traveled into the void, to worlds
around other stars. They possessed a knowledge of making
and machines that far outstripped what most worlds of the
Material Plane are even able to conceive of. Which led to their
eventual doom, leaving only remnants of their wicked craft
scattered throughout the multiverse.”
— Mudarak the Pathbreaker

18
CHAPTER 2: SUBCLASSES

BARBARIAN PRIMAL PATHS


At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. One new
option is to follow the Path of the Iron Forged.

PATH OF THE IRON FORGED attack and damage rolls. Once on each of your turns
One Roheen remnant
Barbarians who follow the Path of the Iron Forged when you damage a creature with the fist, you also discovered by explorers
channel their rage into strange mechanical devices deal an amount of lightning damage equal to your is called the Wreck of the
fused into their flesh. An Iron Forged’s primal fury proficiency bonus. You can also use the power fist Unimaginable (page 120).
fuels these apparatus, powering their extraordinary normally as a hand.
functions that would otherwise remain inactive Iron Skin. Your skin silvers, transforming you Some beings in the
within the inert metal embedded in their bodies. into a perfect metallic sculpture of yourself. In this multiverse name you
Depending on how a barbarian came to walk reflective state, you gain resistance to all damage “cyborg” if they spy you in
the Path of the Iron Forged, they may have started except lightning damage. their crossplanar travels.
down their path purposefully or accidentally— Machine Eyes. Your eyes become blank silvery
possibly with no choice in the matter. You can orbs. In this state, you sense your environment
decide for yourself how you became an Iron Forged with uncanny fidelity, gaining blindsight with a
barbarian or use the Forged by Iron table to inspire range of 30 feet. Beyond this range, you retain
your origin. your normal vision (if any).
Saving Throws. If one of your Path of the Iron
Forged abilities requires a saving throw, the
DC equals 8 + your proficiency bonus + your
Constitution modifier.

FORGED BY IRON
d6 Iron Forged Origin
1 Explorers found you as a child in a sealed
device (a “cryopod”) in an odd ruin of
rusted metal.
2 Beings of metal and flesh captured you
and injected you with odd devices before
you escaped.
3 Stories of your people say you and others
like you crashed in this land in an iron
“sky chariot.”
4 In your explorations, you discovered
an odd device that, when touched,
fused itself to you.
5 After invaders critically injured you,
your parents saved you by praying to the
“machine messiah.”
6 A visitor in odd “armor” visited your
homeland. The armor melded itself to
you after the visitor died.

RAGING IRON
3rd‑level Path of the Iron Forged feature

When you enter your rage, your hands, skin, or


eyes are transformed, granting you access to one
of the following attacks, defenses, or functions. This
transformation lasts until your rage ends.
Power Fist. One of your hands is transformed (or
comes into being, if you normally lack such) into a
metallic gauntlet‑like appendage. The power fist is a
simple melee weapon that inflicts 1d8 bludgeoning
damage on a hit; add your Strength modifier to its
19
PLANAR CHARACTER OPTIONS
Instead of shooting BREAK THE SHACKLES OF FLESH ANNIHILATING BEAMS
beams of power from their 6th‑level Path of the Iron Forged feature 10th‑level Path of the Iron Forged feature
eyes, some Iron Forged
barbarians could unleash The inexplicable devices fused to your organs As an action, you can access dormant systems
a matter‑shattering become better integrated with your biology, embedded in your flesh, enabling you to create a
scream in the same line
growing a fine mesh of silvery wires across your destructive beam of searing electricity from your
that inflicts lightning and
exposed skin. This augmentation grants you the eyes. The beam forms a line 100 feet long and 5 feet
thunder damage.
following benefits: wide; it emanates from you and travels in a
Power Fist (a Raging Iron Empowered Fist. Your Power Fist attacks count as direction you choose. Each creature in the line must
function), page 19 magical for the purpose of overcoming resistance make a Dexterity saving throw; a creature takes 4d8
and immunity to nonmagical attacks and damage. lightning damage and 4d8 fire damage on a failed
Above It All. You gain a fly speed of 20 feet and save, or half as much damage on a successful one.
can hover. You can use your flight for up to 10 You can use this feature twice; starting at 17th
minutes, all at once or in shorter flights, each one level, you can use it three times. After finishing a
using a minimum of 1 minute from the duration. long rest, you regain all expended uses.
Deaf, hard of hearing, and If you are flying when the duration expires, you
nonverbal bards—even descend at a rate of 30 feet per round until you land. MACHINE METABOLISM
ones without a “contrary You regain all expended minutes when you finish a 14th‑level Path of the Iron Forged feature
nature”—would find the long rest.
College of Quietude ideal A 10th level, your fly speed becomes equal to When you are raging, the devices infusing your
for their path to continued
your walking speed. flesh become charged, boosting your metabolism
growth and success.
At 14th level, your total flying time increases to amazing levels. For the duration of your rage,
to 1 hour. you can use a bonus action on each of your turns
to make a Power Fist attack. Alternatively, you
can use a bonus action on your turn to make an
Annihilating Beams attack; using Annihilating
Beams in this way consumes two uses of the ability.

BARD
At 3rd level, a bard gains the Bard College feature, which offers you the
choice of a subclass. One new option to consider is the College of Quietude.

COLLEGE OF QUIETUDE
Bards of the College of Quietude are unlike their
more flamboyant peers, preferring to demonstrate
their mastery of craft through a unique language of
visually observable signs and symbols, rather than
singing songs or telling stories. This lends these
bards a solemn sort of dignity that other bards can
sometimes lack. To aid their craft, every Quiet bard
learns a magical Language of Signs.
Philosophically, the College of Quietude attempts
to demonstrate that many paths are possible in life,
whether that’s to achieve a particular goal, to gain a
rarified and high‑level understanding of a concept,
or to simply be happy. To a Quiet bard, there is no
such thing as yes or no. It is always yes, and . . . or no,
but . . . because all things lie along a continuum.
Quiet bards sometimes congregate to discuss topics
“Only bards with a contrary nature would
related to the many‑stranded nature of the multiverse
countenance the College of Quietude. Am and other hard‑to‑understand topics. A true College
I wrong?” of Quietude conference doesn’t host debates so much
as conclaves disseminating new information and
—Savva Kresh, Crossplane Cantina proprietor
unique insights between collegiate fellows.

20
CHAPTER 2: SUBCLASSES

Saving Throws. If one of your College of creature takes 2d10 + your bard level in fire damage
Quietude abilities requires a saving throw, unless on a failed save or half that if the save is successful.
otherwise specified, the DC equals your spell If a creature fails two consecutive saving throws
save DC. against this effect, they are blinded until the end of
their next turn.
LANGUAGE OF SIGNS You can use this feature once; starting at 12th
3rd‑level College of Quietude feature level, you can use it twice. After finishing a long rest,
you regain all expended uses.
According to College of Quietude lore, a celestial
whose name can only be rendered as a symbol SIGNS AND SYMBOLS
taught the Language of Signs to a bard that had 14th‑level College of Quietude feature
lost the use of their voice. From then on, the
magical language of signs and symbols made with Using the Language of Signs, you use your action to
hand gestures has been passed down to all who trace an undulating, evolving symbol that hangs in
join the college. the air until the end of your next turn. Choose one
This magical language allows you to use signs of the following effects:
in place of any sound, music, or verbal component Question Everything. Each creature of your
required to activate a magic or class ability, such as choice within 30 feet must make a Charisma saving
Bardic Inspiration or spellcasting. throw. On a failed save, the target is overwhelmed
In addition, any creature of your choice within with questions about the choices they’ve made and
60 feet that can see your signs magically understands the truths they’ve accepted. While subject to this
you, assuming they have the ability to understand effect, a creature can’t attack or target any creature
language. with abilities, spells, or other magical effects. This
lasts for 1 minute or until they are attacked.
SIGN OF ATTENTION See a Different Life. Each creature of your choice
3rd‑level College of Quietude feature within 30 feet must succeed on an Intelligence
saving throw or become incapacitated for 1 minute.
You fashion an eloquent hand gesture that draws While subject to this effect, the creature sees the
all eyes to you. As a bonus action, you can expend life of an alternate version of themself on some
one use of your Bardic Inspiration, choosing one distant world of the Material Plane in their mind’s
creature within 60 feet that you can see and that eye; for instance, they might suddenly experience
can see you. Roll the Bardic Inspiration die. The a version of themself that has two heads, is a fish
target must make a Wisdom saving throw against person, or has died. The creature can speak, but Earplugs ease rest, allowing
your spell save DC + the result of the number rolled. only as if responding to the scenario playing out in someone to focus on their
On a failed save, the creature becomes charmed their mind. The GM controls their movement, which own thoughts, but don’t
until the end of your next turn. While charmed, is erratic. An affected creature can attempt a new deafen a wearer. However,
the creature is incapacitated and has a speed of 0. Intelligence saving throw at the end of each of their they do grant disadvantage
on all Perception checks
Each round, you may use your bonus action to keep turns to end the effect early.
that rely on hearing.
the attention of a creature who has succumbed to You can use this feature twice, unless you expend
this feature until the end of your next turn. If the a use of your Bardic Inspiration to use it again. After
creature takes damage while under you influence, finishing a long rest, you regain all expended uses.
the effect ends.

BURNING SYMBOL ACCOMMODATING A QUIET BARD


6th‑level College of Quietude feature A Quiet bard’s “instrument” is often their body, because they are given
to dance and elegant movement‑based meditations and performances.
Using the Language of Signs, you use your action Alternatively, a Quiet bard might draw or paint rather than play an
to trace an elegant, burning symbol that hangs in instrument.
the air until the end of your next turn. The symbol To this end, instead of having proficiencies in three musical instruments
provides bright light in a 30‑foot radius, and if any of their choice, a bard of the College of Quietude has proficiency in one or
of this effect’s area overlaps with an area of magical more artisan’s tools of their choice (such as calligrapher’s supplies, painter’s
darkness created by a spell of 4th level or lower, supplies, and so on) and/or a disguise kit. If a PC decides on this path at
that darkness is dispelled; magical darkness created 1st level, the GM should consider making these proficiency options available
by a 5th level or higher effect is suppressed for immediately rather than having the character change their proficiencies
1 minute within the radius of your light. at 3rd level. Likewise, a Quiet bard can choose earplugs instead of a lute or
In addition, each creature of your choice within other musical instrument, though some carry stringless lutes as a sign of
the radius must make a Constitution saving throw. A their philosophy.

21
PLANAR CHARACTER OPTIONS
CLERIC
At 1st level, a cleric gains the Divine Domain feature. New options to consider include the Cosmic
Judgment domain and the Multiverse domain.

COSMIC JUDGMENT DOMAIN Clerics of Cosmic Judgment believe that


The domain of the Cosmic Judge is not for those regardless of how well individuals follow the
who lack confidence in their ability to reason and letter of the law in their realm or world, laws are
come to a firm conclusion, for it is a domain in not always fair or just. Thus, it is actions and their
service of grand, sweeping judgments against resulting repercussions that a cleric of Cosmic
both individuals and institutions. For any that are Judgment evaluates.
found wanting, Cosmic Judge clerics stand ready to Ultimately, clerics of this domain seek to prevent
provide the remedy. the multiverse from falling out of balance. For
they are burdened with the knowledge that if the
multiverse ever became sufficiently asymmetric, a
cosmic reordering would occur—and wipe away
many worlds and planes in the process in order to
bring the cosmos back into balance.
Saving Throws. If one of your cleric domain
abilities requires a saving throw, the DC equals your
spell save DC.

COSMIC JUDGMENT DEITIES


Most gods of “justice” across various pantheons may
also serve as deity for a Cosmic Judge cleric. Other
options include the following.
Example Deity or Pantheon
Maintain the balance,
Avi, Goddess of the Sun
page 71
Court of Infinity
Protect the balance, page 73 Kashti, Weaver of Alternate Fates
Osrus, Lord of Doors
Skyar, Hawk of Justice
Thes, Who Walks Everywhere

COSMIC JUDGMENT DOMAIN SPELLS


1st‑level Cosmic Judgment domain feature

You gain domain spells at the cleric levels listed


in the Cosmic Judgment Domain Spells table.
Once you gain a domain spell, you always have it
prepared, and it doesn’t count against the number
of spells you can prepare each day. If you gain a
domain spell that doesn’t appear on the cleric spell
list, the spell is nonetheless a cleric spell for you.

COSMIC JUDGMENT DOMAIN SPELLS


Cleric Level Spells
1st guiding bolt, maintain the balance
3rd augury, lesser restoration
5th protect the balance, revivify
7th locate creature, phantasmal killer
9th contact other plane, scrying

22
CHAPTER 2: SUBCLASSES

BONUS PROFICIENCIES DIVINE STRIKE: WEIGHT OF JUDGMENT


1st‑level Cosmic Judgment domain feature 8th‑level Cosmic Judgment domain feature

You gain proficiency with heavy armor. You also You gain the ability to infuse your weapon strikes
gain proficiency in the Insight skill. with divine energy. Once on each of your turns
when you hit a creature with a weapon attack,
JUDGMENT REVEALED you can cause the attack to confer one level of
1st‑level Cosmic Judgment domain feature exhaustion on the target if the target fails a Wisdom
saving throw.
Do those who attack you not realize they assault
a Cosmic Judge? They soon may, as your role is COSMIC JUDGE
mentally blasted into their minds. When a creature 17th‑level Cosmic Judgment domain feature
within 5 feet of you that you can see hits you with
an attack, you can use your reaction to cause them As a bonus action, you can take on the image of
to make a Wisdom saving throw. The creature takes a shining, dual‑headed avatar of your god for
2d8 psychic damage on a failed saving throw or half 10 minutes. During this period, you gain the
as much damage on a successful one. Either way, following benefits:
they also know your name and purpose. Whether • You gain the benefits of the
they choose to respect that or not is up to them. levitate spell.
You can use this feature a number of times equal • All creatures in a 15‑foot
to your Wisdom modifier (a minimum of once). After sphere centered on you are
finishing a long rest, you regain all expended uses. subject to the effects of the
zone of truth spell as if cast
CHANNEL DIVINITY: CLARITY OF JUDGMENT by you.
2nd‑level Cosmic Judgment domain feature • If you determine that a
creature lies while in your zone
You use your Channel Divinity to demand the of truth, any attack you make
attention of those who would be judged, so that against that creature for the
they might better hear you and change their ways. duration of this feature’s
When you use your action to display your holy effect inflicts an additional
symbol, any creatures of your choice that can see or 2d8 psychic damage.
hear you within 30 feet must succeed on a Wisdom You can use this
saving throw or become charmed by you until the feature once. To
end of your next turn (or until they take damage). regain it, you must
While charmed in this way, you can (requiring no finish a long rest.
additional action) attempt to persuade, deceive, or
intimidate one or more of the affected creatures.
The creatures are free to decide how they will react
when the effect ends.

INSTANT UNDERSTANDING
6th‑level Cosmic Judgment domain feature

The mysteries of the cosmos become more


apparent to you, guiding you toward perfection.
When you cast a divination spell using a spell slot,
you can change the casting time to 1 bonus action
for that casting, even if it has a casting time longer
than 1 action (such as augury).
You can use this feature a number of times equal
to your Wisdom modifier (minimum of once). After
finishing a long rest, you regain all expended uses.

23
PLANAR CHARACTER OPTIONS
MULTIVERSE DOMAIN Gods associated with the multiverse include
The many‑stranded realms of every dimension and those that prize randomness over order, but most
plane comprising the cosmos are enormous beyond clerics of this domain don’t directly worship a
reckoning. Even the gods themselves, for all their single god; instead, they channel their divine magic
divine power and influence, seem miniscule when directly from the fabric of the multiverse itself.
set against such a backdrop. Taken all together, the Clerics of the Multiverse domain potentially involve
multiverse is a seething, multifaceted influence themselves in any aspect of life among the planes,
intent on making certain that if something where they judge whether a particular situation is
can happen somewhere, then it will happen reasonable or instead requires adjustment. Because
somewhere, if only to serve as warning. the multiverse rarely speaks with one voice, it’s up
to the cleric to decide for themselves what must be
done. They do so by attempting to connect with
alternate versions of themselves in other realities,
briefly borrowing facts, skills, and abilities they
themselves do not normally possess.
Saving Throws. If one of your cleric domain
abilities requires a saving throw, the DC equals your
spell save DC.

MULTIVERSE DEITIES
Example Deity
Aronbirash, Empress of The Change
Chaoz, Lord of Luck (deceased, but some still
worship his memory)
Kadoth Wildbeard, God of Gamblers
Nihil Stormsurge, Endbringer
Parl, Lord of Illusion
Suhira, Goddess of Second Chances

DOMAIN SPELLS
1st‑level Multiverse domain feature

You gain domain spells at the cleric levels listed in


the Multiverse Domain Spells table. These spells
function by pulling elements of other dimensions
into the cleric’s current reality. For instance, a
Fey crossing, page 69
high‑level cleric of the Multiverse who casts raise
Portal disappointment, dead is calling an alternate version of the target
page 73 that isn’t dead to their current reality. The effect is
Bind to dimension, page 64 identical, though the raised creature may have a
few “misremembered” details of their past life.
Unleash doom, page 78
MULTIVERSE DOMAIN SPELLS
Cleric Level Spells
1st color spray, heroism
3rd fey crossing, portal disappointment
5th bind to dimension, unleash doom
7th banishment, locate creature
9th contact other plane, planar binding

24
CHAPTER 2: SUBCLASSES
IMPLEMENT OF THE MULTIVERSE PERFECT SELF
1st‑level Multiverse domain feature 17th‑level Multiverse domain feature When a PC lets the multiverse
choose a benefit for Perfect
You gain proficiency in the Arcana skill. You can channel an alternate reality version of Self, the GM chooses the
yourself, potentially exactly what you need to effect. It can be in line with
FAVOR OF THE MULTIVERSE overcome a specific situation. the other options noted,
1st‑level Multiverse domain feature As an action, you present your holy symbol and though a larger effect is
gain one of following benefits: possible if it doesn’t benefit
The multiverse’s favor is powerful, but it doesn’t rest • Gain temporary hit points equal to 1d6 plus only the PC—or if the
on any one being for long. As an action, you can your cleric level. multiverse has unexpected
plans for the PC.
select yourself or one creature within 30 feet of you • Gain advantage on your attack rolls, ability
and ask the multiverse to grant them its favor. Once checks, or saving throws for 1 minute. When using Learn From
per turn for the next 10 minutes (or until you use • Your infused weapon strikes from Spellcasting in Yourself, a cleric glimpses
this feature again), whenever an affected creature the Multiverse inflict an additional 1d8 damage alternate versions of
rolls an attack, ability check, or saving throw, they for 1 minute. themself—living slightly
can roll 1d6. On a result of 1 to 5, the creature adds • Gain resistance to a chosen damage type for (or vastly) different lives
in completely different (or
that number to their d20 roll; on a roll of 6, they 1 minute.
sometimes weirdly similar)
gain no benefit. • For 1 minute, you gain a benefit chosen by the
worlds. Because of the cleric’s
You can use this feature a number of times multiverse itself. attunement to the multiverse,
equal to your proficiency bonus, and you regain all You can use this feature once. To regain it, you this usually does not trigger
expended uses when you finish a long rest. must finish a long rest. negative repercussions, such as
the Law of Self-Cancellation.
LEARN FROM YOURSELF
The Law of Self-Cancellation
2nd‑level Multiverse domain feature A cleric of the Multiverse sometimes is a multiverse curse that

You can use your Channel Divinity to connect to


trusts the multiverse to help resolve sometimes sets parallel
versions of the same person
the mind of a parallel version of yourself that knows a challenge, but in other situations at each other’s throats.
things you do not. As an action, choose one skill or seeks out alternate versions of As an alternative (and with
tool; for the next 10 minutes, you have proficiency
with that skill or tool.
themselves in another reality for aid. your GM’s permission),
when you use your Channel
Divinity, for the next
TRAVEL THE MULTIVERSE 10 minutes you can cast a
6th‑level Multiverse domain feature spell you don’t currently know
but are high enough level
As an action, you draw on the mystical power of the to cast as if it’s a Multiverse
multiverse to walk the Path across the cosmos, as if Domain spell for you.
you had a Path token. Separate uses of this ability
are required to navigate the Path or safely leave
the Path. You can use this action a number of times Law of Self-Cancellation,
equal to your proficiency bonus, and you regain all page 70
expended uses when you finish a long rest. The Path, page 9
If you have a Path token, you can instead use this Path token, page 9
ability to improve your ability to navigate the Path
Navigating the Path,
as your action. Each time you call on this ability
page 13
while navigating the Path with an actual Path token,
you have advantage on the Arcana check required
to find the correct route through the planes. Path token, page 88

When a PC uses the


SPELLCASTING IN THE MULTIVERSE Spellcasting in the Multiverse
8th‑level Multiverse domain feature feature, the GM chooses
the energy type. Often, the
You gain the ability to infuse your weapon strikes energy type is one the target
with energy channeled from the multiverse. Once is not immune to, though
on each of your turns when you hit a creature with sometimes the multiverse
subtly tries to influence
a weapon attack, you can cause the attack to deal
a cleric’s decisions by
an extra 1d8 damage to the target. When you reach
manifesting an energy type
14th level, the extra damage increases to 2d8. The that a target can resist.
type of damage you inflict is determined by the
multiverse.
25
PLANAR CHARACTER OPTIONS
DRUID
At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. One new
option to consider is the Circle of the Abyss.

CIRCLE OF THE ABYSS understand that demons outside of the Abyss are
Abyssal druids treasure the unappreciated beauty anathema, and, in such cases, Abyssal druids find a
and raw savagery of the most infamous of the Lower certain pleasure in banishing transgressors back to
Planes: the Abyss. Though generally considered the infinite strands of their home plane.
to be a series of harsh, horrific, and inhospitable Saving Throws. If one of your druid circle abilities
lands, Abyssal druids see the plane instead as place requires a saving throw, the DC equals your spell
of transcendental existence. Demons can be found save DC.
there aplenty, but so can other forms of life that have
had to take extreme measures to survive there. These CIRCLE SPELLS
strange survivors in the face of the entropic forces of 2nd‑level Circle of the Abyss feature
the Abyss are what druids of this circle revere most.
That said, Abyssal druids have a complicated Your connection to the Abyss and understanding
alliance with the fiends that rule it. They typically of demonic lifeforms, in all their variety, grants you
are not interested in hunting demons nor think access to certain spells. At 2nd level, you learn the
Abyssal breeze, page 64 that all demons must be purged. They do, however, acid splash cantrip.
Demonic glamour, page 67 At 3rd, 5th, 7th, and 9th level you gain access to
the spells listed for that level in the Circle of the
Demonskin, page 67
Abyss Spells table. Once you gain access to one of
these spells, you always have it prepared, and it
doesn’t count against the number of spells you can
prepare each day. If you gain access to a spell that
doesn’t appear on the druid spell list, the spell is
nonetheless a druid spell for you.

CIRCLE OF THE ABYSS SPELLS


Druid Level Spells
2nd acid splash
3rd Abyssal breeze, demonic glamour
5th protection from energy, stinking cloud
7th blight, demonskin
9th cloudkill, planar binding

DEMON SHAPE
2nd‑level Circle of the Abyss feature

When you use your Wild Shape class feature, the


beast form you take has a demonic guise (apparent
to anyone within 30 feet of you). You choose the
demonic character of the beast. The creature
must still resemble the underlying beast type,
but it might: be scaled or covered in frost when
it normally would have fur; have demonic wings
instead of feathers if it can fly; have teeth or claws
that inflict acid or fire damage instead of piercing or
slashing damage; and so on.
In addition, while you are using Demon Shape,
you can use your reaction to deal 1d4 fire damage
to a creature you can see that moves into a space
within 10 feet of you or starts their turn there,
if they fail a Constitution saving throw. The fire
damage increases to 1d6 at 6th level, 1d8 at 10th
level, and 1d10 at 14th level.
26
CHAPTER 2: SUBCLASSES

DEMONIC FAMILIAR change or you want to give the creature a new


2nd‑level Circle of the Abyss feature instruction.
You can use this feature a number of times equal
You learn the find familiar spell and can cast it as a to your Wisdom modifier (minimum of once). After
ritual. The spell doesn’t count against the number of finishing a long rest, you regain all expended uses.
spells you can prepare each day. If you are in the Abyss when you use this class
When you cast the spell, instead of the normal feature, the dretch that appears has 28 hit points.
forms you can choose from, the only form your
familiar can take is that of a quasit. Additionally, ABYSSAL WARD
when you take the Attack action, you can forgo one 10th‑level Circle of the Abyss feature
of your own attacks to allow your familiar to make
one attack of their own with their reaction. Your connection to the Abyss has allowed you
When you reach level 4, you can use your bonus to more fully adapt to its dangers. You can’t be
action to allow your familiar to make one attack of charmed or frightened by fiends, you are immune
their own with their reaction. to poison and disease, and you have resistance to
fire damage.
DOOR TO THE ABYSS When you are in the Abyss, you are immune
6th‑level Circle of the Abyss feature to the environmental hazards of the plane itself.
For instance, when there, you can wade through
You open a one‑way door from the Abyss to your naturally flowing lava as if it were water. You still
current location. Through it, you can summon a take any damage caused by denizens of the Abyss
dretch, which appears in an open space within and any other non‑“natural” source.
10 feet of you. The dretch remains for up to 1 hour,
after which it dissolves into a fetid cloud. BREATH OF THE ABYSS
In combat, the dretch’s turn comes immediately 14th‑level Circle of the Abyss feature
after yours. It obeys your mental commands, but
if not commanded, it acts according to its nature. Wherever you are, the Abyss is never far from you. An Abyssal druid’s focus
You can command the dretch as your bonus action. You can cast demonic glamour or Abyssal breeze is often a small effigy of a
You need only give one command, such as “defend twice each without expending spell slots. After demon head formed from
me” or “attack that creature,” unless circumstances finishing a long rest, you regain all expended uses. cunningly tied knots.

“For some, Nature suggests lush landscapes of the Material Plane untouched by any living thing able to use
complex language. Others have a more versatile definition. Or, in the case of Abyssal druids, an extreme one.”
—Mudarak the Pathbreaker

FIGHTER
At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. New
options to consider include the Chaos Blade and the Psychic War Veteran martial archetypes.

CHAOS BLADE Many Chaos Blades are of elemental or planar


Beyond the solid world are dimensions of pure heritage, such as genasi, azer, elar, or tieflings, as Elar, page 155
energy. But where those planes break down well as various humanoid clans that have taken up
(or perhaps, from where they spring up) is the residence in the Inner and Transitive Planes.
ever‑turbulent realm of the Elemental Chaos. You might have developed your Chaos Blade
Some are especially sensitive to this dimension abilities purely through your own intuition and hard
of tumultuous energy and use that connection to work, through training by a teacher who was also a
draw power from it. wielder of chaos, or after an unexpected extraplanar
As a Chaos Blade, you wield a weapon drawn experience where you were exposed to the raw
from the Elemental Chaos itself. Holding raw Elemental Chaos and somehow survived—and,
chaos in your hands gives you the ability to make with some soul searching, eventually thrived.
chaos‑augmented strikes, create chaotic effects Saving Throws. If one of your Chaos Blade
to confuse and defeat your foes, hurl destructive abilities requires a saving throw, the DC equals
bursts of chaos, and even walk as a being made of your Constitution modifier or 8 + your proficiency
pure elemental chaos yourself. bonus + your Wisdom modifier.

27
PLANAR CHARACTER OPTIONS
WEAPON OF CHAOS CHAOTIC SHEATH
3rd‑level Chaos Blade feature 3rd‑level Chaos Blade feature

As a bonus action, you can form any weapon you Instead of creating a weapon from the Elemental
are proficient with, which appears in your grip as Chaos, as a bonus action you can infuse any
a weapon of roiling chaotic energy. If you create weapon you hold—or your unarmed strike—with
a weapon that uses ammunition, such as a bow the same property granted by Weapon of Chaos.
that requires arrows, you draw an arrow of chaos This allows you to gain the benefit of using special
into existence with each shot instead of a regular weapons (including magical weapons) or no
arrow from a quiver. The weapon persists while you weapons, if you prefer martial arts. The infusion
continue to wield it, or until the beginning of your lasts while you continue to wield the weapon, or
next turn if you release your grip. until the beginning of your next round after you
The weapon inflicts normal damage unless you relinquish your grip.
score a critical hit. If you do, the damage you deal is
of the damage type you choose from the following CHAOS SURGE
list: acid, cold, fire, lightning, thunder, or normal 7th‑level Chaos Blade feature
physical damage appropriate for the weapon
(bludgeoning, piercing, or slashing). You score a critical hit with your Weapon of Chaos,
or your weapon sheathed in chaos, on a roll of 19
or 20.

WINGS OF CHAOS
7th‑level Chaos Blade feature

As a bonus action, you draw more energy from


the Elemental Chaos, unfurling wings of roiling
chaos. You gain a flying speed equal to twice your
walking speed until the end of your turn. Once you
use Wings of Chaos, you can’t do so again until
you finish a short or long rest, unless you fuel the
wings by accepting one level of exhaustion to keep
the wings for one full minute. You can do this for a
number of additional minutes equal to the number
of levels of exhaustion you are willing to gain.

PROTECTIVE CHAOS
10th‑level Chaos Blade feature

As a bonus action, you draw more energy from


the Elemental Chaos, creating a swirling ribbon of
unstable light and substance. The ribbon grants
you a +1 bonus to AC and Dexterity saving throws,
as well as damage resistance to acid, cold, fire, and
lightning. The ribbon lasts until the beginning of
your next turn. Once you use Protective Chaos, you
can’t do so again until you finish a short or long rest,
unless you fuel the swirling by accepting one level
of exhaustion to keep it in place for one full minute.
You can do this for a number of additional minutes
equal to the number of levels of exhaustion you are
willing to gain.

Chaos Blades can draw energy from the Elemental Chaos


and instantly fashion a weapon of roiling chaotic energy
or, if they choose, infuse a weapon they already possess,
including a magical one, with the same essence.
28
CHAPTER 2: SUBCLASSES

Some believe that ancient, anathematic PSYCHIC WAR VETERAN


Like any war, The Psychic War—a mysterious
beings are imprisoned in the heart conflict few even know of, said to be at the “edge
of the Elemental Chaos—beings of the multiverse”—has produced its fair share of
of great power that once rivaled veterans. But though these veterans know they
fought in some great war, they are somehow
the gods . . . and who are waiting unsure of the details, aside from the hazy notion
for their time to come again. that aberrations were involved. Their clouded
memories stem from the mental wounds they
suffered—wounds so devastating that most of
CHAOS BALL who and what they were was wiped away. Having
15th‑level Chaos Blade feature to start their lives almost completely over—and
contending with a lingering mental condition
As your action, you cast fireball infused with energy referred to as the “shivers”—many turn away from
drawn from the Elemental Chaos. Wisdom is your attempting to recapture anything resembling their
spellcasting ability for this effect, since mastering former life. However, a select few are determined to
disorder requires wise choices. Instead of dealing take back what was stolen from them, re‑acquiring
fire damage, the effect inflicts a combination of the hints of mental abilities they once possessed.
acid, cold, fire, lightning, and thunder damage. If a As a Psychic War Veteran, you meditate on
target is vulnerable to any one of these elements, time, space, psychic awareness, and the nature
it is vulnerable to the full damage amount, as if the of the strange quivering that comes
chaos ball consisted of just that element. Likewise, over you from time to time—“the
if a target is resistant or immune to one or more of shivers”—working to turn it from a
the elements making up the attack, they must be detriment into a psychic asset.
resistant or immune to all of the elements to gain Saving Throws. If one of
that benefit. your Psychic War Veteran
Once you use Chaos Ball, you can’t do so abilities requires a saving
again until you finish a short or long rest, unless throw, the DC equals
you fuel another casting by accepting one level 8 + your proficiency
of exhaustion. You can do this for a number of bonus + your
additional Chaos Ball uses equal to the number of Intelligence modifier.
levels of exhaustion you are willing to gain.

WALKING CHAOS
18th‑level Chaos Blade feature

As a bonus action, you draw more energy from the


Elemental Chaos directly into yourself, becoming a
hybrid being of flesh and chaos until the beginning
of your next turn. This grants you the following
benefits.
• You gain damage immunity to acid, cold, fire,
lightning, and thunder.
• Your shape becomes inconstant, a boil of
different elements; you are no longer a purely
physical being, increasing your reach by 5 feet.
• Once on your turn, one of your attacks with a
weapon or an unarmed strike deals an extra
1d8 damage to a target on a hit. The damage
type is one of the following (whichever you
prefer): acid, cold, fire, lightning, thunder, or
normal physical damage appropriate for the
weapon (bludgeoning, piercing, or slashing).
Once you use this feature, you can’t use it again
until you finish a long rest.

29
PLANAR CHARACTER OPTIONS
Those witnessing a PSYCHIC BULWARK instead of the damage the weapon normally deals,
Psychic War Veteran’s 3rd‑level Psychic War Veteran feature on a hit, you inflict psychic damage equal to
Psychic Bulwark or 1d8 + your Intelligence modifier. At 11th level the
Recalling Perfection may You’ve learned to exert greater control over the psychic damage die increases to 1d10, and at 17th
notice a visual shimmer malady that plagues your mind and realized it is a level it increases to 1d12.
around the veteran as their
window into the memories of your previous life. Sliver Door. Using your bonus action, you can
powers manifest.
Whenever you would take psychic damage, induce one of your psychic slivers to fully envelop
or become charmed or frightened, you can use you, causing you to instantly appear at a location
your reaction to become immune to psychic you can see within 60 feet.
damage, and become immune to the charmed and
frightened condition, until the end of your next turn. GRAPPLING SLIVER
You can use this feature a number of times equal 10th‑level Psychic War Veteran feature
to your proficiency bonus. After finishing a long
rest, you regain all expended uses. Your knowledge of the abilities you once
possessed in The Psychic War grows firmer, granting
RECALLING PERFECTION you additional versatility with your slivers. When
3rd‑level Psychic War Veteran feature you hit a creature with Sliver Attack, the sliver
remains—and holds the target in place. The target
On your turn, when you make an almost-perfect is grappled for 1 minute or until they escape
attack, you can use your bonus action to change (contested against your save DC).
reality just enough that almost perfect becomes
perfect. Until the end of your turn, your weapon PSYCHIC MIRROR
attacks score a critical hit on a roll of 19 or 20. 15th‑level Psychic War Veteran feature
You can use this feature a number of times equal
to your proficiency bonus. After finishing a long You’ve remembered so much that you can now
rest, you regain all expended uses. almost recall who you once truly were, improving
your ability to deploy your mental defenses.
Whenever you would take psychic damage, or
PSYCHIC SLIVERS become charmed or frightened, you can use
7th‑level Psychic War Veteran feature your reaction and expend two uses of your
Psychic Bulwark ability to force the effect or attack
Your mental eye opens wider, allowing you to target the attacker instead. Though the reflected
to condense your thoughts into psychic effect or attack uses the statistics of the target,
slivers—extensions of your mind given form, which for all other purposes it is as if the attack or effect
appear as undulating objects of shimmering energy stemmed from you; for example, if it requires
that hover about you. concentration, you must concentrate on it.
You gain a number of psychic slivers equal to
your proficiency bonus. You can expend a sliver to MIND RIP
trigger one of the following effects. After finishing a 18th‑level Psychic War Veteran feature
long rest, you regain all your psychic slivers.
Sliver Attack. Whenever you take the Attack They broke you; you know that now. But who are
action, you can expend a psychic sliver to make one they? Anger is your only answer . . . until the war
additional attack as a bonus action. Make a melee summons you once again.
weapon or ranged weapon attack (range 30 ft.); As an action, you mentally attack one target that
is grappled by one of your slivers, causing the sliver
to explode. The target takes psychic damage equal
to your proficiency bonus and is stunned until the
end of your next turn on a failed Charisma saving
“What is this secret conflict that Psychic War Veterans, few as throw; the target’s Intelligence score is also reduced
they are, all seem to recollect so hazily? No one can find its by an amount equal to 1 + your Intelligence
battlefields on any map, even a map of the multiverse. That’s modifier until they take a long rest. On a successful
saving throw, the target takes half as much damage,
because none of it’s happened yet. At least not in this timeline.” is not stunned, and does not have their Intelligence
—Simeon, who speaks for the Mantis reduced.
You can use Mind Rip once. The feature is
renewed after a long rest.

30
CHAPTER 2: SUBCLASSES

MONK
At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. One
new option to consider is the Way of the Amethyst Fist.

WAY OF THE AMETHYST FIST


A monk who follows the Way of the Amethyst Fist
sacrifices a portion of their anatomy—part of one
arm—to fuse a psionic prosthetic in its place,
known as an “amethyst fist.” Amethyst,
however, is merely a useful descriptor; the
prosthetic is not composed of common
gemstone, but a rare, psychically resonant
mineral called tellectite. These psionically Tellectite, page 47
potent crystals, prized by those with Erewhon, page 43
psychic abilities, are mined in the dimension
of Erewhon—a place hypothesized to be a
hidden layer of the Astral Plane that is not only
inaccessible, but simply doesn’t exist for gods,
celestials, or fiends.
Those who seek to follow the Way of the
Amethyst Fist must first find a teacher
willing to pass on the tradition’s
secrets. The student must spend
three days in a concentrated The concentrated
meditative trance; at the end of meditative trance
this process, one of the monk’s sometimes includes some
arms from the elbow down is sort of astral projection of
replaced with a fully functional the student’s form.
prosthetic made of tellectite.
Upon completing their initiation,
an Amethyst Fist monk gains a
direct connection not only to their
own psionic potential, but to a
greater sea of mental power reverberating
throughout the cosmos, sometimes called the
“Psychosphere.”
Saving Throws. If one of your Amethyst Fist abilities
requires a saving throw, the DC equals your ki save DC.

VARIANT: MIND LIKE A FIST


3rd‑level Way of the Amethyst Fist feature

Your prosthetic allows you to detect the presence of thinking


creatures you can’t see. As an action, you can spend 1 ki point
to heighten your perception for 1 minute; for the duration, you
are aware of the presence and location of any creatures within
30 feet of you that have an Intelligence of 4 or greater and speak
at least one language.
When under the effect of this feature, a creature gains no benefit
from being unseen by you, and you can target them with any effect
that requires you to see the creature. If a creature becomes aware of
being affected by this feature, they can end the effect by succeeding
on a Wisdom saving throw.
Your psionic perception can penetrate barriers, but 2 feet of rock, a
thin sheet of lead, or 2 inches of any other metal blocks it.

31
PLANAR CHARACTER OPTIONS
PSIONIC PROSTHETIC FIST OF OBEDIENCE
3rd‑level Way of the Amethyst Fist feature 6th‑level Way of the Amethyst Fist feature

One of your arms, from the elbow down, has been If you touch a creature or make a successful melee
replaced by a prosthetic made of the psychically attack against one, you can spend 1 ki point to use
Tellectite, page 47 resonant mineral called tellectite. This fully your prosthetic to impel obedience in the target. If
articulated crystalline arm functions as a normal the creature fails a Wisdom saving throw and has
arm and hand, and your sensation of touch and an Intelligence of 4 or higher, they are psionically
proprioception are unaffected. compelled to act according to your mental
As an action, you can The prosthetic is immune to acid and poison instructions, as if you’d cast the suggestion spell
choose to remove your damage and has resistance to damage from attacks on them.
prosthetic or reattach it. that are not magical or made with adamantine
The prosthetic doesn’t weapons. The rest of your body does not gain these INEVITABLE FIST
function for anyone resistances and immunities. 6th‑level Way of the Amethyst Fist feature
but you.

The Insightful Fist feature INSIGHTFUL FIST As a bonus action, you can spend 1 ki point to
could be useful as part of 3rd‑level Way of the Amethyst Fist feature psychically imbue your prosthetic with greater
an interrogation. efficacy. For 1 minute, your prosthetic sheds dim
If you touch a creature or make a successful melee light in a 20‑foot radius and when you hit a creature
attack against one, you can spend 1 ki point to with an unarmed strike, the attack ignores their
use your prosthetic to probe the target’s mind. If damage resistances and vulnerabilities.
the creature has an Intelligence of 4 or higher and
speaks and understands a language, you learn their DISTANT FIST
surface thoughts for up to 1 minute. The target 11th‑level Way of the Amethyst Fist feature
must also succeed on a Wisdom saving throw or you
gain deeper knowledge of their interior state, as if You can make melee attacks against distant foes. By
you’d cast the detect thoughts spell. The creature can using a bonus action and spending 1 ki point, you
make a new saving throw at the end of each of their summon an astral version of your amethyst fist into
turns to end the effect early. existence. For 1 minute, the reach of your unarmed
When you use your Flurry of Blows, you can strikes made with your Psionic Prosthetic is 120 feet.
replace one of the unarmed strikes with a use of this
feature without spending a ki point. FIST OF DOMINANCE
You also gain proficiency in the Insight skill. 17th‑level Way of the Amethyst Fist feature

PSYCHIC FIST If you touch a creature or make a successful melee


3rd‑level Way of the Amethyst Fist feature attack against one, you can spend 1 ki point to use
your prosthetic to attempt to dominate the target.
When you hit a creature with an unarmed strike, If the creature fails a Wisdom saving throw, they
you can spend 1 ki point to deal extra psychic are psionically charmed by you as if you’d cast the
damage equal to your Wisdom modifier + one roll dominate monster spell on them. This charm effect
of your Martial Arts die. You can use this feature lasts for 1 hour or until you lose your concentration
only once per turn. (as if you were concentrating on a spell). A creature
previously dominated by this feature can’t be
affected by it again for 24 hours.

“I’ve heard rumors of a plane of existence called Erewhon.


In all my travels across the multiverse, starting from
before the fall of my own realm, I never found it.”
—Mudarak the Pathbreaker

32
CHAPTER 2: SUBCLASSES

PALADIN
At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. One new
option to consider is the Oath of Angelic Perfection.

OATH OF ANGELIC PERFECTION


Paladins who take the Oath of Angelic Perfection
wish to become—in mind, body, and spirit—one
of the celestial beings that directly serve the gods.
Devas, solars, and planetars are some of the higher
beings which these paladins—sometimes called
celestial novitiates—strive to become. The sublime
grace and divinity that these celestials possess is
something that paladins of this oath believe can
be achieved for themselves in their own mortal
lifetimes, so long as they hold tightly to their creed.
Saving Throws. If one of your Oath of Angelic
Perfection abilities requires a saving throw, the DC
equals your paladin save DC.

OATH SPELLS
3rd‑level Oath of Angelic Perfection feature

You gain oath spells at the paladin levels listed


in the Oath of Angelic Perfection Spells table.
Once you gain access to an oath spell, you
always have it prepared. Oath spells don’t
count against the number of spells you can
prepare each day. If you gain an oath spell that
doesn’t appear on the paladin spell list, the spell
is nonetheless a paladin spell for you.

OATH OF ANGELIC PERFECTION SPELLS


Paladin Level Spells
3rd protection from evil and good
5th branding smite, see invisibility
9th beacon of hope, crusader’s mantle
13th angel wings, compulsion
17th blade barrier, commune

TENETS OF ANGELIC PERFECTION


The tenets of the Oath of Angelic
Perfection seek to align the paladin’s
spirit with that of the celestials they hope to one day
transubstantiate into.
Angel wings, page 64
Tireless Devotion. Do not let weakness of the flesh stand in the way of achieving your stated ends.
Do not be swayed by devotions other than those of your divine benefactor.
Lawful and Good. Law and good are beyond compare, but one tempers the other. A law of the land
may not be good in all cases, and good may sometimes be brought about by creating appropriate laws.
Infallible Judgment. One must learn the difference between a lapse in judgment (from which
redemption is possible) and that which is truly evil—and to never punish the former as if it were
the latter.
Remorseless Against Evil. For that which is judged truly and irredeemably evil, you must be relentless
in opposing it, with the deep‑seated conviction that any action you take is the will of the gods.

33
PLANAR CHARACTER OPTIONS
CHANNEL DIVINITY AURA OF ANGELIC WRATH
3rd‑level Oath of Angelic Perfection feature 7th‑level Oath of Angelic Perfection feature

You gain the following Channel Divinity options. You emanate an aura that ignites your weapons
When you use your Channel Divinity, you choose and those of your companions with sacred fire. The
which option to use. You must then finish a short or weapons wielded by you and any friendly creatures
long rest to use your Channel Divinity again. that begin their turns within 10 feet of you deal an
Magic Resistance. You can use your Channel additional amount of radiant damage equal to your
Divinity to confer the magic resistance of angels proficiency bonus. If a friendly creature with an
to you and your compatriots. As an action, you affected weapon begins a subsequent turn beyond
present your holy symbol and choose a number of the radius of your aura, the effect fades until they
creatures you can see within 30 feet of you, up to a start a new turn within the aura.
number equal to your Charisma modifier (minimum When you reach 18th level in this class, the range
of one creature). For 1 minute, you and the chosen of the aura increases to 30 feet.
creatures have advantage on saving throws against
spells and other magical effects. REVIVIFYING SPIRIT
Cast Out the Unclean. You can use your Channel 15th‑level Oath of Angelic Perfection feature
Divinity to cause planar intruders to fear you. As an
action, you present your holy symbol and choose You can channel divine grace to help a downed ally.
one of the following creature types: aberrations, When a creature (other than you) that you can see
celestials, elementals, fey, or fiends (choose one within 10 feet falls to 0 hit points or dies, you can
type of planar intruder when you activate this use your reaction to restore that creature to 1 hit
ability) within 30 feet of you and can hear you must point. This feature doesn’t work if a creature has
succeed on a Wisdom saving throw or be turned for been dead for more than 1 minute, if they died from
1 minute or until they take damage. old age, or if death was due to loss of one or more
A turned creature must spend their turns trying body parts.
to move as far away from you as they can, and they You can use this feature a number of times equal
can’t willingly end their move in a space within to your Charisma modifier (minimum once). The
30 feet of you. For their action, they can use only feature is renewed after a long rest.
the Dash action or try to escape from an effect that
prevents them from moving. If there’s nowhere to ANGELIC APOTHEOSIS
Angel wings, page 64 move, the creature can take the Dodge action. 20th‑level Oath of Angelic Perfection feature

As a bonus action, you take on the seeming of


“If someone passes through the city of Timeborne with a deva, planetar, or solar for 1 minute. For the
aspirations of angelhood, I’m awed at their path. But I also purposes of divination and truth‑telling effects,
you are a celestial of the type you resemble. Your
warn them that—should they succeed—they’ll no longer
size may change because of this transmutation, but
find Timeborne quite as welcoming; something about the your abilities (save those noted hereafter) do not.
city rejects such devotion, whether its focus is good or evil.” Any celestials you encounter while this feature is
active comprehend your apotheosis, knowing that
—Darli Kos, Interpreter of Timeborne
it is fleeting, but treat you as they would a sibling
so long as you’re not working at cross purposes.
While you retain this guise, you gain the following
additional benefits:
• You gain the benefit of the angel wings spell (no
concentration required).
• Once during your apotheosis, you can cast one
of the following spells without expending a spell
slot: raise dead or flame strike.
• As an apparent divine agent of the gods, you
gain advantage on all Charisma checks.
You can use this feature once. The feature is
renewed after a long rest.

34
CHAPTER 2: SUBCLASSES

RANGER
At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. One
new option to consider is the Shadowfarer.

SHADOWFARER BORN IN SHADOW


Nearly colorless, waiting in shadow, you lurk. d6 Acquisition of Shadowfarer Ranger Archetype
Capable of taking the unlit crossings between the
1 You killed a creature of the Shadowfell and some of their essence
Material Plane and the Shadowfell, you can step
passed into you.
out of a dim corner, dark crypt, or from beneath
a gloomy forest canopy when your quarry least 2 A seemingly dead tree produced a pale, colorless fruit of which you
expects it. Stalking across the planes, your presence ate. Afterward, you were never the same.
stirs unease even in those you name your enemy. 3 You pledged yourself to a secret power of the Shadowfell, and they
But those you hunt may rightly fear that should you conferred your abilities.
catch them, you’ll pull them back to the Shadowfell 4 Your mentor walked in shadow and taught you the same paths
to an unknown fate. through the shadow crossings.
A Shadowfarer ranger may have started down
5 A vampire conferred upon you a secret quest—and the means by
their path purposefully, accidentally, or possibly
which to fulfill it.
had no choice in the matter, depending on the
situation that melded their soul with the 6 Everyone told you not to read the book whose pages were
Shadowfell in the first place. shadow‑bound in bone. You didn’t listen.
You can decide for yourself
how you became a Shadowfarer,
or use the Born in Shadow
table to inspire the tale of your
dim origin.

At their option, the


GM might tell you of a
single shadow crossing
route you know of that
connects your home with
a point somewhere within
100 miles that you can
access when the light is
properly dim.

35
PLANAR CHARACTER OPTIONS
LIFE SIPHON DEFT WITH THE DEAD
3rd‑level Shadowfarer feature 3rd‑level Shadowfarer feature

Your attacks drain life from your foes, providing you The Shadowfell has marked you, and creatures
with a gloom‑born phantom energy. Once on each associated with it notice. Mindless undead do
of your turns, when you hit a creature other than not attack you unless you attack first. If you
yourself with a weapon, you regain 1d4 hit points are accompanied by others who do not share
and you gain darkvision to a range of 60 feet for this benefit, undead preferentially attack them
one hour. If you already have darkvision, its range first. In addition, you gain advantage on all
increases by 30 feet. Charisma checks related to interaction with
When you reach 11th level, the healing increases intelligent undead.
to 2d4 hit points regained and the ability to see in
the dark lasts for 8 hours. SHADOW SHIELD
7th‑level Shadowfarer feature

VARIANT: LIFE SIPHON Shadows are called to defend you when you are
3rd‑level Shadowfarer feature
attacked. When a creature hits you with an attack
and you don’t already have the protection offered
Life Drainer. Instead of the ranger gaining hit
by this feature from a previous attack, you gain
points once on each of their turns, they inflict an
a +1 bonus to AC for 1 minute. You can gain this
extra 1d8 (2d8 at 11th level) necrotic damage with
benefit a number of times per day equal to you
a weapon hit.
Wisdom modifier (minimum once). The feature is
renewed after a long rest.

SHADOWFARER MAGIC SHADOW ARMS


3rd‑level Shadowfarer feature 11th‑level Shadowfarer feature

You learn an additional spell when you reach certain As a bonus action, you can cause shadows to
levels in this class, as shown in the Shadowfarer sharpen around you, forming into dimly perceivable
Spells table. Each spell counts as a ranger spell for melee weapons that hover near your weapon. For
you, but it doesn’t count against the number of 1 minute, once on each of your turns, when you
ranger spells you know. take the Attack action, you can use the shadow
weapons to make an additional melee weapon
Shadow conduit, page 74 SHADOWFARER SPELLS attack as part of that action. Your shadow weapon
Ranger Level Spell attacks use the same statistics as a weapon you’re
When a Shadowfarer casts
misty step, they are briefly
wielding.
3rd shadow conduit
surrounded by shadows You can use this feature once per long rest; at
5th misty step, darkness 17th level, this increases to twice per long rest.
instead of silvery mist.
9th animate dead
When they animate dead,
13th phantasmal killer SHADOW CROSSER
they create a shadow
15th‑level Shadowfarer feature
instead of a skeleton 17th wall of shadow
or zombie.
You can cast misty step without expending a spell
slot a number of times a day equal to your Wisdom
modifier (minimum once). The feature is renewed
after a long rest.
“Perhaps one of these so‑called ‘Shadowfarers’ will In addition, as an action, you can choose one
eventually find and rescue me, trapped as I am in this creature you can see within 10 feet; the creature
must succeed on a Wisdom saving throw against
pocket of the Shadowfell. If you ever manage to escape,
your spell save DC or becomes frightened of
please find and bring one to help me get out, too?” you and has disadvantage on saving throws for
—Kalu the Cunning 1 minute or until they succeed on a Wisdom saving
throw at the end of their turn to end the effect early.

36
CHAPTER 2: SUBCLASSES

ROGUE
At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. Two
new options to consider are the Gun Jack and the Shadow Stitched.

GUN JACK For you, the pistol becomes more than just a If you are interested in
Perhaps you hail from a world of the Material Plane weapon. In your hands, it is almost an extension playing a Gun Jack, work
where firearms are not uncommon. Or maybe you of your skill and ferocity in a fight. Among the few with the GM to make
found—or were given—a weapon you’ve only Gun Jacks and others who learn to handle a firearm, sure ahead of time that a
begun to understand that fires tiny projectiles with few will ever achieve the skill and finesse you one character with a firearm is
appropriate for their game’s
extreme velocity. In other words, you have a pistol, day hope to attain with it. Perhaps legends will
tone and setting.
and you know how to use it. And how to maintain one day talk of your gun savvy and skill. But only if
it, as well as fashion the special ammunition you you practice.
need to use it as a weapon.

GUN JACK EQUIPMENT


Gun Jacks are equipped with the following:
Pistol. damage 1d10 piercing; weight 3 lb.;
properties ammunition (range 30/90), loading.
The pistol is a martial ranged weapon, and is
considered a Renaissance item.
Handloading Tools. This small box contains
a variety of instruments such as lubricant, a
powder funnel, a small press, and other items
(including special supplies) used to create
ammunition for your pistol. If you are
proficient with handloading tools, you
apply your proficiency bonus to any
ability checks you make to fashion
more ammunition.
To fashion ammunition, you can spend
an hour using the handloading tools to
craft a number bullets equal to 1d20 + your
proficiency bonus.
Your handloading tools includes enough
consumable supplies to create a total of
50 bullets. Purchasing the raw supplies needed
to restock the capacity to full costs
20 gp.
Cost: 50 gp; Weight: 10 lb.

“Another thing that makes my ambushes so


deadly is the deafening report of my firearm.
That sound startles and confuses my target
as much as the surprise attack itself.”
—Isla the Gun Jack

37
PLANAR CHARACTER OPTIONS
equal to your Dexterity modifier (minimum once),
unless noted otherwise. The feature is renewed after
a long rest.
Quickdraw. If initiative is called for and you’re
not surprised, you can act first, drawing your pistol
and firing your weapon so blindingly fast that your
foes are surprised, even if they were already aware
of your presence. Your allies are also treated as if
surprised when you fire, and thus also can’t move or
take an action on your first turn of the combat, and
can’t take a reaction until your turn ends. After your
BRANDISH A FIREARM surprise action is over, roll initiative normally.
3rd‑level Gun Jack feature Reload. You can reload your pistol as bonus
action. This does not count against the normal
You gain proficiency with firearms and gain a number of times you can use your Gun Tricks
pistol and holster. You also gain proficiency in feature each day.
handloading tools (see Gun Jack Equipment), which Ricochet Shot. Once per turn, when you take
allows you to fashion your own ammunition. If you the Attack action, your shot ricochets off a nearby
ever have to replace your pistol, you must spend surface, giving you advantage on your attack roll.
1d4 + 1 days in an appropriately plane‑touched Silent Shot. If you spend an action to prepare,
community tracking one down, and must pay you can use your handloading tools to silence your
250 gp to complete the transaction to obtain next shot. When you use this shot, if you are hidden,
another one. your attack doesn’t reveal your position.
Starting at 6th level, the ammunition you craft Startle. The first time you fire your pistol in
with your handloading tools counts as magical combat, one creature of your choice within 30 feet
for the purpose of overcoming resistance and is so startled by the deafening bang that they
immunity to nonmagical attacks and damage. must make a DC 13 Wisdom saving throw or have
However, doing so requires that you first obtain disadvantage on their attacks until the start of your
and dismantle one common (or rarer) magical item next turn.
of any kind (a process requiring 10 minutes using
your handloading tools). Doing so provides enough LEGENDARY GUNSLINGER
material so that 10 of the next 50 bullets you fashion 13th‑level Gun Jack feature
with your handloading tools count as magical.
You’ve become something of a legend due to your
BAYONET use of your pistol, gaining the following benefits:
3rd‑level Gun Jack feature Reputation. If a foe knows about you, either
because you’ve interacted with them before or
You affix a shortsword‑like blade to the end of your because they’ve heard tell of your exploits, you can
pistol, allowing you to use it as a melee weapon apply your Dexterity modifier to any attempts you
that you are proficient with, or as a ranged weapon make to intimidate them.
as normal, interchangeably. Never Miss a Shot. If you miss on an attack roll
Bayonet. damage 1d6 piercing; weight 1 lb.; with your pistol, it’s possible your shot ricochets
properties finesse, light off a nearby surface and actually hits. You can use
your reaction to roll a d10 and add the result to the
CLOSE QUARTERS SHOOTER original attack roll.
3rd‑level Gun Jack Feature
KILLING SHOT
Being within 5 feet of a hostile creature doesn’t 17th‑level Gun Jack feature
impose disadvantage on your ranged attack rolls
when you use your pistol. Few things can penetrate a target’s defenses like a
shot from your pistol. When you deal damage with
GUN TRICKS your pistol to a creature that has not yet taken a
9th‑level Gun Jack feature turn in combat, you can add your Sneak Attack to
the damage dealt, and the creature must succeed
You have gained considerable skill with your firearm on a Constitution saving throw (DC 8 + your
and are capable of several impressive and surprising Dexterity modifier + your proficiency bonus) or take
moves. You can use this feature a number of times twice as much damage from your attack.

38
CHAPTER 2: SUBCLASSES

SHADOW STITCHED Shadow’s Helping Hand. The quasi‑real shadow


Rogues exposed to the multiverse quickly grasp can reach out and give you a hand with your
the vast panoply of riches that could be theirs. tasks. If you fail an ability check using a skill or tool
And not just material goods. To those with the with which you have proficiency, you can roll one
proper training or connection, a wealth of spiritual Stitched Life die and add the number rolled to the
treasure is available in the form of creatures from check, potentially turning failure into success. You
other realities. These rogues learn how to summon expend the die only if the roll succeeds.
these creatures’ essences by reaching through the Shadow’s Stealthy Action. If you expend a
dimensions. Once called, an extraplanar being can Stitched Life die, you can use the bonus action
be quickly “stitched” to the rogue’s own shadow, granted by your Cunning Action to direct your
giving the rogue new abilities drawn from across shadow to perform one of the following tasks.
the multiverse. Because it is a shadow, it can perform the task The shadow of an
A handful of spellcasters know the secret of without being noticed if you succeed on a extraplanar creature
dimensional travel. In return for service or another Sleight of Hand check contested by the creature’s stitched to you can’t
recompense, they may teach a rogue how to stitch Perception check. normally be targeted
the potential of an extraplanar entity to their souls. • Manipulate an object within 30 feet as if the independently by foes or
allies, unless the Manifest
Newly Shadow Stitched rogues are free to pursue shadow were you, such as opening or closing
Monster feature is in use.
their own interests, unless their patron requires a a door, picking up an object that weighs up to
boon at some later date. 10 pounds, stowing or retrieving an item (from
Other routes to becoming Shadow Stitched your own equipment or from another creature
are also available. A rogue who finds a Path token in range), and so on. Path token, page 88
might accidentally stumble onto the Path. Those • Use thieves’ tools to pick locks and disarm traps
who survive may return to their homes stitched within 30 feet.
to an anomalous entity snatched from a distant Once you expend the die to activate the shadow, Path token, page 9
dimension. the stitched shadow can continue taking these The Path, page 9
actions for up to 1 minute as long as you spend
EXTRAPLANAR SHADOW your bonus action each round to do so. It can’t
3rd‑level Shadow Stitched feature move more than 30 feet from you.
Shadow’s Teeth. The quasi‑real shadow can
Choose an “extraplanar” creature. For the purposes reach out and help you in combat. If you expend
of the Shadow Stitched class features, this creature a Stitched Life die when you take the
can be any creature, such as a swarm of rats, a Attack action, you can roll the
barbed devil, or a tyrannosaurus rex—even one Stitched Life die and add the
that seems unlikely or that you’ve only heard of in result to your attack roll. You
stories. Your shadow is replaced with that creature’s can wait until after you roll the
shadow. If the creature is normally larger or smaller d20 before deciding to use
than you, your new stitched shadow shrinks or the Stitched Life die, but
grows to approximate your actual size. you must decide before
Your new shadow has a pseudo‑life of its own. the GM says whether
This is represented by your Stitched Life dice: a the roll succeeds or
number of d6s equal to twice your proficiency fails. You expend the
bonus. They grant your stitched shadow various die whether the
abilities, as detailed hereafter. attack succeeds
Some actions taken by your stitched shadow or fails.
expend the Stitched Life die they use, as specified
in the feature’s description. You can’t use a feature
if it requires you to use a die when all your dice are
expended. You regain all your expended Stitched
Life dice when you finish a long rest. In addition,
as a bonus action, you can regain one expended
Stitched Life die, but you can’t do so again until you
finish a short or long rest.
The size of your Stitched Life dice increases at
5th level (d8), 11th level (d10), and 17th level (d12).
The stitched shadow abilities below use your
Stitched Life dice.

39
PLANAR CHARACTER OPTIONS
SHADOW SWITCH You then have advantage on the first melee attack
9th‑level Shadow Stitched feature you make before the end of your turn.
You can choose to expend multiple Stitched Life
You and your stitched shadow increasingly comingle dice at once when you use this ability. If you do, you
in mind and soul, so much so that you can switch can teleport an additional 60 feet for each extra die
Challenge rating 7 creature places with it. With no preparation, you can use your expended.
(or lower) suitable options bonus action and expend a Stitched Life die to send If you succeed on a Stealth check contested by a
include the following: giant your shadow racing to an unoccupied space within given creature’s Perception check, your shadow and
ape, oni, shield guardian, 60 feet that you can see. But when it arrives, it’s you. you arrive at your destination unnoticed, as if you
stone giant, triceratops, (When it arrives, you instantly teleport there with it.) had moved there stealthily.
or troll.

SHADOW GLIDE
13th‑level Shadow Stitched feature

When you expend a Stitched Life die, you can phase


into your shadow, conferring upon you a partially
intangible form. While you and your shadow are
one, you have a flying speed of 10 feet (or 60 feet
if you expend two Stitched Life dice instead of
one when you activate this ability), you can hover,
and attack rolls have disadvantage against you.
You can also move through creatures and objects
as if they were difficult terrain, but you take 1d10
force damage if you end your turn inside a creature
or an object. You stay in this form for 10 minutes
while you maintain concentration. You can expend
another Stitched Life die prior to the effect’s end to
extend the duration by another 10 minutes, while
you maintain concentration.

MANIFEST MONSTER
17th‑level Shadow Stitched feature

When you expend a bonus action, your shadow


becomes real, manifesting as the extraplanar
creature you originally stitched to yourself in an
unoccupied space next to you. The manifest
monster has the stats of a challenge rating 7
creature or lower, as determined by the GM;
however, it has the appearance of the entity
you’ve always imagined it was.
The manifest monster is friendly to you
and your companions. Roll initiative for
it; it has its own turn. The creature obeys
your intentions (no actions or commands
are required by you).
You can apply a Stitched Life die as your
bonus action or reaction to roll the die
and add it to any of the manifested
shadow’s ability checks, attack rolls, or
saving throws.
The creature disappears, becoming
your stitched shadow again, when
it drops to 0 hit points, 1 hour has
passed, you use a bonus action to
end the effect, or you expend all your
Shadow dice.

40
CHAPTER 2: SUBCLASSES

SORCERER
At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. One
new option to consider is the Unearthly Gleaner.

UNEARTHLY GLEANER
The multiverse exists conceptually across many
different paradigms. According to Unearthly
Gleaners, each dimension exists on a particular
frequency distinct from all others. Those who
can detect that frequency, who are able to hear a
dimension’s resonant hum, can collect it and use
it to empower themselves. Called “intamani” by
Unearthly Gleaners, this resonance can be gathered
and then used anywhere in the multiverse;
Unearthly Gleaners gain the most benefit from it if
they can sample the resonances of many different
planes of existence.
If you’re an Unearthly Gleaner, you have an
ear uniquely suited for hearing the vibrational
frequencies of reality, strumming itself into existence
moment by moment all around you. With a mystic
touch, you gather that audible scintillance—the
intamani—and are empowered by it.

Some Unearthly Gleaners


INTAMANI GEMS gather intamani and sell it
Intamani gems are physical manifestations of cosmic resonance collected from various planes of to special pop‑up vendors
existence. Each gem is somewhat volatile, and their vibrational frequencies interact with other intamani at the Worldswept Market
gems and that of whoever carries them in potentially destructive ways. A creature can only safely carry in the city of Timeborne.
two at a time; if they try to carry three or more at the same time for more than 1 minute, they must
succeed on a Constitution saving throw against a DC of 10 + the number of gems they’re carrying at
the start of each of their turns if they wish to maintain possession. On a failed save, the gems explode
Worldswept Market,
inflicting 9 (3d6) thunder damage per gem carried. The intamani gems are destroyed in the process. page 25
Intamani gems, which are valued by some crossplanar travelers as an exotic spell and crafting
Timeborne, page 19
component, can be sold in most multidimensional, cosmopolitan marketplaces for 2d20 gp.
Intamani gems can be used to produce the following effects (consuming the gem in the process):
• Message in a Gem. If the creator of an intamani gem concentrated on a feeling, memory, or short
message and encoded it into the gem, this aspect can be accessed by any creature or only by the
creature(s) the creator specifies.
• Planar Antidote. If the intamani gem was created on a
plane of existence with a pervasive planar effect on its
visitors (such as Shadowfell Despair, Psychic Dissonance,
or Beast Transformation), a creature holding the gem
can expend their reaction to counter a failed save
against such planar effects, turning it into a success.
• Extra Intamani. As a bonus action, an Unearthly
Gleaner can use any intamani gems they carry as if
they were extra Intamani dice.

41
PLANAR CHARACTER OPTIONS
UNEARTHLY MAGIC
1st‑level Unearthly Gleaner feature

You learn additional spells when you reach certain


levels in this class, as shown on the Unearthly Spells
table. Each of these spells counts as a sorcerer spell
for you, but it doesn’t count against the number of
sorcerer spells you know.
Whenever you gain a sorcerer level, you can
replace one spell you gained from this feature with
another spell of the same level. The new spell must
be an evocation or enchantment spell from the
bard, sorcerer, or wizard spell list.

UNEARTHLY SPELLS
Sorcerer Level Spells
1st dissonant whispers
3rd silence
5th symphonic solitude
7th thunder road
9th frequency of the multiverse
In addition, your connection to intamani
manifests while you are casting any of your sorcerer
spells both audibly as a low‑throated hum and
visibly as an menacing reddish mist.

FREQUENCY SHIFT
1st‑level Unearthly Gleaner feature

You can dampen your personal frequency within


the larger symphony of the plane you currently
inhabit in order to move more quietly, and you’ve
learned to intensify that vibration to harden
Symphonic solitude,
yourself against harm.
page 76
Whenever you attempt a Stealth check to remain
Thunder road, page 77 silent, you can add your Charisma modifier to the
Frequency of the multiverse, roll, and you have resistance to thunder damage.
page 69 While employing this ability, you can’t hear
anything from any source more than 5 feet away
from you.
You’ve also learned to increase the durability
of your skin by adjusting its frequency. When you
aren’t wearing armor, your AC equals 13 + your
Dexterity modifier. This frequency shift can be seen
as tendrils of reddish mist trailing behind you and
heard as a melodic hum by anyone within 5 feet of
you; you can suppress these secondary effects if you
“Though ‘sound’ is how an Unearthly Gleaner can wish, but you don’t gain the AC benefit while they
most clearly define the underlying frequencies and are suppressed.
resonances they harvest from the multiverse, it’s not
actually sound. It’s intamani—a unique magic force that
pervades all levels of the cosmos. But also, sound.”
—Oytimo, Unearthly Gleaner

42
CHAPTER 2: SUBCLASSES

GATHER INTAMANI trail from your body, and it lasts until you travel to a
6th‑level Unearthly Gleaner feature new dimension or finish a short or long rest.
Shaped Gem. When you distill an intamani
Merely by existing, you gather a reservoir gem, you can choose to cause the gem to take the
of resonance skimmed from the multiverse shape of a usable weapon, suit of armor, shield, or
called intamani. This energy is represented by tool (if you are proficient), a cup or other vessel, a
your Intamani dice, which are each a d6. You sculpture, or anything else you can imagine—so
have a number of Intamani dice equal to your long as it is no more than 5 feet in any dimension
proficiency bonus. and has no more than three simple moving
You regain all your expended Intamani dice parts (such as two hinges and a latch). It emits a
when you finish a long rest. You can also choose detectable hum audible to anyone touching it.
to regain an expended Intamani die by spending Though it is much larger, a shaped intamani
3 sorcery points as your action. Finally, you regain gem still counts as a single intamani gem against
an expended Intamani die each time you travel into the carrying limit. Creating this item expends one
a new plane of existence. At higher levels, you also Intamani die. New Plane of Existence:
gain the option to treat a condensed intamani gem For most purposes,
as another die in your pool of Intamani dice. DIRECT THE CONCERT OF THE COSMOS including regenerating
When you reach certain levels in this class, your 18th‑level Unearthly Gleaner feature one expended Intamani
Intamani dice increase: at 11th level (d8), and die, the different worlds of
the Material Plane count
17th level (d10). Your mastery over the frequencies and resonances
as separate planes of
You can use your Intamani dice to fuel the on and between the planes unlocks new abilities.
existence.
following abilities: As an action, you surface the resonant frequencies
Tune for Precision. If you cast a spell on a to create a symphonic explosion of sound audible Intamani gems, page 41
single target that requires a saving throw and the to any creature within 500 feet. You gain one of the
target succeeds, you can, as a reaction, roll one following benefits:
Intamani die and add the number rolled to the DC. Audibly Overwhelm. One creature you can
Compare the new DC with what the target rolled, see within 30 feet of you must succeed on a
converting the target’s successful saving throw into Constitution saving throw against your spell save
a failure if the new DC is higher than what they DC or be deafened for 1 minute. The deafened
rolled to save. creature also has disadvantage on attack rolls from
Protection From Vibration. When you take an overwhelming ringing in their ears, but can
thunder damage, you can roll an Intamani die. The attempt a new saving throw each round at the end
damage you take is reduced by a number of points of their turn to end the disadvantage early. You can
equal to double the number you rolled. choose to affect one additional creature for each
Distill Intamani. Accessing your reservoir of Intamani die you expend.
intamani, you can spend 10 minutes to create an Filtering Interference. One creature you can see
intamani gem, which is a small object resembling within 30 feet gains one of the following benefits:
a fire opal about a half inch in diameter that emits • The target’s exhaustion level is reduced by one.
a very low hum audible to anyone touching it. • The target is no longer charmed or petrified.
Intamani gems can be used to produce various • One curse affecting the target is dismissed.
effects; see the Intamani Gem sidebar for more • One reduction of an ability score of the target is
information. Using this feature expends one removed.
Intamani die. • One effect reducing the target’s maximum hit
points is lifted.
SONIC SHAPING You can choose to affect one additional creature
14th‑level Unearthly Gleaner feature for each Intamani die you expend.

As your mastery over your knowledge of the Dance Between the Oscillations. As an action,
underlying frequencies and resonances of the you and one willing creature you can see within
cosmos grows, you learn two additional ways to use 30 feet are transferred to another location you have
your Intamani dice. previously visited on a different plane of existence.
Tuned for Flight. As a bonus action, you expend You can choose to affect one additional willing
one Intamani die to adjust your personal frequency, creature for each Intamani die you expend.
granting you a flying speed equal to your current Once you use this action, you can’t use it again
walking speed (or double your current walking until you finish a long rest, unless you spend
speed if you expend two Intamani dice). When this 7 sorcery points to use it again.
feature is active, continuous tendrils of reddish mist

43
PLANAR CHARACTER OPTIONS
WARLOCK
At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. One
new option to consider is the Annihilation.

THE ANNIHILATION all existence. Forever. At least in a prior cosmic


You have knowledge of the end of all things. Or, at cycle. Unless . . . what you’ve glimpsed is an
least, the end of all things in a prior instantiation of unavoidable future?
the multiverse. You call it the Annihilation. You’re How or why the Annihilation is active in this
not exactly sure of its true name or nature. But to multiverse is unclear. But in the meantime, it has
you, it manifests as blot of entropy, the essence of offered you power as your patron. Whether you
nothingness, an existential dread, and the space accepted that offer out of ignorance, because you
between lines. Liminal. And if the dreams you have were forced into it, or with the grim satisfaction that
been waking up from in a sudden jolt are true, it you might help usher in the end of everything is
was responsible for ending all life, all thought, and between you and the Annihilation.

The Mantis, page 33

“A day may come when the curse that


pursues the Planebreaker from before
time’s inception catches us. Some
call this force ‘the Annihilation.’ If that
happens, a cross‑planar cataclysm could
result in the destruction of everything. I
seek to prevent that.”
—The Mantis

44
CHAPTER 2: SUBCLASSES

EXPANDED SPELL LIST you, particle by particle—giving you resistance to


1st‑level Annihilation feature force damage.
Parrying Wrap. While you’re wearing your Wrap
The Annihilation lets you choose from an expanded of Anarchy, one of its trailing ends can animate to
list of spells when you learn a warlock spell. The protect you. If you are hit by a melee or ranged
following spells are added to the warlock spell list weapon attack, as a reaction, you can add half your
for you. proficiency bonus to your AC against the triggering
attack, potentially causing it to miss. You can use
ANNIHILATION EXPANDED SPELLS this feature a number of times per day equal to your
Spell Level Spells proficiency bonus. The feature is renewed after a
long rest.
1st hideous laughter, ray of unraveling Ray of unraveling, page 73
When you reach 10th level in this class, the AC
2nd pass without trace, phantasmal force adjustment increases to 1d8.
3rd reap, step in‑between Reap, page 73
4th black tentacles, phantasmal killer CONSUME SPELL Step in‑between, page 75
10th‑level Annihilation feature
5th entropy, hallow Entropy, page 68
When you see another creature within 60 feet
casting a spell, you can expend your reaction to call
NOWHERE on the Annihilation to summon a blot of entropy
1st‑level Annihilation feature that can utterly consume and negate the spell if it
is of 5th level or lower, causing it to fail and have no
As an action, you step between, leaving reality for effect. If the creature is casting a spell of 6th level
nowhere and nothing. When you do, you disappear or higher, make a Charisma check. The DC equals
from your space. As reality cracks around you, 10 + the spell’s level. On a success, the creature’s
creatures you choose within 10 feet of the space spell fails and has no effect, its magical energies
you vacated must make a Wisdom saving throw consumed by the Annihilation.
against your spell save DC; any creature who fails If you consume a spell of any level, you regain
becomes despondent, giving them disadvantage one used spell slot.
on all Intelligence, Wisdom, and Charisma checks You can use this feature twice. The feature is
and saves for 1 minute. From your perspective, renewed after a long rest.
all is a grey, formless nothingness. Not even your At 17th level, you can use this feature three times
body seems to exist. You have no knowledge between long rests.
of what occurs in the area you vacated. You are
incapacitated until you reappear in the space you WRAP OF ANNIHILATION
vacated, or the nearest open space at the start of 14th‑level Annihilation feature
your turn 1d4 + 1 rounds later. Others might be
shaken by this experience, but you’re exhilarated Your Wrap of Anarchy feature grants you two
by it. Your level of exhaustion (if any) is reduced by additional abilities; after using one, you can’t use
one. At 5th level, your exhilaration also grants you either again until you finish a long rest.
a number of temporary hit points equal to your Spell Reflection. If you make a successful saving
warlock level. throw against a spell that targets only you or a spell
Once you use this feature, you can’t use it again attack misses you, as a reaction, you can reflect the
until you finish a short or long rest. spell at another creature (including the spellcaster)
you can see within 30 feet. If the spell required a
WRAP OF ANARCHY saving throw, the new target must roll against your
6th‑level Annihilation feature spell save DC, or, if it was a spell attack, you roll a
new attack roll using your spell attack modifier and
You reach into entropy itself and snatch free a add your spellcasting modifier to the damage if
length of grey, fabric‑like material composed of applicable.
the remnants of unmade dimensions. It can be Opportunistic Entropy. When you use your
worn as a scarf, but only you can wear it; it simply Nowhere feature, you are not only exhilarated, but
dissolves in anyone else’s hands. Wearing the Wrap when you step back out into reality, you can expend
of Anarchy confers the following abilities: a pact slot to cast the disintegrate spell. You retain
Entropic Buffer. While you’re wearing your Wrap the capacity to cast this spell until after your next
of Anarchy, you are bolstered against entropic short or long rest or until you cast disintegrate,
effects that would seek to tear apart or disintegrate whichever comes first.

45
PLANAR CHARACTER OPTIONS
WIZARD
At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. Two
Order of Chance, page 48 options to consider include the defacer wizard and the Order of Chance.

DEFACER FACELESS MASK


Wizards know a little about the other planes of 2nd‑level Defacer feature
existence from the start. Some even believe that
all magic flows from some otherplanar source. You found or fashioned a mask that has no clear
No one knows whether that’s actually true. There features, inspired by your connection with the Grove
are as many hypotheses about magic as there are of Crows. Wearing the mask confers some benefits
spellcasters. Defacers, however, know their magic is and drawbacks.
drawn from a specific and terrible demiplane called • You can use the mask as a spellcasting focus for
Grove of Crows, page 53 the Grove of Crows. your wizard spells.
A would‑be defacer begins their journey with a • While wearing the mask, you have darkvision
mask. Perhaps they make their face covering from with a range of 60 feet.
sticks and feathers after an unsettling dream about • Your otherworldly gaze can magically blind
a flock of dark‑winged birds smothering the sky. another creature. As an action, choose one
Or maybe they find the mask after following the creature that you can see within 5 feet of you. If
sound of squawking crows into the forest, and there the target can see your mask, they must succeed
discovering a lightning‑struck tree. From it, they on a Constitution saving throw against your spell
pluck a shard of dead wood because it’s already an save DC or be blinded until the end of your next
ideal, if disquieting, mask. turn. On subsequent turns, you can use your
Alghurab has archmage The defacer known as Alghurab describes finding bonus action to maintain this effect, extending
stats, plus the abilities a “weird old coin” in a shop selling junk and oddities its duration until the end of your next turn.
noted for the defacer that turned out to be a Path token. Activating it by • Each time you take off the mask, you gain one
subclass. accident, he embarked on an interplanar trip he level of exhaustion.
wasn’t prepared for, until he finally emerged in the • You suffer from face blindness while you wear
Path token, page 88 Grove of Crows. There, claims Alghurab, he became the mask, meaning you have a hard time
the first defacer. More than that, he will not divulge. recognizing people by their features. While face
blind, you have disadvantage on Deception,
Path token, page 9 “CROW” FAMILIAR Intimidation, and Persuasion checks.
2nd‑level Defacer feature
ABERRANT MASK
A companion tentacled crow—and also probably 6th‑level Defacer feature
a spy—is sent to you from the mysterious but
If your mask is lost or certainly aberrant entity nesting in the heart of the You find that you get a better night’s sleep if you
destroyed, you can use Grove of Crows. You learn the find familiar spell. keep your mask on, even though, when you do, your
an action to fashion You always have this spell prepared, and it doesn’t dreams are unsettling. But through these dreams,
another one with whatever count against the number of spells you can have you gain resistance to psychic damage while you
materials are handy. It need prepared. If you already have a familiar, they are wear the mask. In addition, you can speak and
not be elaborate; wrapping
eaten by the tentacled crow, which becomes your understand Deep Speech when the mask is on.
a rag around your face
new familiar. While your tentacled crow is within 5
works in a pinch.
feet of you, the time you must spend to copy a spell ERASE FACE
into your spellbook is 2 minutes per spell level. 10th‑level Defacer feature
In addition, you can use your bonus action to
command the tentacled crow to lash out with Your mask has been whispering to you lately.
its tentacles. Usually, you can’t make it out, and no one else
seems to hear it. Suddenly, you realize the wisdom it
Erase face, page 68 was trying to impart: You learn the erase face spell.
You can cast erase face without expending a
spell slot. Once you cast erase face in this way, you
can’t do so again until you finish a short or long
rest, though you can still cast it normally using an
available spell slot.

46
CHAPTER 2: SUBCLASSES

TENTACLED CROW Water Breathing. The tentacled crow can breathe only
Small aberration, unaligned underwater.

Armor Class 12 ACTIONS


Hit Points 3 (1d6) Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Speed 5 ft., fly 15 ft., swim 15 ft. one target. Hit: 1 bludgeoning damage, and the target When a target of the
Inevitable Call of the Grove
is grappled (escape DC 10). Until this grapple ends, the
STR DEX CON INT WIS CHA feature returns, a loose
tentacled crow can’t use its tentacles on another target.
4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3) crow feather might be stuck
in their clothes or hair. The
feather acts as a portal key
Skills Perception +2, Stealth +4
that leads any creature
Senses darkvision 30 ft., passive Perception 12 who tries to use it to the
Languages — Grove of Crows.
Challenge 0 (10 XP)

Hold Breath. While out of water, the tentacled


crow can hold its breath indefinitely.

Underwater Camouflage. The tentacled crow has


advantage on Dexterity (Stealth) checks made
while underwater.

INEVITABLE CALL OF THE GROVE


14th‑level Defacer feature

The entity in the Grove of Crows wants to


consume you. In the meantime, it’s satisfied
with the occasional visitor you send its way.
As an action, you transport a creature within
30 feet that can see you to the Grove of Crows,
if it fails a Charisma saving throw against your spell
save DC. The target returns after 1 minute, or they
can repeat the save at the end of each of their turns
to end the effect. The returning target reappears
in the space they left or in the nearest
open space.
But even the strongest creature’s will can
be broken by the horrors of the Grove of
Crows; upon returning, the target:
• Suffers the effects of the erase face spell
(requiring no action or concentration
from you).
• Can’t recall anything about their visit to
the Grove of Crows unless they succeed on
a Wisdom saving throw against your spell
save DC. If they succeed, they recall only an
unending mass of battering, flapping wings.
Once you use this feature, you can’t use it again
until you finish a short or long rest.

47
PLANAR CHARACTER OPTIONS
ORDER OF CHANCE SPECTRAL DICE
Do fate and destiny rule the multiverse or is 2nd‑level Order of Chance feature
it random chance and luck? Wizards who join
the Order of Chance— “chancers” as they are As a bonus action, you magically produce a dice
sometimes called—hold that only by purposefully set. The set contains a number of dice (d6s) equal
taking risks, manipulating the odds, and leaving to your proficiency bonus. The dice appear in your
some things to chance can one pull their way free hand or within the confines of a vessel, cup, or other
of fate, finding autonomy for themselves in what container you’re holding, and you have proficiency
seems like a random multiverse. Still, sometimes with them when you use them as a gaming set.
Unlike many other class they like pressing their luck. These Spectral dice fuel some of your wizard
and subclass features that Wizards are often risk adverse. Those with the abilities. If one of these abilities requires that you
grant special dice, Spectral means layer themselves with backup magic and expend your bonus action, it can be activated with
dice are always d6s and contingencies galore. But not you—you’re cut from the same bonus action you used to conjure your
they are not expended. The different cloth. Without risks, the rewards are few dice. You can use the dice to activate the following
only change is the number
and far between. Besides, you have your own ways features:
of them available as your
of swaying reality so that it • The dice appear either as mundane dice or
proficiency bonus increases.
looks on you, more often glowing with dim light, each about as bright
than not, with favor. as a candle. You make this choice when you
produce them.
• As a reaction, instead of leaving it to chance,
you can determine the result on a roll of your
Spectral dice, whether you’re making the roll or
another creature is. You must be within 5 feet of
the dice, and you can specify the result of a die
a number of times per long rest equal to your
proficiency bonus.
• You can use the dice as a spellcasting focus for
your wizard spells.
• When you cast a wizard spell with a spell
slot, you can temporarily replace its damage
type with a random damage type, which you
determine by rolling one of your dice as a bonus
action. Roll a d6 to determine the damage type
from the following options: 1 acid; 2 cold; 3 fire;
4 lightning; 5 poison; 6 thunder.
The dice disappear if you create another dice set,
about an hour after you hand them off to someone
else, or if you die.

“In games of chance there


are risks to be taken
The winner is rewarded
but the loser, forsaken.”
—Unknown

48
CHAPTER 2: SUBCLASSES

PUSH YOUR LUCK SPELL CHANCE You can’t determine the


6th‑level Order of Chance feature 10th‑level Order of Chance feature result of your Spectral die
(as describe in the Spectral
You have a +0 Chance Bonus. Each round, you Chance is your friend. You can use an action to Dice feature) when you try
can keep that bonus, or decide to press your luck regain a used spell slot of a level equal to your to reset your Chance Bonus
using Push Your Luck.
and potentially increase the bonus, even though Chance Bonus. Before deciding to use this action,
this gamble could cost you the bonus until your you can check your Chance Bonus to make certain
next turn. it’s worthwhile. You can attempt to regain a used
When you wish to push your luck to improve spell slot with this class feature four times. A long
your Chance Bonus, roll one Spectral die as a rest renews this feature.
bonus action. At 17th level, you can use this feature six times
If you roll a 1, 2, 3, or 4 your Chance Bonus is between long rests.
equal to that number on this turn.
If you roll a 5 or 6, your Chance Bonus returns CHANCE DURABILITY
to +0 this turn. Whatever your Chance Bonus is, it 14th‑level Order of Chance feature
resets to +0 at the beginning of your next turn.
• You can apply your Chance Bonus as additional The act of challenging fate nourishes you and
damage to any spell that deals damage. enhances your abilities. Any time you use the Push
• If your spell causes damage to multiple targets, Your Luck feature, you gain a number of temporary
you may distribute the extra damage from your hit points equal the number of Spectral dice you
Chance Bonus however you wish. So, if your roll, regardless of whether you roll one or more 1s.
Chance Bonus is +4, you could choose to deal
4 additional points to one target, and none to
the others, or divide it up some other way.
At 12th level, you can add half of your Chance
Bonus (round down) to your saving throws.

49
PLANAR CHARACTER OPTIONS

CHAPTER 3:

BACKGROUNDS
PLANAR BACKGROUNDS
The backgrounds presented in this chapter include those that have knowledge of—and exposure to—the
arcane aspects of the multiverse.

BACKGROUNDS
Background Background Summary
Cosmic Rambler Inveterate dimensional wanderer who could never stay in one place long
Crossplane Refugee Refugee from a lost dimension learning to survive on another plane of existence
Reformed Fiend Once a fiend, you were remade in mortal form to begin life anew

COSMIC RAMBLER ALWAYS MOVING


You travel not only other lands, but also to various Why are you never content to stay in the same
planes of existence. You know a lot more about place—or plane of existence—for long? How is
other worlds than most people. The reason it that you paused long enough to make friends
you travel might be because it’s simply in your or associates—who either keep you in one place
nature . . . or because you have no choice. You have longer than you’d like or choose to travel with you
skills and knowledge that others would probably when it’s time to explore some new portion of the
pay well to learn. Whether that’s something you multiverse? You can work with your GM to come up
wish to share with a small group of friends or more with a story, possibly using the Reason for Planar
widely is up to you. Travel table to inspire your unique situation.

Path token, page 88 Skill Proficiencies: Arcana, Survival


Tool Proficiencies: Navigator’s tools
Languages: One of your choice
Path token, page 9 Equipment: A set of navigator’s tools, a Path token,
a set of traveler’s clothes, and a pouch
containing 15 gp

d8 Reason for Planar Travel


1 I am insatiable and just can’t get enough of new places, the weirder the better.
2 A creature of unknown origin but terrible aspect follows me across the timelines;
if it catches me, I’ll die.
3 A treasure of incalculable value is out there among the planes. And if I find it,
then why not another?
4 I could fill a library with all there is to learn from the planes, and I’m still on the first shelf.
5 I don’t advertise it, but I suffer from a curse that sometimes hurls me to another location in the multiverse.
6 If I don’t find the relic, shrine, dead god, or artifact before a certain time, doom is foretold.
7 I joined the crew of a strange-looking ship and just kind of fell into the life, then fell in love with it.
8 It’s either travel or be saddled with inheriting lands, a title, or a responsibility I don’t want back on my home plane.

50
CHAPTER 3: BACKGROUNDS

FEATURE: DISCOVERY (PLANAR PATH) Alternatively (or additionally), you know of an


You have a (somewhat) reliable method of traveling interesting dimension you discovered in your travels
to other planes of existence. Likely, that is your that no one else has ever heard of. The dimension
possession of a Path token—a coin of exotic might have interesting qualities related to healing,
mintage that grants access to a road that spans the magic, prophecy, or is simply a place you can go
multiverse. If so, you may also know of the city of to relax for a while. Or perhaps it represents some
Timeborne, a city built upon a plane‑traveling moon future threat yet to come to pass. Work with your Timeborne, page 19
that is like few other places. GM to determine the details of this little‑known
dimension and its impact on the campaign.
Cosmic ramblers
SUGGESTED CHARACTERISTICS sometimes cease their
Explorers are never satisfied by staying in the same place for long, preferring travel to inactivity or rest. If a never‑ending travels in
cosmic rambler is forced to take a vacation from their journeys, they probably spend some appreciable part order to try new things and
of it planning their next expedition into the multiverse. achieve different goals. But
the desire to see more is
never fully erased.
d8 Personality Trait
1 I can’t help but tell people about things I find interesting—usually places I’ve previously visited or want to visit.
2 I’m always picking up new words from other cultures and species and sprinkle them into my speech.
3 I’m always lamenting how there’s not enough time in one lifetime—or a 100 lifetimes!—to explore the cosmos.
4 I’ve learned it’s wise to make a good first impression (since I have to make so many); I’m a student of etiquette and polite inquiry.
5 It’s not uncommon for me to stop speaking mid‑sentence, as I recall some detail of a new trip I want to take.
6 I’m an optimist, knowing that things will work out for my travels; no roadblock will deter me for long!
7 No one ever gets anywhere without a lot of patience, and I’ve got an entire litany of sayings about this virtue.
8 Some people are afraid of new things. I’ve got the opposite problem; what makes others afraid excites me!

d6 Ideal
1 Exploration. The more that is explored and discovered, the more people can appreciate nature’s splendor. (Any)
2 Aid. Many individuals and species need help. Discovering them is only the first step. Action is then required. (Good)
3 Collection. The true measure of an explorer’s accomplishments is how many trophies they collect. (Evil)
4 Self‑Improvement. A life of travel expands one’s metaphorical horizons as much as one’s physical boundaries. (Any)
5 Reputation. Over riches, knowledge, and friends, one’s reputation among one’s peers is most important. (Any)
6 Freedom. The chance to roam across all of creation is the best life anyone could ever live. (Chaotic)

d6 Bond
1 I recovered an odd relic from a strange dimension that I never travel without; it’s precious to me.
2 My first expedition was financed by a group or patron, and I owe them a debt of coin and consideration.
3 My name will become known across the multiverse as the greatest explorer of all time.
4 I will someday show my parents that choosing to leave the family business/throne was not a “waste.”
5 Everything I do is for the advancement of knowledge, understanding, and new experiences for all.
6 I seek to locate a fabled dimension of timeless joy and transcendence—a golden city few find, but all hope to.

d6 Flaw
1 Whenever I begin planning my next expedition, I become so obsessed with it that everything else suffers.
2 I have poor impulse control around those I find attractive; I flirt without thinking, even if it might bring offense.
3 It costs coin to organize crossplane expeditions, and I’m always in debt because of it, some of which is overdue.
4 My substance abuse issue sometimes negatively affects my ability as an explorer . . . and everything else.
5 With exploration sometimes comes opportunities for the acquisition of relics from other dimensions that aren’t mine to
take . . . but sometimes I do anyway.
6 Where I lay my staff is my home, mainly because of something terrible I did on my homeworld, to which I can never return.

51
PLANAR CHARACTER OPTIONS
CROSSPLANE REFUGEE ESCAPE FROM ANOTHER PLANE
You left your home dimension under duress. Maybe Why did you flee your home dimension, and how
because it was being invaded by an overwhelming is it that you’ve decided to take up a new life? You
enemy, or perhaps because it was breaking up due can work with your GM to come up with a story,
to some unforeseen cosmic catastrophe. However possibly using the Reason for Fleeing table to
it happened, you had to survive the transition to inspire your unique situation.
a brand‑new realm of existence. This harrowing
experience taught you many things about yourself d8 Reason for Fleeing
It’s possible that your and others—some good, some terrible—but all
1 Fiends, uncompromising celestials, aliens, or
journal could be used contributed to your survival and who you are now.
as something of a route aberrations invaded my home dimension.
to get between one or Skill Proficiencies: Persuasion, Stealth 2 My home dimension/world was destroyed
two different planes of Languages: Two of your choice due to a natural cosmic disaster.
existence.
Equipment: A journal with a record of where you 3 My home dimension/world was destroyed
Those who hear your story came from and how you got to where you are due to over‑exploitation by my own kind.
may be inclined to think now, a leather amulet set with a stone from your 4 Actions I undertook (for noble or ignoble
your tales of hailing from home plane (50 gp value), a set of common reasons) singled me out, and I fled for my life.
another dimension stretch clothes, and 5 gp
the truth, but, for the sake 5 Actions falsely attributed to me singled me
of being entertained, do out, and I fled for my life.
not usually call you out. 6 Prophecy indicated that if I didn’t leave, my
home dimension/world would be destroyed.
7 My home dimension/world hasn't yet been
destroyed; I fled to find some way to save it.
8 I didn’t flee for cosmic reasons (though I
might say I did); I fled to get away from
my family.

FEATURE: PRACTICED LODGER


You can always find a place to take you in, usually
in the home of a kindly local who sympathizes with
your plight, but possibly at an inn or tavern, or
even a cot in the barracks of a noble’s garrison. In
such places, you enjoy room and board of modest
standards without paying, so long as you don’t
overstay your welcome (usually no more than
1d4 + 1 days). In addition, your story (if you tell it)
burnishes your image, and locals who recognize
you are inclined to at least give you their attention,
if only to hear your tale.

Those who hear your story may be


inclined to think your tales of hailing
from another dimension stretch
the truth, but, for the sake of being
entertained, do not usually call you out.

52
CHAPTER 3: BACKGROUNDS

SUGGESTED CHARACTERISTICS
Crossplane refugees were forced (in most cases) to flee their home dimensions to save their own lives. Why,
when, and how a crossplane refugee takes to the multiverse has a profound influence on their attitudes
and ideals. Many have recurring nightmares of some aspect of the experience.

d8 Personality Trait
1 I’ve been running so long that I don’t trust new places or people easily.
2 If you expect disaster, you’ll never be disappointed; I’m a fatalist.
3 Having suffered greatly myself, I sympathize with others who suffer loss.
4 Having to rely only on myself for so long, I am supremely confident in my choices until proven wrong.
5 I know that one way of surviving is fitting in; I try to learn as much about new places as I can.
6 Being a stranger in a strange land, I don’t even try to learn local traditions and etiquette.
7 I am always a little tired; I try to avoid sleep on account of the nightmares.
8 Having lost everything, I’m easily startled and always on guard for new danger.

d6 Ideal
1 Generosity. If someone is in need, those with the means should provide aid and comfort. (Good)
2 Vengeance. I care about vengeance against those who wronged me more than anything. (Any)
3 Justice. Society is made up of many individuals, and those who break its ideals should be brought to
account. (Lawful)
4 Avarice. You only get what you can take; everyone who thinks otherwise is a sucker. (Evil)
5 Family. Cherish your family—either the one you were born into or the one you make. (Good)
6 Guile. It’s safer to present a false façade to the world than let people know your vulnerabilities.
(Neutral)

d6 Bond
1 The memories of my lost loved ones are precious to me, and I think on them daily.
2 The world/dimension that was lost to me is something I vow to renew or find again.
3 I want revenge on whoever or whatever destroyed my world, whatever it takes.
4 Those who first took me in suffered for it, and I need to make that right.
5 I did not flee alone; a family member (sibling, child, spouse, parent, etc.)
escaped with me, and I see to their needs however I can.
6 I left behind someone I loved when I fled; I’ll never leave anyone
alone in dire straits again.

d6 Flaw
1 If I’m reminded of my personal tragedy, I verbally
(or physically) strike out at others.
2 I have a terrible habit (such as imbibing too much of a
stimulant or depressant) that makes me unreliable.
3 I have an unreasoning hate for authority that commonly
leads to trouble for me or my friends.
4 Having been lied to and cheated before, I assume most
strangers are liars and swindlers.
5 To survive my escape from home, I had to steal from those less
fortunate than me.
6 I lie about nearly everything; it’s second nature to me.

53
PLANAR CHARACTER OPTIONS
REFORMED FIEND WHY AND HOW YOU WERE TRANSFORMED
Once, you were a creature of the lower planes. A Most fiends live out their existence satisfied with
demon, devil, yugoloth, or similar creature. As such, their lot as evil incarnate. Not you. Something made
you did terrible things. But over great spans of time, you who you are today, not only in attitude, but
you lost your taste for it. You sought a way out. also in body. Use the Reason for Transformation and
What you found was transformation. Your flesh was Method of Transformation tables to help inspire
literally re‑shaped, turning you into a mortal being, your personal story, or make up something of your
one of the many species that inhabit the worlds of own with your GM’s help.
the Material Plane. However, though you probably
look nothing like your former self, you’re still much d6 Reason for Transformation
nearer to the abyssal or infernal than most people
1 Witnessing a celestial spare an enemy’s life,
will ever understand. Sometimes that knowledge
you saw another way. You wondered how it
is helpful, but it often is a source of nightmares
would feel to be nice.
and trouble.
2 You wanted to go “deep undercover” in
Skill Proficiencies: Arcana, Deception order to accomplish some goal or learn
Languages: One fiendish language or your choice some secret.
Tool Proficiencies: Torturer’s tools 3 One fell day, after stealing away the life of
Equipment: A keepsake of your transformation a lesser being, you felt a horrible sensation:
(such as an angel feather, a symbol of a remorse.
good deity, or a rare unguent used in your 4 You were called by magic into the service
transformation), a set of common clothes, a of a wizard who restricted you to acts of
recipe for tea to help ease your sleep, a travel tea kindness. You got used to it.
pot, and a pouch containing 15 gp
5 An unsure fiend confided in you. Seizing
Someone with the reformed
on their weakness, you killed them. Some
fiend background can be
of any species; the nature
essence of them passed into you.
of their transformation 6 It was an accident. You thought you had
was total. However, some found something to grant you amazing
reformed fiends are indeed power. Instead, it turned you mortal.
reincarnated as tieflings.

d6 Method of Transformation
1 You petitioned a powerful celestial to be
made anew, and, after decades, they agreed
to change you.
2 A good deity saw your true nature and, in
return only for promising to try life anew,
transformed you.
3 A strange stone on a layer of the Abyss,
which all fiends know to avoid, drew you. You
slept on it and awoke a mortal.
4 By schemes, facades, and complex layers
of deceit, you convinced a power of Hell to
transform you.
5 Space and time seemed to shatter, showing
you multiple alternate versions of yourself.
One was as you are now.
6 Humanoids called the Roheen put you in a
machine that removed your fiendishness,
transplanting mortal flesh.

54
CHAPTER 3: BACKGROUNDS

FEATURE: A CONTACT IN THE LOWER PLANES VARIANT: FALLEN CELESTIAL


You may try to forget, but you can’t ever truly wipe You were once a celestial, perhaps a deva or
away your fiendish past. Which means that for some other angelic being that played a role in the
you, contact with other fiends isn’t hard. You know Upper Planes. But you were somehow transformed,
how to get messages to and from fiends of the becoming a mortal being. You might have chosen
same variety you once were, even though they’re your new destiny or had it thrust upon you as
probably on a different, lower plane of existence punishment for a crime in heaven. It’s up to you
than you most of the time. Through this network, what you’ll do with your mortal life. You might
you can pass messages, learn things, and even choose to make the best of things, decide revenge
occasionally speak with a creature of the Lower is your best option and sink to foul deeds, or work
Planes who won’t steal your soul . . . at least not to one day be remade again by divine hands.
without hearing you out first.

Torturer’s Tools: This set of tools contains various implements obviously designed to cause pain and
harm. Proficiency with these tools lets you add your proficiency bonus to any intimidation checks. If these
tools were found in someone’s possession, they would be judged far more severely than someone found
with thieves’ tools.

55
PLANAR CHARACTER OPTIONS
SUGGESTED CHARACTERISTICS
You’re not a fiend anymore and, assuming it’s something you chose, are trying to do better. But what you
once were is still part of you . . . and occasionally torments you.

d6 Personality Trait
1 I’m moody and sullen because of my dark past.
2 I always see the worst in strangers first.
3 I don’t say much about myself, fearing reprisal.
4 If insulted, I must work hard not to overreact.
5 Having been through hell, I’m a sympathetic ear.
6 I’m too trusting of mortals; they’re not fiends!

d6 Ideal
1 Redemption. I changed; maybe anyone can. (Good)
2 Change. The greatest gift is a new situation. (Chaotic)
3 Greed. Unlike fiends, mortals need money—the more the
better. (Evil)
4 Integrity. Judge creatures by their acts. (Lawful)
5 Loyalty. Your friends always come first. (Any)
6 Betrayal. One day this charade will end. (Evil)

d6 Bond
1 I did terrible things. I work every day at redemption.
2 I adopted a mortal family with my mortal form;
their welfare is my top priority.
3 The token of my transformation is precious to me.
4 I will do anything to prove myself unlike a fiend.
5 I try to emulate my friends as mortal role‑models.
6 I dream of taking up art or an instrument one day.

d6 Flaw
1 My fiendish anger sometimes slips the leash.
2 The idea of teamwork is something I’m striving to get better at.
3 Trouble—usually other fiends—always finds me.
4 Deep down, I’m sure I’m terrible at being mortal.
5 Once I decide something, changing paths is hard.
6 There’s part of me that wants to be a fiend again.

Your flesh was literally re‑shaped, turning you into a mortal


being, one of the many species that inhabit the worlds of the
Material Plane. However, though you probably look nothing
like your former self, you’re still much nearer to the abyssal or
infernal than most people will ever understand.

56
PART 2:
ROUNDING OUT YOUR CHARACTER

Chapter 4: FEATS 58
Chapter 5: SPELLS 63
Chapter 6: MAGIC ITEMS 81
PLANAR CHARACTER OPTIONS

CHAPTER 4:

FEATS

A
feat represents a talent or an area of DEMONIC REPRISAL
Szneshnya, the Bleak
expertise, granting a character a special Prerequisite: Fire resistance or fire immunity
Winter, page 96
ability. For planar explorers, these
abilities often relate to experiences in and Demonic blood or too-close contact with a demonic foe
training in an unusual planar environment. has woken new abilities within you, as follows:
• Increase your Strength or Constitution by 1, to a
maximum of 20.
PLANAR FEATS • When you use your reaction after taking damage from
Feat Name Feat Summary an attack, you explode with demonic fire. Each creature
Demonic Reprisal Exploding with demonic fire within 10 feet of you must make a Dexterity saving
throw against a DC equal to 8 + your Constitution
Forbidding Ice Locked-in-place icy defense
modifier + your proficiency bonus. A creature in the
Frost Kissed Magical cold as a weapon area takes 2d10 fire damage on a failed save or half as
Lava Crust Hardened defensive layer much damage on a successful one. Once you use this
Limbo Touched Alter reality in discrete ways benefit, you can’t use it again until after you finish a
long rest.
Pandemonium Pupil Crown foes with madness
• You can light flammable objects on fire with your touch
Pathwalker Opens up the planes for travel as a bonus action. Material that doesn’t easily catch
Possessed Demon benefits and drawbacks fire—but that is still technically flammable, such as
Resilient Body Deformable shape and resilience dense wood—requires a minute of contact to catch fire.
Scion of the Ethereal Intermittent Ethereal steps
FORBIDDING ICE
Thoughtcrafter Create objects by will alone Prerequisite: Ki feature or Wisdom 13 or higher
Ward of Angels Angel benefits and drawbacks
Water Walker Watery defenses and movement You are practiced in the mystic discipline taught by the
monks of Szneshnya, granting you the following benefits:
• Increase your Wisdom or Constitution by 1, to a
maximum of 20.
• You can spend 3 ki points as your action or reaction to
encase yourself in a block of magically hardened ice. If
you don’t have ki, you can activate this ability by using
your action and succeeding at a DC 16 Wisdom check.
• When encased in this ice, you gain resistance to all
damage (and immunity to cold damage), you don’t
need to breathe, and your AC can’t be less than 18.
However, attack rolls against you have advantage, and
you can’t move or speak.
• You can disperse the ice at any time by using
your action.
• When encased in this ice, you can telepathically speak
to any creature within 5 feet of you or up to a mile
away if they are encased in ice from this ability or
something similar.

58
CHAPTER 4: FEATS

FROST KISSED LIMBO TOUCHED


You studied the Plane of Air, the Elemental Chaos, Prerequisite: Intelligence 13 or higher
and worlds of the Material Plane that are locked
in eternal glaciers. You’ve gained the following Whether you have blood from a creature of Limbo
benefits: in your ancestry or your contact with the plane of
• You learn the ray of frost cantrip and the Limbo changed you, you develop the following
winter’s chill spell. Intelligence is your benefits: Winter’s chill, page 80
spellcasting ability for these spells. You can cast • Increase your Intelligence, Wisdom, or Charisma
winter’s chill without a spell slot, but must finish score by 1, to a maximum of 20.
a long rest before casting it without a spell slot • You can use an action to make an Intelligence
again. You can also cast it with any spell slots check to alter a nonmagical object that isn’t
you possess. being worn or carried. The object must be
• When you deal cold damage, the target does something you can see within 30 feet. The DC
not gain the benefit of cold resistance, if any. for your Intelligence check is based on the
• You can coat a weapon or piece of ammunition object’s size: DC 10 for Tiny, DC 15 for Small,
with a thin layer of magical ice as your DC 20 for Medium, and DC 25 for Large or
action. When you do, the coated weapon or larger. On a success, you change the object
ammunition deals an additional 2d8 cold into another nonliving form of the same size,
damage if the target fails a DC 14 Constitution such as turning a boulder into a ball of fire or a Balls of fire, and other
saving throw. Once this magical ice is applied small pool. The change lasts while you remain transformations that could
to a weapon or piece of ammunition, the cold within 30 feet. If you spend at least 24 hours prove harmful to creatures,
remains potent for 1 minute or until you hit with within 30 feet of the changed object, the generally inflict about
the weapon or ammunition. change becomes permanent. This is a magical 2d6 damage per round of
direct contact.
transmutation effect.
LAVA CRUST
Prerequisite: Fire resistance or fire immunity PANDEMONIUM PUPIL
Prerequisite: Intelligence 13 or higher The lava crust can be
When you have a source of lava, you can reapplied later with
spend 10 minutes carefully applying it to your Whether you have blood from a creature of access to lava or a visit
heat‑resistant skin, then allow it to cool into an Pandemonium in your ancestry or your contact to a blacksmith who uses
armor‑like shell. This feat grants you the following with the plane of Pandemonium changed you, you molten metal.
benefits: develop the following benefits:
• Increase your Strength or Constitution by 1, to a • Increase your Intelligence, Wisdom, or Charisma
maximum of 20. score by 1, to a maximum of 20.
• When you have a lava crust, your AC can’t be • You learn the crown of madness spell and one
less than 16. 1st‑level spell of your choice. The 1st‑level
• When you have a lava crust, you’re wearing the spell must be from the enchantment or illusion
equivalent of medium armor. school of magic. You can cast each of these Because the lava crust
• Removing your lava crust takes 1 minute (or half spells without expending a spell slot. Once you counts as medium armor,
that, if you have help). cast either of these spells in this way, you can’t someone with this feat has
• If you don’t have a source of lava, the GM may cast that spell in this way again until you finish a maximum Dex modifier
allow you to use a different molten substance a long rest. You can also cast these spells using to their AC of +2.
for this feat, as long as it cools into something spell slots you have of the appropriate level. The
hard and solid, such as metal, but not glass. spells’ spellcasting ability is the ability increased
by this feat.

“I have whirled with the earth at the dawning,


When the sky was a vaporous flame;
I have seen the dark universe yawning
Where the black planets roll without aim,”
—troubled scribbler of a distant world of the Material Plane

59
PLANAR CHARACTER OPTIONS
PATHWALKER or Constitution modifier + your proficiency
Prerequisite: Proficiency in the Arcana skill bonus, or become frightened for up to 1 minute.
Frightened creatures must take the Dash action
Path token, page 88 You have practiced using Path tokens to go to and move away from you by the safest available
and from the Path and have performed a magical route on each of their turns. If the creature ends
ritual that subsumes a Path token into your body, their turn in a location where they don’t have
Path Token, page 9
granting you the following benefits: line of sight to you, they can make another
• Increase your Intelligence by 1, to a maximum Wisdom save to end the effect early. Once you
The Path, page 9
of 20. use this benefit, you can’t use it again until after
Joining the Path, page 11 • You can concentrate on the Path as an action, you finish a long rest or until you allow your
allowing you (but not anyone with you) to join possessing demon to take control.
the Path even without a Path token. You can use • When the GM deems appropriate—or when
this ability once and regain the ability to do so you roll a 1 on an attack roll, ability check,
when you finish a long rest. or saving throw—you must make a DC 15
• You can navigate the Path as if you were holding Charisma saving throw. On a failure, or when
a Path token and have advantage on Arcana you purposefully invoke this ability to regain
checks on the Path to find your way to a specific other benefits of this feat early, your possessing
destination. demon takes control of your body. The
• Your travel on the Path takes only half as long as controlling demon determines your behavior,
it normally would. not you. It usually acts in a way that is most at
odds with your goals and ideals. At the end of
each of your turns while the demon is in control,
you can make a DC 15 Charisma saving throw.
On a success, you regain control again.

A dispel evil and good spell or similar magic ends


any given episode of demonic possession, but
doesn’t clear the possession.

RESILIENT BODY
Prerequisite: Constitution 13 or higher

You’ve got a little something extra in you, possibly


resulting from a mix of odd ancestors or the results
of “life magic” practiced on a distant world of the
Material Plane. Whatever the case, you have a
POSSESSED special sort of resistance that provides the following
Perhaps you were born under a malign star, were benefits:
visited by a fiend, or you visited the Lower Planes. • You can deform your muscles and bones so that
Or maybe it’s your way of understanding the you can squeeze through any opening at least one
magical condition that afflicts you. For good and finger wide; the process requires 1d4 + 1 rounds
ill, you are demon‑possessed, which grants the to complete per 5 feet of squeezing you
following benefits and drawbacks: attempt, during which time you are effectively
• Increase your Strength or Constitution by 1, to incapacitated. The only action you can take during
a maximum of 20. Decrease your Intelligence or this time is using the movement required.
Charisma by 1, to a minimum of 7. • As your action, you can begin to deform your body
• When you must make a saving throw against a in specific ways to close wounds and promote
spell or other magical effect, you can use your healing. After 1 minute, you regain a number
reaction to gain advantage on that save. Once of hit points equal to 4d8 + your Constitution
you do so, you can’t use this benefit again until modifier. However, you are incapacitated during
after you finish a long rest or until you allow the intervening time as you heal.
your possessing demon to take control. • Falls are not as dangerous for you because of
• As your action, you allow up to five creatures your resilience. Ignore the first 60 feet of any fall
you select within 30 feet of you to become you take for the purposes of calculating falling
aware of the horrific spirit hiding within you. The damage. However, you are incapacitated for one
targets must succeed on a Wisdom saving throw turn after you land as your body returns to its
with a DC equal to 8 + either your Strength normal shape.

60
CHAPTER 4: FEATS

SCION OF THE ETHEREAL THOUGHTCRAFTER


Prerequisite: Proficiency with Arcana Prerequisite: Wisdom 13 or higher

You have a connection to the Ethereal Plane that is By spending a week or more in Savtua practicing Savtua, page 86
hard to explain and impossible to hide; sometimes, thoughtcrafting, you tap into the power to alter Thoughtcrafting, page 88
you seem a bit translucent, like a person made of reality with your mind. This grants you the following
glass instead of flesh. This connection also provides benefits:
the following benefits and drawbacks: • Increase your Intelligence or Wisdom by 1, to a Thoughtcrafting can’t
• Increase your Strength, Dexterity, or maximum of 20. create magic items.
Constitution score by 1, to a maximum of 20. • As your action, you can use thoughtcrafting to You can’t maintain
• You can use up to 10 feet of your movement manifest an object. This object can weigh up concentration on a
to pass from your current position through the to 3 pounds and must be something you could thoughtcrafted item that is
Ethereal Plane to an open space up to 30 feet hold in one hand, such as a longsword, lantern, more than 100 feet away.
away, even if you couldn’t see that space when or blank book. This thoughtcraft lasts as long
you started your movement. Once you use this as you maintain concentration on it. You can
ability, you can’t use it again (intentionally) until have only one thoughtcrafted item at a time.
after a long rest. Each time you use this ability, you can create a
• You can dimly see creatures on the Border different item.
Ethereal within 30 feet of you that would
otherwise be invisible to normal creatures.
• When the GM deems appropriate—or when
you roll a 1 on an attack roll, ability check,
or saving throw—you must make a DC 15
Dexterity saving throw. On a failure, you are
randomly moved through the Ethereal Plane
to a location within 30 feet of your starting
point, possibly including straight up or
down or into a doorless cavity you weren’t
previously aware of.

61
PLANAR CHARACTER OPTIONS
WARD OF ANGELS from this parry, you can’t gain the benefit again
Maybe a passing celestial blessed your birth, an until after you finish a long rest or until you
angel once answered your prayers, or you once allow your guardian angel to whisk you away
actually visited the Upper Planes. Regardless of from danger.
how it came to be, you enjoy the benefits of—and • As your action, you allow up to five creatures
attendant downsides to—an overprotective you select within 30 feet of you to see your
Your guardian angel never guardian angel. guardian angel, which manifests incorporeally
materially manifests; • Increase your Wisdom or Charisma by 1, to a next to you. You and selected targets who are
they only appear as a maximum of 20. willing gain the benefits of the bless spell for
phantasmal projection. • When you would be hit by one melee attack, 1 minute. Once you use this benefit, you can’t
use your reaction to add 5 to your AC to be use it again until after you finish a long rest or
missed instead, as an angelic blade from until you allow your guardian angel to whisk
nowhere parries the blow. Once you benefit you away from danger.
• When the GM deems appropriate—or when
you roll a 1 on an attack roll, ability check,
or saving throw—you must make a DC 15
Constitution saving throw. On a failure, or when
you purposefully invoke this ability to regain
other benefits of this feat early, your guardian
angel whisks you away from the cares and
dangers of your current situation in a flurry
of wings, depositing you in a pearly realm of
softly glowing lights and not much else, where
you recline in meditative daze, somnolent
and peaceful, and effectively incapacitated.
Once each round, you must make a DC 15
Constitution saving throw. On a success, your
guardian angel returns you to the spot from
which they whisked you, or the nearest open
spot, in a flurry of wings.

WATER WALKER
Prerequisite: Proficiency with Athletics

Instead of drowning, you emerged from the well,


lake, or sea with an indelible link to the Plane of
Water. That link grants you the following benefits:
• As your action, you can produce a spiraling
spray of water around yourself. Until the end
of your next turn, you have resistance to
bludgeoning, piercing, slashing, fire, and acid
damage.
• As your bonus action, you can produce a jet of
water on which you can tread, allowing you to
take the Dash action as your bonus action for
the next 10 minutes, on both physical surfaces
and across water surfaces without falling in.
Once you use this benefit, you can’t use it again
until after you finish a long rest.
• As your action, you gain the ability to breathe
underwater for 1 hour. Once you use this
benefit, you can’t use it again until after you
finish a long rest.

62
CHAPTER 5: SPELLS

CHAPTER 5:

SPELLS

P
lanar travelers discover new spells as they explore the multiverse. If
discovered, these spells can be incorporated into wizard spellbooks
by PCs as normal. Alternatively, the GM can add some of these
spells to certain spell lists. Many of these spells are also available
via various new magic items, subclass features, and other
elements of the cosmos.

1st Level 4th Level


Exhausting Certainty Angel Wings
Inquisition Demonskin
Maintain the Balance Sap Vigor
Ray of Unraveling Spawn Aberration
Shadow Conduit Thunder Road
Strike the Unseen Unspeakable Brood
Winter’s Chill
5th Level
2nd Level Entropy
Abyssal Breeze Fey Crossing
Demonic Glamour Frequency of the Multiverse
Lava Boat Impose Demonic Possession
Misty Summons Shadowpath Weapon
Path Undertow Transfer Regeneration
Portal Disappointment Wall of Shadow
Steps on Stairs Perilous
Suppress Regeneration 7th Level
Tail of Devilish Cunning Corridor of Reflections
Varin’s Magnificent Beard Crystallize Spacetime
Multiverse Crowned
3rd Level
Bind to Dimension
Blessing of the Seven Heavens
Blinkered by the Abyss
Erase Face
Foe from Otherwhere
Guise of the Devourer
Protect the Balance
Reap
Step In‑Between
Summon Arms and Ammunition
Symphonic Solitude
Unfettered joy of Elysium
Unleash Doom

63
PLANAR CHARACTER OPTIONS
SPELL DESCRIPTIONS
The spells are presented in alphabetical order.

“Evoking even the slightest hint of the Abyss on a different


plane of existence draws the attention of demons, if any are
nearby. That’s rare, but something to consider.”
—Layrn Bulik, author of Apocrypha of Abyssal Layers

ABYSSAL BREEZE
2nd‑level evocation
Casting Time: 1 action
Range: Self (60‑foot line)
Components: V, S, M (a parchment on which a
demonic visage with an open mouth is scrawled)
Duration: Concentration, up to 1 minute ANGEL WINGS
You hew a hole in the air from which a fetid breath 4th‑level transmutation
of wind channeled straight from the Abyss blows Casting Time: 1 action
in a line 60 feet long and 10 feet wide in whatever Range: Touch
direction you choose. Each creature that starts their Components: V, S, M (a wing feather)
turn in the line must succeed on a Charisma saving Duration: Concentration, up to 10 minutes
throw or suffer the effects of Abyssal Degradation Resplendent feathered wings sprout from your
for 1 minute (refer to the Abyssal Degradation table back. If you wish, they glow with silver light,
to determine the effects). At the end of each of the providing bright light in a 50‑foot radius and dim
affected creature’s turns, they can attempt another light for an additional 50 feet.
saving throw, ending the effect on a success. You also gain a fly speed of 60 feet for the
As a bonus action on each of your turns before duration. When the spell ends, you are safely
the spell ends, you can change the direction in deposited in the nearest empty solid space.
which the line of Abyssal air blows away from you. As your reaction, you can use your wings
defensively, adding 2 + half the spell’s level to your
ABYSSAL DEGRADATION AC against one melee attack.
d10 Effect At Higher Levels. When you cast this spell using a
1–4 Uncertain. The creature must spend 2 feet of movement for every spell slot of 5th level or higher, you can extend the
1 foot they move when moving closer to you. duration by 10 minutes (and parry more effectively)
for each slot level above 4th level.
5–6 Doubtful. The creature can’t use their bonus actions.
7–8 Sluggish. The creature can’t use their reactions. BIND TO DIMENSION
9 Intimidated. You have advantage on any Intimidation checks you 3rd‑level abjuration
attempt versus the creature. Casting Time: 1 action
10 Withered. The creature takes 2d6 necrotic damage, after which they Range: 120 feet
are no longer subject to the effects of this spell. Components: V, S
Duration: 1 hour
You attempt to dimensionally bind a creature
that you can see within range. They must make a
Wisdom saving throw. If they fail the saving throw,
they can’t leave the dimension where you cast the
spell for the duration and are completely blocked
from planar travel as well as teleportation, whether
they initiate the attempt or it’s initiated by another
on their behalf. Not even walking through an
otherwise accessible planar portal allows the target
to leave the plane until the duration expires.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the spell lasts until
dispelled.

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CHAPTER 5: SPELLS

BLESSING OF THE SEVEN HEAVENS CORRIDOR OF REFLECTIONS


3rd‑level abjuration 7th‑level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S Components: V, S, M (a mirror at least 4 inches in
Duration: Concentration, up to 1 minute diameter)
Choose up to seven creatures within range that Duration: Instantaneous
have finished a long rest within the last minute. You and up to eight willing creatures are drawn
Each creature gains the benefit of a lesser restoration through a mirror and into the Congruent Corridor, Congruent Corridor,
and a bless spell. The bless lasts for up to 1 minute an interdimensional passageway that allows you page 69
while you concentrate. access to alternate worlds where other versions of
At Higher Levels. When you cast this spell using you exist. Willing creatures you bring
a spell slot of 4th level or higher, you can target one The mirror you used as a component stays with you into the corridor
additional creature for each slot level above 3rd. behind. It can serve as an exit while it remains remain with you, as you
intact; however, it can’t be used as an entrance for are the “focus” of travel.
BLINKERED BY THE ABYSS other creatures. You and your companions
all experience the region
3rd‑level enchantment When you cast the spell, you can choose to look
of the Congruent Corridor
Casting Time: 1 action for an alternate version of another creature you know
containing multiple parallel
Range: 60 feet to exist. When you reach the Congruent Corridor, worlds where versions of
Components: V, S, M (blindfold or blinkers dyed red) each access point along it will lead to worlds with the creature you seek exist,
Duration: Concentration, up to 1 minute alternate versions of the specified creature. or once existed.
Choose a humanoid that you can see within range. When a creature enters the Corridor willingly,
The target must succeed on an Intelligence saving the view back to their own world of origin is Corridor of reflections is
throw or an illusion takes root in their mind that surrounded by a glow visible only to them, allowing a secret spell that only few
you have forcibly ejected them into a horrific them to select the correct exit among what know exists and fewer still
demonscape inspired by the gruesome, fetid layers would otherwise be an endless series of almost know how to cast.
of the Abyss. The target is incapacitated and has a identical scenes.
speed of 0 for the duration. This spell can also banish an unwilling creature to
An affected target is so convinced that they have the Congruent Corridor. Make a melee spell attack
been plunged into the Abyss of demons, undead, against a creature within your reach. On a hit, the
acid storms, and other dangers it encounters that creature must make a Charisma saving throw. On
it suffers 3d6 psychic damage each round the a failure, they are thrown into the Corridor with
duration persists. The target perceives the damage instances of worlds containing alternate versions
as a type appropriate to the illusion. of themself. The portal leading back to the world of
At the end of each of their turns, the target can their origin is unmarked and disappears entirely if
make another Intelligence saving throw. On a the mirror used in the spell’s casting is destroyed.
success, the spell ends on
the target.
At Higher Levels. When
you cast this spell using
a spell slot of 4th level or
higher, you can target one
additional humanoid for
each slot level above 3rd.
The humanoids must be
within 30 feet of each other
when you target them. If
two or more are affected,
they can perceive each
other within the Abyssal
illusion they both inhabit.
If you cast this spell using
a spell slot of 5th level or
higher, you can choose any
creature as a target you can
see in range that has an
Intelligence of 7 or higher.

65
PLANAR CHARACTER OPTIONS
CRYSTALLIZE SPACETIME centered on them. Every creature in the area must
7th-level transmutation succeed on a Dexterity saving throw or take 4d6
Casting Time: 1 action magical piercing damage.
Range: 60 feet A shattered creature and everything they are
Components: V, S, M (a bit of crystal) wearing and carrying, except magic items, is reduced
Duration: Instantaneous to shards of crystal. The creature can be restored to
You alter the rules of reality’s fabric in a way that life only by means of a true resurrection or a wish spell.
causes it to change state in a destructive manner. A This spell automatically shatters a Large or
flicker of altered reality spins away from you toward smaller nonmagical object or creation of magical
a target you can see within range. The target can be force, causing a secondary explosion as described
a creature, an object, or a creation of magical force, above. If the target is a Huge or larger object or
such as the wall created by the wall of force spell. creation of force, this spell shatters a 10‑foot‑cube
A creature targeted by this spell must make a portion of it, creating a secondary explosion as
Dexterity saving throw. On a failure, the target begins described above. A magic item is unaffected by the
to crystalize, taking 10d6 + 40 cold and force damage primary effect of this spell; however, it could be
(a creature must have resistance or immunity to harmed by the secondary explosion.
both damage types to gain any protective effect). At Higher Levels. When you cast this spell using
If this damage reduces the target to 0 hit points, a spell slot of 8th level or higher, the damage
they shatter, exploding in a 10‑foot-radius sphere increases by 3d6 for each slot level above 7th.

66
CHAPTER 5: SPELLS

DEMONIC GLAMOUR DEMONSKIN


2nd‑level illusion 4th‑level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (horn or tooth) Components: V, S, M (fragment of demon tooth or
Duration: 1 hour claw worth 100 gp, which the spell consumes)
You take on the seeming of a demon of up to Large Duration: Concentration, up to 1 hour
size. You, your clothing, armor, weapons, and other You call forth a demonic spirit out of the Abyss,
belongings on your person look different until the fusing it with the flesh of a willing creature you
spell ends or until you use your action to dismiss touch. Until the spell ends, the target has resistance
it. You can’t look like a specific demonic individual, to nonmagical bludgeoning, piercing, and slashing
but you can take on the general appearance of a damage, and their skin is clearly transformed into
glabrezu or vrock, for instance. You can also choose something other than human flesh.
to take on demonic characteristics such as leathery Parry. As a reaction, a claw, tail, or wing emerges
wings, burning eyes, cloven feet, and so on. from the demonskin, adding 2 + half the spell’s level
For the duration, fiends will not initiate hostilities to the target’s AC against one melee attack that
with you on sight. But if you or an ally attacks would hit them. If the parry succeeds, the spell ends.
them—or if your interaction with them leads them Bite. As a reaction, immediately following a melee
to disbelieve your illusion—they see your true attack against the target (whether it succeeds or
nature . . . and then show you their true nature. fails), a demonic maw merges from the demonskin
The changes wrought by this spell fail to hold up and attacks the target’s foe. The bite is a magic
to physical inspection. For example, if you use this bite attack with a reach of 5 feet that inflicts 2d12
spell to add demonic wings, objects pass through necrotic damage + necrotic damage equal to the
the membranes, and anyone who touches your spell’s level. If the bite hits, the spell ends.
wing feels nothing. This—or some oddity of
your behavior that doesn’t seem right
to a fiend you are speaking with or
that is observing you—allows them
to see through the illusion if they
succeed on an Insight check against
your spell save DC.
Other creatures who see you
act as they normally would upon
seeing a fiend (i.e., they may attack
or run from you), but have the same
chance to see through your illusion as
fiends do.
At Higher Levels. If you cast this spell using
a spell slot of 3rd level or higher, you can
cast it on an unwilling target you can see
within 60 feet. The illusion takes effect if
the target fails a Charisma saving throw,
requires your concentration, and lasts up to
1 hour. They may see through the illusion fairly
quickly, but others may react poorly until they also
realize the ruse.

“Those brave enough to fuse a demon to their skin may still


choose to wear clothing to disguise their new condition, as
some may misunderstand what they’re seeing and mistake
the caster for an actual demon.”
—Layrn Bulik, author of Apocrypha of Abyssal Layers

67
PLANAR CHARACTER OPTIONS
ENTROPY breathe through two narrow nostrils, and they can
5th‑level transmutation hear normally.
Casting Time: 1 action Other creatures don’t immediately recognize a
Range: 60 feet target with an erased face, and, depending on the
Components: V, S, M (a broken bauble, toy, or tool) situation, they may assume the target is some sort
Duration: Concentration, up to 1 minute of half‑finished doppelganger or other horror. On
You magically distort reality, allowing entropy to the other hand, allies who witness the spell being
pour in from a point of your choice within range. cast and the resulting transformation of a friend
Each creature in a 10‑foot‑radius sphere centered understand what’s happening.
on that point must make a Constitution saving
throw. A creature takes 6d8 necrotic damage EXHAUSTING CERTAINTY
on a failed save or half as much damage on a 1st‑level divination
successful one. Casting Time: 1 bonus action
For the duration, once on each of your turns, Range: Touch
you can use your action to force any creatures that Components: V, S
failed the initial saving throw to automatically take Duration: Concentration, up to 1 minute
another 1d8 necrotic damage. If damage dealt by One willing creature you touch catches a glimpse of
this spell reduces a target to 0 hit points, the target themself in a parallel world. This glimpse gives the
begins making death saving throws as if they’d target the benefit of foresight, but the mental strain
already failed one. The spell ends if you use your saps their stamina. Until the spell ends, the target
action to do anything else. If an affected target has advantage on all attack rolls and skill checks,
moves more than 60 feet away from you, that target but disadvantage on all saving throws. When the
is no longer affected. spell ends, the target gains one level of exhaustion.
An object in the area that isn’t being worn or
carried also takes the damage if it’s in the spell’s
area, but takes force damage rather than necrotic
damage. Objects automatically take additional
damage at the start of each of your turns.
Magical items not being worn or carried that are
very rare, legendary, or artifacts are not damaged
by this spell.
At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, the initial
damage dealt increases by 1d8 for each slot
level above 5th.

ERASE FACE
3rd‑level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a blank paper mask)
Duration: Concentration, up to 1 hour
This spell erases the face of a
creature that you can see within
range. The target must make a
Wisdom saving throw to avoid the
effect. The spell has no effect on
a shapechanger or a creature with
0 hit points.
At the end of each minute for the
duration, the target can make a Constitution
saving throw. On a success, the spell ends. The
spell also ends if the target drops to 0 hit points
or dies.
A target with an erased face has no eyes and
cannot see (blinded). Likewise, they have no mouth,
so they can’t speak or eat. However, they can still

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CHAPTER 5: SPELLS

FOE FROM OTHERWHERE


3rd‑level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (doll or figurine)
Duration: Concentration, up to 1 minute
One humanoid you can see within range is haunted
by an extraplanar phantasm—taking the shape of a
fiend, celestial, or aberration—on a failed Wisdom
saving throw. The affected target takes 1d8 psychic
damage and at the start of each of their turns
thereafter, during which they spend their action
attacking the phantasm, which is visible only to
the target. From the target’s perspective, damage
they take is sustained in the conflict they are having
with the phantasm. During any round the target
fails to spends their action attacking the phantasm,
they suffer 2d8 psychic damage instead of 1d8.
At the end of each of their turns, the target can
make another Wisdom saving throw. On a success,
the spell ends on the target. If a trusted ally of the
target realizes what’s happening and attempts to
convince the target that what they’re fighting isn’t
real, the target makes any saves to end the effect
early with advantage.
At Higher Levels. When you cast this spell using
FEY CROSSING a spell slot of 3rd level or higher, you can target
5th‑level conjuration one additional humanoid for each slot level above
Casting Time: 1 action 3rd. The humanoids must be within 30 feet of each
Range: Touch other when you target them.
Components: V, S, M (a forked wooden
branch with Sylvan runes carved on it) FREQUENCY OF THE MULTIVERSE
Duration: 1 minute 5th‑level evocation
You pace out a circle on the ground, creating a Casting Time: 1 action
temporary link between a natural place on your Range: 60 feet
current plane—such as an untainted pool, a ring Components: V, S, M (fiber from stringed
of mushrooms, or a hole in an ancient tree—and instrument)
a similar location in the Feywild (or a similar Duration: Instantaneous
fey‑controlled plane). If you know of a specific You either destructively or constructively adjust the
location in the Feywild that is similar to your frequency of the multiverse in a region near you.
current location, the spell connects those two You have enough fine control that you can choose
places; otherwise it attempts to form a crossing to destructively or constructively affect targets in
to a similar place. Once this connection is made, a the area, choosing separately for each target.
hazy, shimmering portal opens within the circle and Choose up to six creatures in a 30‑foot‑radius
remains open until the end of your next turn. Any sphere centered on a point within range. Decide if
creature that enters the circle appears in the Feywild. each target will be destructively or constructively
Creatures of the fey realms tend to be suspicious affected.
of uninvited travelers and carefully observe anyone Destructively affected targets must succeed on a
who crosses into the Feywild with this spell. Dexterity saving throw or take 6d6 thunder damage
Powerful fey may have the ability to block or divert or half as much damage with a successful save.
the spell, preventing travel or shunting the traveler Constructively affected targets (which are not
into a location of their choosing, such as the middle undead or constructs) heal hit points equal to
of a lake or a prison cell. 1d8 + your spellcasting ability modifier.
The spell automatically fails if there are no At Higher Levels. When you cast this spell using
suitable places in the Feywild that match your a spell slot of 6th level or higher, the constructive
current location (such as if you cast it in the middle effect increases by 1d8 for each slot level above 5th,
of a human city or in a demon‑tainted wasteland). while the destructive effect increases by 1d6.

69
PLANAR CHARACTER OPTIONS
GUISE OF THE DEVOURER
3rd‑level evocation
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
A devilish mask supersedes your features,
one with horns, greenish skin, and a
void of a mouth. Any time a living
creature with 5 or more Hit Dice
takes damage within a 30‑foot
radius centered on you, you
regain 1d4 hit points. If a
creature with 5 or more Hit
Dice in the same area dies
while this spell is active, the
spell’s duration is extended by
another minute.
As an action, you can choose
to make a magic bite attack, which
ends the spell whether your bite
is successful or not. Make a melee
spell attack against a creature within
range. On a hit, they take 6d6 necrotic
damage.

IMPOSE DEMONIC POSSESSION INQUISITION


5th‑level conjuration 1st‑level divination
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S, M (a cat’s eye chrysoberyl gem Components: V, S, M (glass bead or glass
worth 100 gp, consumed by the spell) prosthetic eye)
Duration: 8 hours Duration: Concentration, up to 1 minute
You channel a dangerous intelligence from the Your visage is touched by entities of the Outer
Abyss into a creature you touch. The creature Planes, giving you an additional eye of burning blue
must be living to be a valid target. The target must flame on your forehead.
succeed on a Charisma saving throw or become For the duration, you can demand an answer
possessed by a demonic entity for the duration from an incapacitated but conscious creature you
of the spell. The demonic entity takes control can see within range that can understand you. The
of the creature and determines the creature’s incapacitated target provides the answer to the best
behavior. Usually, the demon acts in a way that of their knowledge, without distortion. Each round,
is at odds with the creature’s goals and attitudes. you can use your action to demand the answer to
The demon will not attack you or your allies unless another question. Every time the target answers a
first attacked. question, they can attempt a Wisdom saving throw. If
Each minute, the possessed creature can attempt it succeeds, the spell immediately ends.
another Charisma saving throw to regain control. You can also target a non‑incapacitated target
On a success, the target regains control. However, within range that you can see and that can
the demon lingers. Whenever the possessed understand you. If you do, the target must succeed
creature rolls a 1 on an attack roll, ability check, or on a Wisdom saving throw to resist answering
saving throw, the demon retakes control until the your question. If it succeeds, they resist but take
target regains control, the duration expires, or until 2d8 psychic damage. Whether it succeeds or
they are subject to the dispel evil and good spell or fails, targeting a non‑incapacitated creature ends
similar magic. the spell.
At Higher Levels. If you cast this spell using a At Higher Levels. When you cast this spell using
spell slot of 7th level or higher, the duration is a spell slot of 2nd level or higher, the damage for
24 hours. If you use a 9th level spell slot, the spell refusing to answer a question increases by 1d8 for
lasts until it is dispelled. each level above 1st.

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CHAPTER 5: SPELLS

LAVA BOAT MAINTAIN THE BALANCE Although the lava craft is


2nd‑level conjuration (ritual) 1st‑level divination sealed and air can’t get in
Casting Time: 1 minute Casting Time: 1 action or out, it holds more than
Range: Self (5‑foot‑radius sphere) Range: Self enough air to support
Components: V, S, M ( flowing lava no more than Components: V, S, M (a tiny item collected from the six creatures inside it for
an hour.
10 feet away ) area such as a pebble or leaf )
Duration: 1 hour Duration: 1 hour
You draw magma from the earth and weave it into a You study the collected material component for Casting maintain the
5‑foot‑radius sphere of opaque stone that encases this spell (or your focus), forging a tenuous balance creates a knock‑on,
you and up to five creatures adjacent to you, forming connection to the cosmic balance, after which you effect at odds with what
a spherical vessel that can float unharmed on the gain three Balance dice that can be expended while the cosmos and fate
surface of lava. You can’t form the craft if you are the spell lasts. expected. This influence
ripples forward and
not in proximity to sufficient lava to float your craft. Once per turn, you can use your bonus action or
backward in spacetime.
The spell fails if its area includes more than six reaction to expend a Balance die, which allows you
Those ripples empower
creatures or any that are larger than Medium. The to add a d6 to the next ability check, saving throw, your ability to maintain the
sphere has AC 17, 18 hit points, and immunity attack roll, or damage roll you make before the end balance.
to fire. Creatures and objects within the sphere of your next turn. When you expend the die you
cannot be targeted by attacks from outside of it. must choose which kind of roll it will be added to
As your action, you can mentally command the (for example, to your next attack roll). Once you use
sphere to roll in any horizontal direction, moving it all three Balance dice, or after the duration lapses,
up to 10 feet each round; when commanding the the spell ends.
sphere, you can see through it, though to any other At Higher Levels. When you cast this spell using
creature, inside or out, it is opaque. a spell slot of 3rd level or higher, your die size
When the duration ends (or you choose to end increases to d8, d10 at 6th level or higher, and to
the spell early), the sphere cracks open at the top d12 at 9th level.
and peels apart from top to bottom over the next
two rounds, allowing you and the other passengers
time to exit safely, even if the bottom of the sphere
The multiverse is never in true balance, because
is still resting in lava. If the sphere is destroyed, the intelligent, self‑willed beings are constantly entangling
spell ends, and any creatures immediately fall to themselves in unanticipated ways.
whatever surface the sphere was traversing upon.

71
PLANAR CHARACTER OPTIONS

“Just because the misty summons spell fails to teleport a target off the edge of
the cliff you’re standing next to doesn’t mean that, with a little preparation, you
couldn’t summon a foe into the trapped hallway you’re standing next to.”
—Sarina of the Golden Staff

MISTY SUMMONS MULTIVERSE CROWNED


2nd‑level conjuration 7th‑level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: 150 feet
Components: V, S, M (loop of thread) Components: V, S, M (metallic wheel)
Duration: Instantaneous Duration: Concentration, up to 1 minute
A target you can see within range is briefly A hovering crown representing the multiverse as
surrounded by silvery mist. Make a ranged spell you envision it appears above your head, moving
attack against the creature. If you succeed, they are and rotating in a stylistic display of all existence.
drawn through the Ethereal Plane and teleported As an action, you can direct one of three primary
to an unoccupied solid surface within 5 feet of you elements of the crown to streak toward a chosen
that you can see. The target is restrained until the target within range and detonate in an impressive
Path’s undertow, page 12 end of their next turn from lingering silvery mist. display of searing light or hungry darkness. Each
Sea of Uncertainty, At Higher Levels. When you cast this spell using a creature in a 20‑foot‑radius sphere centered on
page 14 spell slot of 3rd level or higher, you can choose one that point must make a Dexterity saving throw;
additional target for each spell slot above 2nd. on a failed save, a creature takes 8d6 damage (your
choice of radiant or necrotic) or half as much on
a success.
The spell ends after you use all three primary
elements from the crown.

PATH UNDERTOW
2nd‑level evocation
Casting Time: 1 action
Range: Self (60‑foot line)
Components: V, S
Duration: Instantaneous
A strong current of the Path’s undertow forms in
front of you, 60 feet long and 10 feet wide. Each
creature that starts their turn in the line must
succeed on a Wisdom saving throw or, at the start
their next turn, the current moves them 60 feet
away from you; on later turns it continues to move
them in the same direction until they are swept
away and flung into the Sea of Uncertainty.
A creature caught up by this current can negate
its pull by moving in the opposite direction,
reducing how far it moves them by how far they
moved on their turn. For example, a dwarf with a
speed of 25 feet can use their move to reduce the
current’s pull on them from 60 feet per round to
35 feet per round, or use their move and the Dash
action (for a total of 50 feet) to reduce the current’s
pull to just 10 feet per round; on the next round,
they could use their move to reduce the current’s
pull to 0 feet, freeing them from its influence.
This spell can only be cast while on the Path.

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CHAPTER 5: SPELLS

PORTAL DISAPPOINTMENT RAY OF UNRAVELING


2nd‑level conjuration 1st‑level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S, M (broken piece of glass) Components: V, S, M (stone dust)
Duration: 24 hours Duration: Concentration, up to 1 minute
A fixed portal or gate in range is temporarily A greyish tendril of nothingness licks out toward an
rerouted and becomes connected to a object or creature in range. If you target an object
random dimension for the duration if you succeed that isn’t being worn or carried takes 3d8 necrotic The random dimension
on a DC 13 Arcana check. damage. Targeted magical items not being worn could be determined by
Alternatively, you can attempt to interrupt a or carried that are rare, very rare, legendary, or using the Random Planar
Landscapes table in
creature in the process of casting plane shift or a artifacts are not damaged by this spell. If you target
appendix B (page 230).
similar spell. You do so by using a reaction, which a creature, they must succeed on a Constitution
you take when you see a creature within range saving throw or take 1d8 necrotic damage and gain
casting plane shift (which you can easily identify one level of exhaustion. On a successful save, a
by the material components used). Make a DC 15 target takes half damage and does not gain a level
ability check using your spellcasting ability. On a of exhaustion.
success, instead of ending up in the planar location At Higher Levels. When you cast this spell using
they expected, they find themselves in a random a spell slot of 2nd level or higher, damage increases
dimension. by 1d8 for each slot level above 1st.

PROTECT THE BALANCE REAP


3rd‑level evocation 3rd‑level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, M (tiny piece of transparent Components: V, S, M (sharp length of iron)
glass or lens) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute All things tend toward dissolution and death;
A radiant beam of light shines down at a point however, there is an energy in decay that you can
you can see within range, illuminating everything choose to gather for your own benefit. Shades
around it in a 20‑foot‑radius sphere for a single of the dead swirl around a 10‑foot‑radius sphere
instant. All creatures who you judge to be breaking centered on a point you choose within range.
the balance of the multiverse in that area must Paralyzed, unconscious, and dying creatures (any
succeed on a Wisdom saving throw or take 6d6 character that made a death save on their turn
radiant damage or half as much damage on a and isn’t stable) in the area must succeed on a
successful save. Constitution saving throw or immediately die. If a
Choose one humanoid from among those creature succeeds, they are no longer subject to
targeted above. They must succeed on a second this casting of this spell. You heal 1 hit point for
Wisdom saving throw or become paralyzed for each creature that dies because of this spell. If you
the duration. At the end of each of their turns, the are at full hit points, you instead gain a number
target can make another Wisdom saving throw. On of temporary hit points equal to the number of
a success, the spell ends. creatures reaped and the spell ends immediately.
At Higher Levels. When you cast this spell using At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage a spell slot of 4th level or higher, the radius of
increases by 1d6 for each slot level above 3rd. the sphere increases by 10 feet for each slot level
Danger of Misuse: The Cosmos—in the person above 3rd.
of the GM—may decide one of your targets is not
unbalancing the cosmos. If this occurs, that target is
unaffected by this spell, and you are treated as the
target instead.

“Friendship with a wizard is sometimes difficult to maintain.”


—Varin the dwarf

73
PLANAR CHARACTER OPTIONS
SAP VIGOR SHADOWPATH WEAPON
4th‑level necromancy 5th‑level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
A creature you can see within range must succeed You touch a nonmagical slashing weapon. Until the
on a Constitution saving throw or find their energy spell ends, that weapon’s edge is enhanced by a
and vigor sapped for the spell’s duration. A creature flaw in space—a razor-thin portal leading into the
affected by this spell is affected as follows: Shadowfell—held open by magic. You gain a +2 bonus
• The creature’s speed is reduced by half. to attack and damage rolls made with this weapon.
• The creature can’t take bonus actions or As an action, you can use the weapon to form a
reactions. portal that allows you to travel from your current
• Whenever the creature takes damage, they take location to another location anywhere in the
an extra 1d8 necrotic damage. multiverse where you previously used this this
This spell is a variety of curse; as such, a remove spell, using a shadow crossing as the conduit.
Shadow crossings are curse spell ends this effect early. This use immediately ends the spell. If you haven’t
dim areas where the walls previously cast shadowpath weapon before, you
between the worlds are thin SHADOW CONDUIT gain no transportation benefit.
enough to pass through. 1st‑level evocation At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 7th level or higher, the bonus increases
Range: 30 feet to +3. When you use a spell slot of 9th level, the
Components: V, S, M (length of dark yarn) bonus increases to +4.
Duration: Concentration, up to 1 minute
Your shadow stretches and grows to become a SPAWN ABERRATION
lane of umbral dim light falling across one creature 4th‑level conjuration
you can see. On a failed Charisma saving throw, Casting Time: 1 minute
the target takes 1d8 necrotic damage; they also Range: 10 feet
become apathetic for the duration, giving them Components: V, S, M (a 200-gp ruby, which the
disadvantage on saving throws and making them spell consumes, a bowl filled with loose teeth,
unable to summon more than a few words if they and a bowl filled with slime or fungus)
attempt any communication. Duration: Concentration, up to 1 hour
Once on each of your turns for the duration, you You open yourself to the howling expanses beyond
can use your action to automatically inflict 1d8 understanding, into a far realm of unending
necrotic damage to the target and keep them in cacophony. Plucking forth a seed of that instability
their apathetic state. The spell ends if you even as you risk your own sanity, you spawn a
use your action to do anything else, if gibbering mouther, which appears within range.
the target moves outside the spell’s A gibbering mouther conjured by this spell
range, or if they have total cover disappears when they drop to 0 hit points or when
from you. the spell ends.
At Higher Levels. When The summoned gibbering mouther is friendly
you cast this spell using a to you and your companions, and you and your
spell slot of 2nd level or companions within 10 feet of you are immune to
higher, the initial damage the gibbering effect of the creature you spawned.
increases by 1d8 for each Roll initiative for the summoned gibbering mouther,
slot level above 1st. which has their own turn. They obey any verbal
commands that you issue to them (no action
required by you). If you don’t issue any commands,
they defend themself from hostile creatures, but
otherwise take no actions.
The GM has the gibbering mouther’s statistics.
At Higher Levels. When you cast this spell using
a 6th‑level spell slot, you can spawn two gibbering
mouthers. When you cast this spell using an
8th‑level spell slot, you can spawn three gibbering
mouthers or one grell. When you cast this spell
using a 9th‑level spell slot, you can spawn four
gibbering mouthers, two grell, or one chuul.
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CHAPTER 5: SPELLS

STEP IN‑BETWEEN STRIKE THE UNSEEN


3rd‑level transmutation 1st‑level divination
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S, M (tiny door handle or knob) Components: V, S
Duration: 1 hour Duration: Concentration, up to 1 minute
You and up to five additional willing targets you Your eyes open to the shadows that even invisible
touch magically vanish into an artificial dimension creatures leave on the multiverse. Invisible creatures
for the duration, leaving nothing behind. The and creatures in the Border Ethereal appear ghostly
dimension contains breathable air and is at a and translucent to you, allowing you to attack them
comfortable temperature. The interior of the as if they were not invisible. In addition, your attacks
artificial dimension is a 20‑foot hollow cube and is ignore penalties for half and three‑quarters cover.
empty but for what you bring with you.
While inside, you are isolated from whatever
location you stepped out of and do not know what
happens there (unless you have some other means
of divining that). You can spend the duration within
the artificial dimension or leave early if you use a
bonus action to leave. You also leave early if you die.
When leaving the dimension, you appear in the
space you departed from or the nearest open space.
All objects and creatures you brought with you
into the space are also expelled, appearing in the
unoccupied spaces nearest you.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
additional creature beyond yourself that you touch
for each slot level above 3rd. Alternatively, you can
extend the duration of this spell by 1 hour for each
spell slot level above 3rd. Finally, you can combine
these effects however you wish; for instance, if you
cast this as a 5th‑level spell, you could increase
the duration by 2 hours, add 2 additional targets
besides yourself, or increase the duration 1 hour
and add 1 additional target.

STEPS ON STAIRS PERILOUS


2nd‑level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (stone carved to resemble
an eye)
Duration: Concentration, up to 1 minute
You partially step into a temporary echo plane
outside time and space, where inconceivable colors
squirm and shriek. An ineffable entity becomes
aware of your trespass. Its mere regard is like a hot
brand pressed into your brain, but you step fully
back into the world before it can name you.
You become invisible and gain a fly speed of
20 feet (hover) for the duration; the spell ends if you
attack or cast a spell or if you end the spell as
your bonus action. Each round the spell lasts (and
you are partially in a nameless space outside the
multiverse), you take 1d6 psychic damage.

75
PLANAR CHARACTER OPTIONS

The spell summon arms SUMMON ARMS AND AMMUNITION SUPPRESS REGENERATION
and ammunition doesn’t 3rd‑level conjuration 2nd‑level abjuration
allow a caster to Casting Time: 1 action Casting Time: 1 action
summon guns or other Range: 30 feet Range: 120 feet
high-technology weapons. Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 hour
You reach across the infinite worlds of the Material Choose one creature you can see within range.
Plane to a likely armory or weapons depot. For the duration, if the creature has a regeneration
Deposited within range are fifteen mundane trait, they don’t gain any benefit from it unless they
weapons in sheathes, simple or martial, of the succeed on a Constitution saving throw.
type you specify, and 200 pieces of ammunition At Higher Levels. When you cast this spell using
in quivers or pouches of any mundane type a spell slot of 3rd level or higher, you can target one
(arrow, bolts, sling bullets, etc.). The weapons and additional creature for each spell slot above 2nd.
ammunition are plain but serviceable. However,
both the weapons and ammunition degrade SYMPHONIC SOLITUDE
quickly, becoming unusable after 24 hours. 3rd‑level illusion
At Higher Levels. When you cast this spell using Casting Time: 1 action
a spell slot of 5th level or higher, the weapons Range: 120 feet
and ammunition are magical for the purpose of Components: V, M (any musical instrument)
overcoming damage resistance or immunity, but Duration: Concentration, up to 1 minute
have no other special properties. You produce a sonic landscape of soothing,
symphonic transcendence in a 15‑foot‑radius
sphere centered on a point you choose within
range. Each creature in the area—or who enters
Some refer to the suppress the area—that hears the sounds must succeed
regeneration spell as the “troll killer.” on a Wisdom saving throw or be charmed for the
duration. While charmed by this spell, the creature
is incapacitated and has a speed of 0.
The spell ends for an affected creature if they take
any damage or if someone else uses an action to
create a more interesting sound. To do so, a creature
must succeed on a Performance check against your
spell save DC; if they succeed, the spell ends.

76
CHAPTER 5: SPELLS

TAIL OF DEVILISH CUNNING THUNDER ROAD


2nd‑level transmutation 4th‑level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (a rat or lizard tail) Components: V, M (any musical instrument)
Duration: 10 minutes Duration: Concentration, up to 1 minute
You grow a 6‑foot-long forked, fiendish tail from You lay down a line of thunderous sound 50 feet
your lower back. You can use the tail as you would long, 5 feet wide, and 1 inch thick on a solid surface
either one of your hands. If you wish, you can within range. You choose the line’s orientation (it
choose to keep your tail concealed beneath your doesn’t have to lead straight away from you), and
clothing or cloak. Others may notice your tail you can include up to two bends in the line, each
anyway if you use it in their presence. up to 90 degrees. The line otherwise lays over
You can use the tail in the following ways: the natural contours of the solid surface beneath
• You can use your bonus action to make a Sleight it. Visually, it appears as a shimmering, road‑like
of Hand check. If you are already proficient in mirage; from outside the line’s area, it sounds like
Sleight of Hand, make the roll with advantage; distant thunder.
if you are not, add your proficiency bonus to When it appears, each creature on the road
your roll. must succeed on a Dexterity saving throw or take
• You can use your bonus action to make a melee 5d8 thunder damage or half as much damage on a
spell attack on a creature within 5 feet with your successful save.
tail. On a hit, it inflicts 1d4 piercing damage. Each round that a creature ends their turn on the
• You can use your bonus action to instruct the road they take 5d8 thunder damage. A creature
tail to aid you in any non‑combat physical takes the same damage when they move out onto
task (excluding Stealth checks), granting you the road for the first time on a turn or end their turn
advantage on any ability checks required there. The underside of the road deals no damage
to succeed. to whatever supports it.
During any round you do not actively command At Higher Levels. When you cast this spell using
the tail as your bonus action, roll a d10. On a 1, a spell slot of 5th level or higher, the damage
the tail acts independently, even if you are increases by 1d8 for each slot level above 4th.
incapacitated, paralyzed, or unconscious. The tail’s
personality is that of a malicious toddler, which
means it may seek to draw attention to you, disarm
you by tossing away a sheathed weapon, trip or
pinch you, steal from you (and hide whatever it
manages to take), and so on. It doesn’t usually
directly attack you; if it does, it uses your spell
attack modifier.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the tail inflicts more
damage if used as a weapon, dealing 1d6 damage
at 3rd level, 1d8 at 4th level, and 1d10 at 5th level
and higher.

“Most people can’t tell a demon from a


devil. They’re all just monsters to them,
or at best, fiends. In any case, a caster is
best advised to keep a newly‑acquired
fiendish tail under wraps until needed
unless they’re looking to cause a
spectacle. Take it from me.”
—Layrn Bulik, author of
Apocrypha of Abyssal Layers

77
PLANAR CHARACTER OPTIONS
TRANSFER REGENERATION UNLEASH DOOM
5th‑level abjuration 3rd‑level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Doomblade, page 154 Components: V, S Components: V, S, M (a doomblade)
Doom, page 154 Duration: 1 hour Duration: 1 minute
Choose one creature you can see within range. Risking your own safety, you tip the scales of cosmic
For the duration, if the creature has a regeneration justice and pronounce doom on a target within
trait, they don’t gain any benefit from it unless they range that you can see. The target must make a
succeed on a Constitution saving throw. Wisdom saving throw. On a failed save, the target is
For the duration, the benefit of the target’s judged wanting, and a creature known as a doom
regeneration trait is transferred to you until the appears in the nearest open space to the target
spell ends or the creature dies. and attacks the target immediately. Any additional
dooms that are spawned—as described under the
UNFETTERED JOY OF ELYSIUM monster entry—normally attack the target of your
3rd‑level evocation spell as well. However, each time a new doom is
Casting Time: 1 action spawned from the original doom you called, the
Range: 60 feet GM rolls a d6. On a 1, the newly summoned doom
Components: V, S, M (a silver piece) attacks you. They continue to do so until they are
Duration: Concentration, up to 1 minute destroyed or until the spell ends. If the doom that
You thin the walls between where you stand and targets you spawns an additional doom, they attack
the outer plane of Elysium at a point you can see the original target of this spell unless the GM rolls
within range. Creatures within a 20‑foot‑radius another 1, in which case you are their target, too.
sphere are suffused with overwhelming joy and
contentment while the spell affects them. A target
must succeed on a Wisdom saving throw or sit or
lie prone (together, if more than one creature is
affected at a time), becoming incapacitated and
unwilling to stand for the duration. Targets may
also break out into happy song. A creature with an
Intelligence score of 4 or less isn’t affected.
At the end of each of their turns, and
each time they take damage, a target
can make another Wisdom saving
throw. The target has advantage
on the saving throw if it’s
triggered by damage. On a
success, the effects of the spell
end for that target.
Targets who felt the joyous effect of this
spell are energized, at least for a time. They gain
a number of temporary hit points equal to your
spellcasting ability modifier.

A doom arises from the planar flux to mete literal


doom out against those who trespass against
life. Sometimes a doom acts as a messenger of
a coming apocalypse or serves as a literal omen.
A doom targets creatures of the Material Plane,
though even fiends and other celestials could find
themselves facing a doom in rare situations.

78
CHAPTER 5: SPELLS

UNSPEAKABLE BROOD VARIN’S MAGNIFICENT BEARD


4th‑level evocation 2nd‑level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 90 feet
Components: V, S, M (a bit of horn) Components: V, S, M (tuft of hair from a beard)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You call upon entities of the outer dark beyond the An improbably long beard sprouts from the target
multiverse and direct their attention to a target of a living humanoid you can see within range if the
you can see within range. Horrific flying, squirming, target fails a Wisdom saving throw. On a successful
biting shapes of shadow and fire pour from your save, the target does not grow such a beard, but you
foe’s eyes, mouth, ears, and skin, attacking your foe can use your action on subsequent turns to force
and every creature in a 30‑foot‑radius sphere. the target to repeat the saving throw each time.
Your primary target must succeed on a Charisma On a failed save, lengthening snarls of beard
saving throw or suffer 3d8 necrotic damage plus spread to fill a 10‑foot‑radius sphere centered on
2d8 fire damage or half that on a successful save. the target. For the duration, the target is restrained,
Every other creature in the area must make a but has half cover from attacks originating from
Dexterity saving throw; on a failure, they take the outside the area.
same damage from the summoned brood or half as Any other creatures in the area of effect when
much on a success. the beard grows or that enter the affected area for
For the duration, any time a creature enters the the first time on a turn must succeed on a Dexterity
30‑foot‑radius sphere for the first time on a turn or saving throw or take 1d6 slashing damage and
ends their turn within the same area, they take become restrained by the beard tendrils until the
3d8 necrotic damage and 2d8 fire damage. The spell ends. A non‑target creature that starts their
primary target can attempt a Charisma saving turn in the area and is already restrained by the
throw at beginning of each of their turns. If beard takes 1d6 bludgeoning damage.
successful, the effect ends early. A creature restrained by the beard tentacles can
At Higher Levels. When you cast this spell using use their action to make a Strength or Dexterity
a spell slot of 5th level or higher, the damage check (their choice) against your spell save DC. On a
increases by 1d8 for each slot level above 4th. success, they free themselves.
When the spell ends, the conjured beard
extensions fall out and turn to dust.
Special: If the primary target of this spell already
has a beard, the initial saving throw they make to
avoid the spell’s effect has disadvantage.

79
PLANAR CHARACTER OPTIONS
WALL OF SHADOW WINTER’S CHILL
5th‑level necromancy 1st‑level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (15‑foot cone)
Components: V, S, M (length of dark yarn) Components: V, S, M (bit of bone)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You summon a segment of the Shadowfell as a You breathe out a wintry, graveyard chill,
wall‑like protrusion on a solid surface within range. summoned from a primordial source of death and
You can make the wall up to 60 feet long, 20 feet cold. Each creature in a 15‑foot cone directed from
high, and 1 foot thick, or a ringed wall up to 20 feet you must make a Dexterity saving throw; on a
in diameter, 20 feet high, and 1 foot thick. The wall failure, a creature takes 2d6 cold damage and 1d6
is opaque and lasts for the duration. necrotic damage or half as much on a success.
When the wall appears, each creature within Undead in the area do not take damage. Instead,
its area must make a Dexterity saving throw. On a they gain the following benefits for up to 1 minute:
failed save, a creature takes 6d8 necrotic damage or • Turned undead are no longer turned.
half as much damage on a successful save. • Undead have advantage on saving throws
One side of the wall, selected by you when you against turning, and if turned, they can repeat
cast this spell, deals 6d8 necrotic damage to each their saving throws at the start of each of their
creature that ends their turn within 10 feet of that turns to end the turning early.
side or inside the wall. A creature takes the same At Higher Levels. When you cast this spell using
damage when they enter the wall for the first time a spell slot of 2nd level or higher, the necrotic
on a turn or end their turn there. The other side of damage you inflict increases by 1d6 for each slot
the wall deals no damage. level above 1st.
Creatures who exit or attempt to pass through
the wall must succeed on an Intelligence saving
throw or become confused in the demi‑dimension
within the wall; they exit the wall on the opposite
side they intended.
A creature who is knowledgeable about such
things could use the wall‑like protrusion created to
directly enter the Shadowfell if they succeed on an
Arcana check versus your spell save DC. Such use
inflicts damage as normal.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the damage
increases by 1d8 for each slot level above 5th.

“The ‘primordial source of death and cold’ that the winter’s


chill spell calls upon could be the avatar of a long‑entombed
primordial called, appropriately enough, the Tomb of Winter.
If that’s so, better not cast this spell near those who’ve
dedicated themselves to abolishing the Tomb of Winter.
Especially cultists dedicated to the Quoreth‑Shemkur, an
equally powerful and enigmatic being from ancient eons.”
—Stylfer Mes, Timeborne historian

80
CHAPTER 6: MAGIC ITEMS

CHAPTER 6:

MAGIC ITEMS

N
ew magic items are presented in alphabetical order. A magic item’s description provides the item’s
name, its category, its rarity, and its magical properties.

PLANAR MAGIC ITEMS


d00 Magic Item 29–33 Inner Planes spinner 73–74 Sorrowbloom potion
01 Arm of destruction 34 Jewel of gaze reflection 75–77 Soul net
02–04 Boots of the Feywild artifact Lamp of the First Sun 78 Soul silver chest
artifact Boots of the Pathbreaker 35 Land‑skating boots 79–80 Soul silver coin
05 Circlet of shadow exclusion 36–38 Libram of the planes 81–83 Staff of incorporation
06 Crow’s eye 39–41 Mind expander 84 Star blade
07 Demon blade 42–44 Monitor’s monocle 85 Sword of the infinite planes
08 Deva feather of protection 45–47 Nambu bounty box 86–89 Trip charm
09–18 Dust of frigid restriction 48–58 Path token 90 Tuning fork of Mechanus
19–20 Effigy of reincarnation 59–61 Planeweave armor artifact Versatile appendage of
21–23 Enigmalith 62–64 Portal ring Xiomara
24 Flit disc 65–67 Reality tuner 91–94 Viridian boots
25 Gloves of enfeebling 68 Ring of alternate realities 95–97 Wand of dimensional
banishment 69 Ring of coherence blasting
26–28 Hood of tentacles 70–72 Rod of webbed binding 98–00 Wand of the void

81
PLANAR CHARACTER OPTIONS
ARM OF DESTRUCTION BOOTS OF THE PATHBREAKER
Wondrous item, legendary (requires attunement) Wondrous item, artifact (requires attunement)

This fully articulated metallic arm functions as Mudarak the Pathbreaker journeyed far and wide
a normal forearm and hand. To attune to it, you into the multiverse and collected many impossible
must fit the artifact to the stump of one missing and amazing trophies. Mudarak died, but some
forearm. The device grafts itself to your arm and of his collected items persist in odd nooks and
becomes a functioning appendage. As your bonus crannies of the cosmos, including these amazing
action, you can convert the prosthetic into a boots made of supple red leather inlaid with
configuration that fires red rays of lightning. The designs of forests, mountains, and clouds.
prosthetic has 5 charges; 1d4 + 1 expended charges Random Properties. The Boots of the Pathbreaker
are regained daily at dawn. As your action, you can have the following random properties:
expend a charge to inflict 8d6 lightning damage • 2 minor beneficial properties
to each creature in a 100‑foot line that fails a DC 13 • 1 major beneficial property
Dexterity save or half as much on a success. Revitalizing Fit. The boots adjust to perfectly
fit any creature of Large or smaller size. They are
so comfortable that each hour they are worn,
regardless of whether you are resting, walking, or
fighting, you lose one level of exhaustion.
Walk Anywhere. You can journey into places
where many others fear to tread. You can use your
bonus action to gain resistance to one damage type
of your choice: acid, cold, fire, lightning, or thunder
for 1 hour. You can’t use this property again until
the next dawn.
Air Walk. While you wear these boots, you can
use a bonus action to activate them by calling on
Mudarak’s grace. When you do, you can walk across
empty air with a speed of 100 feet for up to 1 hour.
You can’t use this property again until after a short
or long rest.
Plane Walk. You can use your action to teleport
BOOTS OF THE FEYWILD to any location you have previously visited
Wondrous item, very rare (requires attunement) (including on other planes of existence) once per
day. You can take up to one other Large or smaller
These magnificently feathered boots are hard to willing creature with you when you teleport. You
miss while they adorn your feet. While you wear can’t use this property again until the next dawn.
them, you gain the following benefits: Boots Go Walking. Every time the Boots of the
• You are immune to magical charm effects. Pathbreaker are used to transfer into another plane,
• You ignore difficult terrain created by trees or there is a 5% chance that you will lose them, as the
vegetation. boots disappear and reappear somewhere else in
• You are not subject to memory loss or time loss the multiverse, possibly looking for Mudarak.
Fey crossings are locations
if you travel to the Feywild. Destroying the Boots. The boots were built
where the fabric of space is
• You know the direction and relative distance to the to stand up to almost any environment, making
thin enough that travelers
can move to and from the
nearest fey crossing from your current location, them difficult to destroy accidentally. However,
regular world to the Feywild. if any currently exist on your plane of existence. the boots can be destroyed if the wearer is finally
Fey crossings are often If one will come into existence—perhaps at the successful in locating Mudarak, or rather, the place
inconstant, existing only next full moon—you also know the timing in where Mudarak died located on a distant world of
under certain conditions. addition to direction and relative distance. the Material Plane. Even then, the wearer doesn’t
so much destroy the boots as the Boots of the
“I wish I could have known Mudarak the Pathbreaker in my Planebreaker become undone in the presence of
proof of their creator’s demise.
lifetime—or any of that generation of deities. Alas, all we
can do is attempt to emulate their greatness in our own
small ways.”
—Devan, Demigod of Healing

82
CHAPTER 6: MAGIC ITEMS

CIRCLET OF SHADOW EXCLUSION Stealth checks made with an


Wondrous item, very rare (requires attunement) unsheathed demon blade have
disadvantage due to the sound
While wearing this circlet, you are protected from of clicking teeth and snarls and
the Shadowfell Despair trait the affects some the occasional drips of drool.
visitors to that plane. Curse. Once you attune to
The circlet has other properties, which you can this cursed blade, you can’t
use by expending one of its 7 charges. When you do let go of it unless you are
so as your bonus action, for up to 1 hour you radiate targeted by the remove curse
bright magical light in a 20‑foot radius centered spell or similar magic. While
on you. Creatures outside that radius looking in wielding the blade, you have
don’t perceive or gain any benefit from the bright disadvantage on attack rolls
light. Within the area, the bright light temporarily against demons and on saving
suppresses any magical darkness it intersects. throws against their spells and
If you expend 1 additional charge when you special abilities.
create the area of illumination, each creature in
the area of the light you choose has resistance to DEVA FEATHER OF PROTECTION
necrotic damage, and their hit point maximums Wondrous item, legendary
can’t be reduced. In addition, each living creature
you choose in the area regains 1 hit point when This tiny object looks like a silvery,
they start their turn in the area with 0 hit points. iridescent feather. As an action, you can use
The circlet regains 1d6 charges each day at dawn. it to summon a deva; doing so consumes the
feather. The deva is predisposed to aid you, so
CROW’S EYE long as what you ask of them isn’t obviously
Wondrous item, legendary (requires attunement) unethical or evil. The deva attempts to complete
one task that they could reasonably hope to
This wondrously cut piece of obsidian can be set in accomplish in a single 24‑hour period. The task
a ring or carried. could be as open‑ended as guarding you against
You can cast the shapechange spell from this all harm for a day or as specific as delivering a
wondrous item as a bonus action at will, but can message through a dangerous region.
target only yourself when you do so, and can If you ask the deva to do something they
only take the form of a crow or a creature with believe to be downright evil, or if they sense you
characteristics related to a crow. Using this function would willingly do the same, they regard you as
does not drain a charge. an enemy, and are under no further obligation to
While wearing this ring, you can use an action provide aid.
to expend its single charge to cast the wish spell
from it. The ring is recharged if you (or the current DUST OF FRIGID RESTRICTION
wearer) are killed and someone new claims the ring. Wondrous item, uncommon
Anyone killed while wearing the ring leaves behind
a normal‑sized crow corpse, regardless of their This small packet, which is cold to the touch,
shape before death. contains 1d6 + 2 pinches of dust. You can use an
action to sprinkle a pinch of it onto a closed door,
DEMON BLADE hatch, window, chest, gate, or other entryway, and
Weapon (any sword), legendary (requires attunement) it becomes magically locked. The locked door is
impassible until the door is broken, the magic is
This blade seems to contain within it a living mass dispelled, or the magic is suppressed (a knock spell
of gnashing, demonic maws, snarling and drooling. suppresses the magic for 10 minutes).
You gain a +2 bonus to attack and damage The locked object is more difficult to break or
rolls made with this magic weapon. Successful force open; the DC to break it or pick any locks on it
attacks with this weapon deal an additional increases by 10.
3d6 + 6 piercing damage from the gnashing Finally, each time someone tries to open, force,
mouths, and a damaged target is grappled by the or pick any locks on a restricted object, they must
mouths (escape DC is 12 + your Strength modifier). make a DC 13 Constitution saving throw; on a
Until this grapple ends, the target is restrained, and failure, they take 2d8 cold damage or half as much
the mouths continue to feed on the target, dealing with a success.
an additional 3d6 + 6 piercing damage each round,
during which time you can’t use the demon blade
against other targets.
83
PLANAR CHARACTER OPTIONS
EFFIGY OF REINCARNATION
Wondrous item, very rare “If I step off this mortal coil, look for the
effigy I keep in my library. A tiny clay
An effigy of reincarnation might be mistaken for figurine. It’s not a toy, even though the
a figurine of wondrous power by those with some
knowledge of the latter. However, closer inspection ears are ridiculously more substantial
reveals that each effigy is carved in clay rather than than any actual elf’s. It’s a second
stone or metal, and all seem to roughly resemble a chance, one I’d enjoy trying, even
humanoid of an obvious species (such as a human, a
halfling, an elf, etc.) rather than an animal or beast. though I’d dearly miss my nightly sleep.”
Using the effigy requires that you use your —Stámo, a wizard of renown
action to touch the figure to the remains (or partial
remains) of a dead humanoid. Provided that the
creature has been dead no longer than 10 days, FLIT DISC
the effigy melts into the dead target, then calls Wondrous item, legendary
the appropriate soul to enter that body, as per the
reincarnate spell. The species of the reincarnated This object is a 30‑foot‑diameter open‑air crystalline
creature matches that of the original effigy. disc with room on its surface for six Medium‑size
Whether the effigy works or not, a new effigy passengers plus a load of additional cargo weighing
of reincarnation (of a humanoid species randomly up to 500 pounds. You can control the flit disc by
determined by the d100 table in the reincarnate spell) speaking its command words while standing before
is found clutched in the target’s curled fist. The new its central, altar‑like crystal, making it hover and
effigy can’t be used again until 7 days have passed. fly at a speed of up to 80 feet. When hovering and
flying, the top of the disc is enclosed in an invisible
ENIGMALITH field that shields passengers from excessive airflow
Wondrous item, very rare but otherwise doesn’t interfere with movement
onto or off of the disc.
When this flat, palm‑sized stone disc is “unfolded”
from the tiny dimensions concealing its full
bulk over the course of one full minute, a
6‑foot‑tall, six‑sided monolith is formed, weighing
1,000 pounds. The process can be reversed by
spending another minute folding it back down into
its original shape.
While unfolded, six extradimensional cells tied
to the monolith become accessible; one creature
can be placed inside each cell. Looking upon a
sigil carved on a face of the monolith that doesn’t
currently hold a captive requires the observer to
succeed on a DC 15 Charisma saving throw or
become trapped inside one of the limited-artificial
dimensional cells, which appear to be walled‑in
by stone in all directions. A creature can escape
using magic that permits planar travel; otherwise,
they are trapped until a creature on the exterior
activates the stylized sigil on the monolith’s face
representing the appropriate cell. The cells contain
breathable air, but lack of food and water means
that a captive that requires such sustenance
eventually dies.
Touching a stylized sigil on an enigmalith frees
the creature trapped within (or their bones if they
died), but whoever touches the engraving needs
to glance quickly away or risk becoming trapped
in turn. Newly discovered enigmaliths contain
1d6 random creatures (or their remains). Newly
released creatures are often dangerous, confused,
and difficult to communicate with.
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CHAPTER 6: MAGIC ITEMS

GLOVES OF ENFEEBLING BANISHMENT INNER PLANES SPINNER


Wondrous item, legendary (requires attunement) Wondrous item, rare

These coal-dark gloves are supple, easily slipped on When you spin this four‑sided top as your action
or off, and in no way hinder the nimbleness of your and speak its command word, a random elemental
fingers. However, they imbue your touch with a is summoned, emerging from the symbol
life‑shriveling power. that briefly flares with the appropriate
The gloves have 7 charges. The gloves regain elemental type (roll 1d4: 1 fire elemental;
1d6 charges at dawn. When you hit a creature with 2 water elemental; 3 earth elemental;
a melee attack while wearing the gloves (either an 4 air elemental), as if you had cast the
unarmed attack or while wielding a weapon in your conjure elemental spell. If you spin the top
gloved hands), you can expend one charge. If you but don’t know the command word, the
do, the target deals only half damage with weapon summoned elemental is not controlled by
attacks that use Strength for 1 minute. you, is hostile, and might attack.
The gloves are especially effective against The top can’t be used this way again until
aberrations, fiends, celestials, and any creature not the next dawn.
native to the plane on which the gloves are used.
If you hit such a target with a melee attack while JEWEL OF GAZE REFLECTION
wearing the gloves, you can expend three charges Wondrous item, legendary (requires attunement)
instead of one. If you do, the target is enfeebled
as described above. In addition, the target must This many‑sided, asymmetrical mirrored mineral
succeed on a DC 15 Wisdom saving throw or be can be worn as an amulet, brooch, or other external
banished to their home plane in burst of swirling ornament. If carried in a pouch, pack, or other
colors. Or if the target is native to the plane of container where it is not visible, the jewel’s magic
existence you’re on, you banish the target to a does not function. While openly carrying it, if you
harmless demiplane for 1 minute. While there, the are subject to a magical effect transmitted by a
target is incapacitated. Then the target reappears in creature’s gaze, such as that of a medusa, basilisk, or
the space they left or in the nearest open space. an aberration’s eye‑ray, the jewel reflects the effect
If you expend the last charge, roll a d20. On a 1, back on the creature, using the slot level, spell save
the gloves become nonmagical gloves. DC, attack bonus, and spellcasting ability of the
creature.
HOOD OF TENTACLES Each time you are protected by the jewel, it
Wondrous item, very rare (requires attunement) uses one of its 3 charges. It regains 1d3 expended
charges daily at dawn.
The trim of this dark hood bears four stylized
lengths of fabric that resemble tentacles. While
wearing it, you can use an action to cast the
detect thoughts spell (save DC 15). While you
maintain concentration on the spell, you can use
a bonus action to send a telepathic message to a
creature you are focused on. They can reply—using
a bonus action to do so—while your focus on them
continues. Rumors describe a
While focusing on a creature with detect thoughts, legendary version of a hood
you can use an action to cast the dominate monster of tentacles that allows a
spell (save DC 15) on that creature. Once used, this user to physically extract a
property can’t be used again until the next dawn. foe’s brain.
Alternatively, while wearing this hood,
you can magically emit psychic energy
in a 60‑foot cone. Each creature in that
area must succeed on a DC 15 Intelligence
saving throw or take 4d8 + 4 psychic damage
and become stunned for 1 minute. A creature can
repeat the saving throw at the end of each of their
turns, ending the effect on themself on a success.
If you use this ability, the hood loses all other
functionality for three days.

85
PLANAR CHARACTER OPTIONS
LAMP OF THE FIRST SUN Destroying the Lamp. The Lamp of the First Sun is
Wondrous item, artifact (requires attunement by a difficult to extinguish; however, dropping one into
creature of good alignment) the darkling grave of a star that died long ago—
leaving only a hungering corpse so ravenous that
This golden lantern is inlaid with designs showing a even light can’t escape from—would suffice. Some
sun high in the sky over stylized mountains. It is said whisper that doing so might just bring that dead
to be the original lamp used by a long‑dead god of star back to life.
the sun, the one which served as the template for
Some land‑skating boots many lesser magical lamps able to provide light at LAND‑SKATING BOOTS
can also move across liquid, will. However, without darkness, light would have Wondrous item, legendary (requires attunement)
giving the wearer a speed no meaning, and using the Lamp of the First Sun has
of 45 feet when doing so. attendant risks as well as many amazing benefits. While you wear these boots, you can use a bonus
Reveal the Sun. As an action, you cause the lamp action and click the boots’ heels together. If you do,
to emit an area of sunlight centered on a point that the boot’s soles emit a dim glow, raising you three
you can see, providing bright light in a half‑mile inches above the ground, allowing you to move
radius and dim light for an additional half mile. If with a speed of 90 feet on normal terrain, 45 feet
you are outside when you trigger this property, the over difficult terrain, and 30 feet on vertical walls
light seems to be emanating from a sun high in the (on which you can move without needing to make
sky even if it’s night or overcast. Magical darkness in an ability check).
the area is dispelled, and any new attempts to cast When the boots’ property has been used for a
magical darkness in the area fail. The light persists total of 1 hour, the magic ceases to function until
for up to 1 hour or ends if you dismiss it as bonus you finish a long rest.
action. You can’t use this property again until the
next dawn. LIBRAM OF THE PLANES
Random Properties. The lamp has the following Wondrous item, very rare
randomly determined properties:
• 2 minor beneficial properties This thick volume bound in electrum plates features
• 1 major beneficial property a stylized map of the multiverse on its cover. Several
• 1 minor detrimental property of these books exist. No one knows who wrote
Conjure Fire Elemental. If you are holding them. Each libram is thematically linked with three
the lamp, you can use your action to cast the planar concepts, creatures, or objects, as is obvious
conjure elemental spell from it, summoning a when the pages are glanced through.
fire elemental. You can’t use this property again Each planar concept, creature, or object covered
until the next dawn. in the libram is described in about fifty pages of
Travel via Daylight. You can use an action to detail. If you wish to know the answer to a question
hold the lamp so that it is bathed in natural sunlight directly relating to one of the libram’s three topics,
and then use it to cast the teleport spell. If your the answer is found within its pages.
intended destination is currently illuminated by Alternatively, you can pluck the concept, creature,
natural sunlight, there is no chance of a mishap or or object described in the libram out of its pages,
arriving somewhere unexpected. You can’t use this and manifest it in the real world (often as a specific
property again until 3 days have passed. spell effect). Once you do so, that topic is no longer
Curse of Seeing. The lamp is cursed such that any covered in the libram; all that remains are blank
being with darkvision, tremorsense, or other means pages in that section. If all the concepts of a given
of sensing the environment that doesn’t rely on libram are removed, what remains is an expensively
sight who becomes attuned to it is affected, even bound blank book.
if the attunement is later ended. Once the curse A given libram of the planes might include such
is activated, the lamp bearer notices that all their topics as the following and grant the related effects:
means of sensing the environment without light White Dragon. Once per day while holding the
begins to degrade. After three days, the creature tome, you can produce an icy blast in a 30‑foot
can no longer use any alternate forms of vision cone as an action. Targets in the area must succeed
(such as darkvision, blindsight, and tremorsense) on a DC 15 Dexterity saving throw, taking 10d8 cold
other than normal sight akin to that of a human. damage on a failed save or half as much damage on
If the creature previously had no other means of a successful one.
seeing, they are blinded. This vision degradation Alternatively, you can pluck forth the concept
can’t be dispelled, but it can be reversed with a of a white dragon as your action, causing a young
greater restoration or remove curse spell. white dragon to appear in the nearest open space.

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CHAPTER 6: MAGIC ITEMS

The dragon obeys your verbal commands for up to effect on a success. The petrification lasts until the
10 minutes before fading away. creature is freed by the greater restoration spell or
Chimera. Once per day while holding the tome, similar magic.
you can produce a fiery blast in a 60‑foot cone Alternatively, you can pluck forth the concept
as an action. Targets in the area must succeed on of a medusa as your action, causing a medusa to
a DC 15 Dexterity saving throw, taking 7d8 fire appear in the nearest open space. You are immune
damage on a failed save or half as much damage to their Petrifying Gaze ability. The medusa obeys
on a successful one. your verbal commands for up to 10 minutes before
Alternatively, you can pluck forth the concept fading away.
of a chimera as your action, causing a chimera to
appear in the nearest open space. The chimera MIND EXPANDER The grafted mind expander
obeys your verbal commands for up to 10 minutes Wondrous item, very rare (requires attunement) remains part of the
before fading away. creature it is attached to
Medusa. Once per day while holding the tome, This plum‑sized organic pod resembles a small, indefinitely. The only way
you can target a creature you can see within hemispherical bit of disembodied brain. If you to remove it is for it to be
violently severed, which
30 feet as your action and attempt to petrify them. press it up against the base of your skull, tiny living
reduces the creature’s hit
The target must succeed on a DC 14 Constitution threads graft it to you over the course of 1 minute,
points to 0 and returns
saving throw or begin to turn to stone and become whereupon your Intelligence score changes to 20; their Intelligence to
restrained. The restrained creature must repeat if your Intelligence is already 20 or greater, this item whatever it was before the
the saving throw at the end of their next turn, has no effect. mind expander was grafted.
becoming petrified on a failure or ending the

87
PLANAR CHARACTER OPTIONS
MONITOR’S MONOCLE PATH TOKEN
Wondrous item, rare (requires attunement) Wondrous item, uncommon

This monocle features a single large glass lens in Usually appearing as an ancient coin of exotic
front, tinted red. It has 5 charges and regains all mintage that is slightly cool to the touch, a
expended charges daily at dawn. You can expend Path token accommodates a specific mode of
the indicated number of charges as an action to interdimensional travel. While holding a Path token,
gain one of the following effects: you can concentrate on the coin as an action. Doing
• 1 charge: The monocle captures a perfect image so transports you and up to eight willing creatures
of whatever you’re looking at. Thousands of standing next to you onto a crossplanar road
The Path, page 9 images can be stored, and any stored image known as the Path.
can be shown back to you as your bonus action While on the Path and holding a token, you can
(without expending a charge). apply your proficiency bonus to any Arcana check
• 1 charge: A foe seen through the monocle can you make to navigate to a specific location that the
be analyzed for a weak spot. The analysis gives Path connects to.
you a +1 bonus on your attacks against the
target for 1 minute.
A monitor’s monocle often • 3 charges: You catch a glimpse of a probable
contains a variety of saved future. For the next minute, you can’t be
images that make little or surprised and you have advantage on attack
no sense to those randomly rolls, ability checks, and saving throws.
discovering the item. Additionally, other creatures have disadvantage
on attack rolls against you for the same period.

NAMBU BOUNTY BOX


Wondrous item, very rare (requires attunement)

This box was fashioned by denizens of Nambu—a


world of the Material Plane. Most such boxes fail to PLANEWEAVE ARMOR
survive being parted from their creators, reverting Armor (light, medium, or heavy armor), very rare
to ordinary, if finely crafted, metallic boxes (AC 19, (requires attunement)
50 hit points). However, the magic of a few persist
beyond their liberation. This suit of armor is woven with strands of ethereal
As your action, you can target a stunned creature mist, granting it the ability to partially dampen
within 30 feet with the box. On a failed DC 15 Wisdom violent attacks by shunting them to another
saving throw, the target is transferred into an dimension. While wearing it, you have damage
limited-artificial dimension within the box, where resistance to attacks that deal force, bludgeoning,
they become imprisoned. The imprisoned target is piercing, or slashing damage.
blinded and paralyzed, but they can attempt another
Wisdom saving throw at the beginning of their next
turn; if they fail a second time, they are trapped until
you release them, your attunement ends, or the box
is destroyed. Only one creature can be trapped in the
box at a time. If someone claims the box from you,
roll 1d10. On a 1, the box is destroyed.

“It should come as no surprise that trying to weave something


meant to protect you from physical blows with fibers woven
on the Ethereal Plane would present some challenges. In all
my years of crafting, this was one of the hardest to pull off. I’m
proud to have finally managed it, but happy to never try to do
something so foolhardy again.”
—Kamala Seng, High Craftmistress of Moralan

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CHAPTER 6: MAGIC ITEMS

PORTAL RING RING OF ALTERNATE REALITIES


Wondrous item, very rare (requires attunement) Ring, legendary (requires attunement)

This gold ring seems unmarked and plain. However, While wearing this ring, you can change reality by
it’s linked to one extraplanar location determined your concentrating. The ring achieves its effects
by the GM. by pulling on the threads branching into alternate
You can use an action to remove the ring and Material Plane worlds.
toss it onto an open space within 10 feet. The ring The ring has 6 charges and regains 1d6 expended
immediately forms a portal to the extraplanar charges daily at dawn, which can be used to
location linked to the ring. The portal lasts for empower the following properties:
1 minute, during which time creatures may pass Hindering Reality Twist. You can expend
through it. If you pass through as your move before 1 charge as an action to target a single creature
the minute elapses, the portal closes behind you you can see within 60 feet. You instigate a minor
and the ring returns to your finger. If you allow the change in reality, such as sudden shaking of the
portal to expire without passing through, the ring earth, unexpected flooding, a shift in gravity, or
also returns to your finger. something else normally impossible. The target
The portal ring won’t create a portal within must make a DC 15 Dexterity saving throw or fall
10 miles of the location to which it is linked if you prone (or become restrained, depending on the
attempt to use it on the same plane. specific effect you create) until the end of your
Once activated, the ring can’t be used again until next turn.
the next dawn. Energetic Reality Twist. You can expend
3 charges as an action to change reality in a
20‑foot‑radius sphere centered on a point within
120 feet. The area becomes subject to a sudden
reality twist as described under Hindering Reality
Twist, but far more energetic. Each creature in that
area must make a Dexterity saving throw. A target
takes 8d6 damage on a failed save or half as much
on a successful one. The damage type depends
on the kind of reality twist you envisioned. For
instance, if you twist reality so that a small tornado
touches down in the area, the targets are subject
to bludgeoning damage. If you twist reality so that
Substances and forces
the area is briefly flooded with lava, targets take created by a ring of
fire damage. alternate realities’ reality
REALITY TUNER Alter Reality. You can expend 6 charges as an twist properties fade at the
Wondrous item, very rare action to cast wish. After you do so, roll a d6. On a end of the ring wearer’s
roll of 1–2, the ring is destroyed. next turn.
This tuning‑fork‑like metallic device is a dimensional
navigation aid. Though it doesn’t provide a
means of transport, it improves your chances
of successfully finding a location you’re familiar
with on another plane of existence. You can use
the device on your turn as a bonus action. When
you do, roll 2d6 and add the result to any planar
navigation roll required as your action—usually an
Intelligence check.
For instance, the reality tuner improves the result
of an Intelligence check required to find the correct
route along the Path, or if you’re using a magic item
such as an amulet of the planes, to avoid being sent
to a random destination.

89
PLANAR CHARACTER OPTIONS
RING OF COHERENCE SORROWBLOOM POTION
Wondrous item, legendary (attunement required) Wondrous item, uncommon

While wearing this ring, you are immune to When you drink this potion and spend a short rest
disintegrate spells, polymorph spells, and similar meditating, you gain a level of exhaustion and
magic that would change or destroy your form. regain up to three levels of expended spell slots
Creatures can telepathically communicate with (one slot of level 3, one of level 2, and one of level 1,
you only if you allow it. You cannot become or three of level 1). Any spell slots regained this way
ethereal while wearing this ring. Attacks made by count against the slots you can regain the next time
ethereal or incorporeal creatures against you have you finish a long rest.
disadvantage. Once you use a sorrowbloom potion, you gain no
Death saving throws made while wearing the ring benefit from drinking another until you finish a long
have advantage. rest (although you still gain a level of exhaustion
Finally, normally incorporeal creatures can from drinking it).
touch and wear a ring of coherence. If they do, they
Mindless undead rarely become corporeal and solid. SOUL NET
have souls, so a soul net is Wondrous item, very rare (requires attunement)
useless against them. ROD OF WEBBED BINDING
Rod, very rare (requires attunement) The loop on the end of this 4‑foot‑long metal rod
is filled with a loose net of translucent, misty fibers.
This rod etched with web motifs has the following When holding the soul net, you can see any invisible
properties: and ethereal creatures, as well as disembodied
Disruptive Resonance. While holding the rod, spirits, within 60 feet.
you have advantage on saving throws made The soul net has 5 charges; melee attacks made
to resist spells, actions, and attacks made by with it each expend a charge. It regains 1d4 + 1
aberrations, celestials, elementals, and fiends. expended charges daily at dawn.
Spells. While holding the rod, you can use an If you use the soul net as a melee weapon
action to cast one of the following spells from it: (expending 1 charge), you are proficient in it. If you
Bind to dimension, web and bind to dimension. hit a disembodied spirit or incorporeal creature, the
page 64 Webbed Binding. While holding the rod, you can target becomes encapsulated and restrained inside
use an action to cast a special combined version a bubble of translucent ectoplasm about 6 inches
of web and bind to dimension that targets a single in diameter (no matter the previous apparent
creature. The target makes a Wisdom saving throw. size of the entity). The resultant ectobubble
If they succeed, neither spell takes effect, but if they becomes a separate object (AC 10, 3 hit points,
fail their save, both spells take effect simultaneously. resistance to bludgeoning) that lasts for up to 24
Treat the affected target as if restrained in the webs, hours. Destroying the ectobubble frees the soul
even if there is no place to anchor them between without harming them. Souls encapsulated in an
two solid masses entangled in sticky, gauzy layers ectobubble can perceive the exterior using their
of dimensionally binding webbing. senses and speak using any languages they know
If the webbed binding succeeds, this property or knew in life, causing the ectobubble to relay the
can’t be used again until the next dawn. speech through pulsing vibrations.
If you attack a physical creature with the soul
net and hit, the target must succeed on a DC
13 Charisma saving throw or their body falls
unconscious as you scoop out the creature’s soul
and encapsulate it in a bubble of ectoplasm as
just described. If a living, physical creature’s soul
is encapsulated in this fashion, it is subject to the
same limitations. However, the encapsulated soul
can attempt a DC 13 Wisdom saving throw each
round on its turn. On a success, the bubble bursts
and the soul returns to its body, if the body is alive
and within 100 feet. Otherwise, that creature dies.

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CHAPTER 6: MAGIC ITEMS

SOUL SILVER CHEST


Wondrous item, very rare

This collection of 1,000 dimly lambent soul silver


coins allows you as the bearer to cast a wish spell
as your action. Once so used, the coins dissipate.
All that remains is the chest or other vessel that
previously contained them.

SOUL SILVER COIN


Wondrous item, uncommon

Soul silver is a bit of life force of an enigmatic being


known as the Mantis concentrated into a tangible
object that appears as a faintly glowing silver
coin with three projecting sides. The three panels
of the coin always bear a stylistic rendering of a
creature, object, or location along with unfamiliar STAFF OF INCORPORATION
sigils, but never the same images and words twice. Staff, rare (requires attunement)
The Mantis, page 33
The opposite side bears an image of the Mantis,
an image of Timeborne’s sentinel, and an image of This staff, lumpy with relief carvings of multiple The Sentinel, page 19
the Planebreaker. creatures, has 3 charges and regains 1d3 expended The Planebreaker, page 6
You regain 2d4 + 2 hit points when you use charges daily at dawn.
your action to infuse the essence of the coin into The staff can be wielded as a magic quarterstaff.
yourself. Once used, the coin dissipates. On a hit, it deals damage as a normal quarterstaff,
and you can expend 2 charges to attempt to
incorporate the target (if they are your size or
smaller) into your own body. The target must
succeed on a DC 15 Constitution saving throw or be
subsumed into your form. You can subsume only
one creature at a time. If you subsume a second
creature, the prior one is released into an open
space nearest to you. You can release a subsumed
creature purposefully as an action. If a subsumed
creature is released, they are stunned until the end
of your next turn.
While you have a creature subsumed, your body
becomes malformed, taking on some aspects of
the subsumed creature’s shape; all Charisma‑based
positive interaction checks have disadvantage. You
also gain temporary hit points equal to three times
the subsumed creature’s challenge rating while that
creature remains subsumed. If these are depleted,
they return after you finish a long rest while a
creature remains subsumed.
If you must make a death saving throw, you
can choose to completely devour the essence of a
subsumed creature. Doing so grants you the effect
Normally, soul silver coins are only of having rolled a 20 on your death save, and you
regain 1 hit point.
provided by the Mantis, but enough
have been dispatched by her as rewards
for completing her bounties that
they can be obtained through other
means and in other locations as well.

91
PLANAR CHARACTER OPTIONS
SWORD OF THE INFINITE PLANES
The self‑contained demiplane of Ramiah is a curled‑up, limited Weapon (any sword), legendary (requires attunement)
dimension contained within a magic weapon called the
You gain a +2 bonus to attack and damage rolls
Star Blade. The Star Blade—also called Ramiah, the Star made with this magic weapon.
Blade—has impressive magical abilities available to its wielder. The sword has 6 charges and regains
However, many who carry the Star Blade never realize that the 1d6 expended charges daily at dawn, which can be
expended to use the following properties:
hunk of metal they wield is an entire dimension in its own right. • 1 charge: When you attack a creature with
—excerpted from Path of the Planebreaker this weapon and miss, if you desire, a swarm
of phantom blades appears, each one briefly
drawn from an alternate reality containing
STAR BLADE a slightly different version of the sword of
Weapon (dagger), very rare (requires attunement) the infinite planes. Roll another attack with
advantage. On a hit, you deal damage normally.
Distant stars and nebulae are sometimes visible • 2 charges: You can speak the sword’s command
in this night‑black blade. You gain a +2 bonus to word to cause the blade to become a window
attack and damage rolls made with this magic into another dimension. You can specify a target
weapon. viewing destination in general terms, such as
Citadel of the Fate Eater, As a bonus action, you can cause a star visible the Citadel of the Fate Eater in the Abyss or
page 38 in the blade to flare brightly. A target you choose Uraian’s Stair, and see into that location as if
Uraian’s Stair, page 116 within 10 feet must make a DC 15 Constitution using the sword as a focus for a scrying spell.
saving throw or be blinded until the beginning of Speaking the command word again, attacking
your next turn. with the blade, or sheathing the sword ends the
In addition, at night when the stars are visible, viewing effect.
as your bonus action you can “pluck a star from
the sky” to conjure the dagger in your hand. TRIP CHARM
Alternatively, as your bonus action, you can “place Wondrous item, rare
the dagger back in the sky” (whether the stars are
visible or not), which has the effect of disappearing This disc‑like stone of polished blue mineral, which
the dagger from your person. When not conjured can be carried in a pocket or worn as an amulet,
into existence, the star blade lies in a curled‑up protects against mishaps related to magical
dimension inaccessible to other creatures, but still instantaneous travel. If you—and up to eight other
accessible to you. creatures traveling with you—would be subject
Several star blades exist. But only one is the to any result other than reaching your intended
Star Blade, also called Ramiah, the Star Blade. destination while subject to a teleportation,
An artifact, the Star Blade has the additional plane shift, or similar spell, or using a portal with
property of absorbing the a specified destination that is somehow diverted
soul of any creature it elsewhere, one of two things occurs (your choice):
kills. Each absorbed soul • You don’t go anywhere, and the spell fails.
is relegated to a land of • You are transferred to a very familiar location you
dark metal vistas called have previously designated as your backup
Ramiah, page 76 Ramiah, over which destination using the trip charm item. However,
a sky of celestial if the safe zone you designated lies on another
objects wheels. plane of existence and the trip charm activates
on account of a bad result with a teleport or
similar non‑planar spell, you simply don’t go
anywhere.
Each time the trip charm activates to prevent
a trip mishap or to transfer you to a known safe
location, roll a d10 immediately afterward. If the
result is a 1, the trip charm crumbles.

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CHAPTER 6: MAGIC ITEMS

TUNING FORK OF MECHANUS VERSATILE APPENDAGE OF XIOMARA


Wondrous item, legendary Wondrous item, artifact (requires attunement)

You can use an action to sound this tuning fork by On a strange world of the Material Plane called
firmly striking it against a solid object. In response, Londinium, magic and nascent technology
a crew of 4d10 modron quadrones appear combined to create fabulous devices of arcane
within 60 feet of you. They return to the plane of industry, powered by clockwork, steam, and
Mechanus after 10 hours. Once used, the tuning sorcery. Among the many astute and respectable
fork can’t be used again to summon modrons for people who dabbled in such things was genius
one month. inventor Xiomara Feather. Her career was a storied
The modrons are friendly to you and follow your one ending in tragedy. A protégé proved even
commands, so long as the command is to engage in more capable than she. Fearing the upstart would
some kind of construction or repair project. If they usurp her and her legacy, she moved first against
are attacked or suffer damage while engaged in the her protégé. Xiomara’s actions resulted in her
service you demand, they also return to the plane apprentice’s death. Realizing what she’d done, out
of Mechanus. Otherwise, in ten hours the modrons of fear and jealousy, she faded from history. All
can accomplish one of the following services. that remains are a few of her strange creations,
• Build a stone (or wood) palisade wall up to including her masterwork, the eponymous Versatile
20 feet high, 6 inches thick, and up to 30 feet Appendage. Some believe her spirit yet lingers
long. They could repair a structure already in the artifact, empowering it. But the spirit also
built that is up to twice that size. The wall can seems ready to consume the will and vigor of any
twist and turn as desired and be made to be wearer who isn’t confident enough to survive the
contiguous with some other previously extant appendage’s constant whispers questioning the
structure. wearer’s adequacy and competence.
• Build a narrow bridge span (about 5 feet in To attune to it, you must fit the artifact to the
width, no railings) capable of spanning a stump of one missing forearm. The device grafts
distance of up to 50 feet. They could repair a itself to you and becomes a fully articulated and
bridge already built that is up to twice that long. normally functioning hand and arm, one that also
• Build a stone (or wood) domicile with any floor has additional properties, as follows:
plan you specify, but it can’t exceed 25 cubes, Random Properties. The Versatile Appendage of
each cube being 10 feet on a side. They could Xiomara has the following random properties:
repair a structure already built of up to twice • 1 minor beneficial property
that size. • 1 major beneficial property
• Repair a complex mechanical device, including • 1 minor detrimental property
items created by a technology far in advance of Enhanced Strength and Grip. Your Strength score
regular medieval science. becomes 20, unless it is already 20 or higher. You
• The modrons could potentially craft, repair, have advantage on attack rolls against a creature
or create other mundane, non‑magical items you are grappling. You can use your action to try
during their stay, as determined by the GM. to pin a creature grappled by you. To do so, make
another grapple check. If you succeed, the creature
The modrons have or can produce simple tools you are pinning is restrained until the grapple ends.
and minor parts in order to accomplish the goals Lightning Conduit. You gain resistance to
communicated to them, and they can use locally lightning. In addition, any melee weapon attack
available resources, such as wood or stone, to repair you make with the appendage or melee weapon
or create structures. The structures and/or objects attack made with a weapon held by it deals an extra
they build or repair are mundane in nature, but also 2d8 lightning damage on a hit.
permanent unless later destroyed. Memory of Genius. The appendage has
8 charges. 1d6 charges are regained each day
at dawn. You can use an action and expend 1 or
more charges to cast one of the following spells
(save DC 18, if applicable) from it: shield (1 charge),
arcane lock (2 charges), plane shift (3 charges), chain
lightning (4 charges), or prismatic spray (5 charges).
Curse of Uncertainty. The appendage is cursed
such that anyone who attunes to it begins to
question their own worth and capabilities, even if
the attunement is later ended. Once the curse is

93
PLANAR CHARACTER OPTIONS
activated, the wearer imagines they hear whispers WAND OF DIMENSIONAL BLASTING
denigrating their competence and expertise. After Wand, rare (requires attunement by a spellcaster)
three days, anytime the wearer uses a charge
from the appendage (or whenever the GM feels is This wand with an angular loop at one end has
appropriate), the wearer must succeed on a DC 18 7 charges and regains 1d6 + 1 expended charges
Wisdom saving throw or become so indecisive that daily at dawn. If you expend the wand’s last charge,
they cannot move or take actions for 1 minute. Each roll a d20. On a 1, the wand crumbles into ashes and
round on their turn the wearer can attempt a new is destroyed. It has the following properties:
save to end the indecision early. Dimensional Blast. While holding the wand, you
Destroying the Appendage. If the lost grave (or, if can use an action to expend 1 or more of its charges
she’s not actually dead, secret redoubt) of Xiomara to fire a beam of disrupting multidimensional energy
can be found somewhere in the vast multiverse and at a target you can see within 60 feet of you. The
the appendage is interred with her bones (or given creature must make a DC 15 Dexterity saving throw.
back to the inventor, if she yet lives), after three It takes 4d6 cold damage and 4d6 fire damage on a
days the appendage falls into so many ungainly failed save or half as much on a successful one. For
mechanical parts. each two charges beyond the first one you expend,
the cold and fire damage increase by 1d6 each.
Dimensional Exile. While holding the wand,
you can use an action to expend 2 charges to fire a
beam of disrupting multidimensional energy at a
target you can see within 60 feet of you. The target
must succeed on a DC 15 Charisma saving throw.
The target is transported back to their home plane
or to a location on another plane you are familiar
with (your choice). Targets that are successfully
transported appear in the new plane in an open
space chosen by the GM. For a period of one day,
the target is completely blocked from planar travel
or teleportation, whether they initiate the attempt
or it’s initiated by another on their behalf. Not even
walking through an otherwise accessible planar
portal allows the target to leave the plane until the
duration expires. Treat this limitation as a curse;
any magic that can remove curses will also end this
effect early.

WAND OF THE VOID


Wand, rare (requires attunement by a spellcaster)
VIRIDIAN BOOTS
Wondrous item, rare (requires attunement) This wand has 7 charges. While holding it, you can
use an action to expend 1 of its charges to cause a
These thigh‑high moss‑covered boots are actually ragged ebony ray to streak from the tip toward a
composed of living, magically sustained moss. creature you can see within 60 feet of you. The target
While you wear them, you gain the following must succeed on a DC 15 Dexterity saving throw
The pocket of force has the benefits: or become encapsulated in a pocket of force just
characteristics of a wall • You have resistance to necrotic damage. large enough to hold them for 1 minute. The force
of force, except as noted • You ignore difficult terrain created by plants, pocket contains an extraplanar extrusion of pure
in the wand of the void trees, and other growing things. negative energy. Each round, the trapped creature
description. • Each step sends out tiny rootlets into whatever must succeed on a DC 15 Constitution save or gain
surface you’re walking on, allowing you to one level of exhaustion. At the end of each of the
walk up, down, and across vertical surfaces trapped creature’s turns, they can attempt a DC 15
and upside down along ceilings, while leaving Strength check to break out of the pocket.
your hands free. You have a climbing speed The wand regains 1d6 + 1 expended charges daily
equal to your walking speed. However, the at dawn. If you expend the wand’s last charge, roll a
boots don’t allow you to move this way on a d20. On a roll of 1–2, you are targeted by the wand
crumbling surface. and must succeed on a DC 15 Dexterity saving throw
to avoid being trapped as noted, even as the wand
itself dissolves to ash.
94
INDEX

INDEX

abyssal breeze...................................................... 64 inquisition.............................................................. 70 soul silver chest.................................................... 91


angel wings........................................................... 64 jewel of gaze reflection..................................... 85 soul silver coin...................................................... 91
Annihilation, the.................................................. 44 lamp of the first sun........................................... 86 spawn aberration................................................ 74
arm of destruction.............................................. 82 land‑skating boots.............................................. 86 staff of incorporation......................................... 91
bind to dimension.............................................. 64 lava boat................................................................. 71 star blade................................................................ 92
blessing of the Seven Heavens...................... 65 lava crust................................................................ 59 step in‑between................................................... 75
blinkered by the Abyss...................................... 65 lava elf..................................................................... 12 steps on stairs perilous...................................... 75
boots of the feywild........................................... 82 libram of the planes........................................... 86 strike the unseen................................................. 75
boots of the Pathbreaker.................................. 82 limbo touched...................................................... 59 summon arms and ammunition.................... 76
Chaos Blade........................................................... 27 maintain the balance......................................... 71 suppress regeneration...................................... 76
chimeran....................................................................8 mind expander..................................................... 87 surk........................................................................... 14
Circle of the Abyss............................................... 26 misty summons.................................................... 72 sword of the infinite planes............................. 92
circlet of shadow exclusion............................. 83 monitor’s monocle.............................................. 88 symphonic solitude............................................ 76
College of Quietude........................................... 20 multiverse crowned............................................ 72 tail of devilish cunning...................................... 77
corridor of reflections........................................ 65 Multiverse domain.............................................. 24 thoughtcrafter...................................................... 61
cosmic judgment domain................................ 22 Nambu bounty box............................................ 88 thunder road......................................................... 77
cosmic rambler..................................................... 50 Oath of Angelic Perfection.............................. 33 transfer regeneration......................................... 78
crossplane refugee............................................. 52 Order of Chance................................................... 48 traveler.......................................................................6
crow’s eye............................................................... 83 pandemonium pupil.......................................... 59 trip charm............................................................... 92
crystallize spacetime.......................................... 66 Path of the Iron Forged..................................... 19 tuning fork of Mechanus.................................. 93
Defacer.................................................................... 46 path token............................................................. 88 unearthly gleaner................................................ 41
demon blade......................................................... 83 path undertow..................................................... 72 unleash doom....................................................... 78
demonic glamour................................................ 67 pathwalker............................................................. 60 unspeakable brood............................................ 79
demonic reprisal.................................................. 58 planeweave armor.............................................. 88 Varin’s magnificent beard................................. 79
demonskin............................................................. 67 portal disappointment...................................... 73 versatile appendage of Xiomara.................... 93
deva feather of protection............................... 83 portal ring.............................................................. 89 viridian boots........................................................ 94
dust of frigid restriction.................................... 83 possessed............................................................... 60 vlaton....................................................................... 16
effigy of reincarnation....................................... 84 protect the balance............................................ 73 wall of shadow..................................................... 80
enigmalith.............................................................. 84 Psychic War Veteran............................................ 29 wand of dimensional blasting........................ 94
entropy.................................................................... 68 ray of unraveling.................................................. 73 wand of the void................................................. 94
erase face............................................................... 68 reality tuner........................................................... 89 ward of angels...................................................... 62
exhausting certainty.......................................... 68 reap.......................................................................... 73 water walker.......................................................... 62
fey crossing............................................................ 69 reformed fiend..................................................... 54 Way of the Amethyst Fist.................................. 31
flit disc..................................................................... 84 resilient body........................................................ 60 winter’s chill........................................................... 80
foe from otherwhere.......................................... 69 ring of alternate realities.................................. 89
forbidding ice....................................................... 58 ring of coherence................................................ 90
frequency of the multiverse............................ 69 rod of webbed binding..................................... 90
frost kissed............................................................. 59 sap vigor................................................................. 74
gloves of enfeebling banishment................. 85 scion of the ethereal.......................................... 61
guise of the devourer........................................ 70 shadow conduit................................................... 74
Gun Jack................................................................. 37 Shadow Stitched................................................. 39
hood of tentacles................................................ 85 Shadowfarer.......................................................... 35
impose demonic possession........................... 70 shadowpath weapon......................................... 74
inkarnate................................................................ 10 sorrowbloom potion.......................................... 90
inner planes spinner.......................................... 85 soul net................................................................... 90
95
PLANAR CHARACTER OPTIONS

© 2023 Monte Cook Games, LLC. PATH OF THE PLANEBREAKER and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other
countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.

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