D&D 5e MCG Planebreaker Planar Character Options OEF, 2023-01-20
D&D 5e MCG Planebreaker Planar Character Options OEF, 2023-01-20
CREDITS
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
Index.............................................................................................................. 95
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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.
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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.
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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.
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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.
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CHAPTER 1: SPECIES
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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.
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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
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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.
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CHAPTER 1: SPECIES
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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.
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
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CHAPTER 1: SPECIES
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.)
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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
18
CHAPTER 2: SUBCLASSES
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
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.
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.
22
CHAPTER 2: SUBCLASSES
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
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
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
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.
DEMON SHAPE
2nd‑level Circle of the Abyss feature
“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.
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
PROTECTIVE CHAOS
10th‑level Chaos Blade feature
WALKING CHAOS
18th‑level Chaos Blade feature
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.
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
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 SPELLS
3rd‑level Oath of Angelic Perfection feature
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
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.
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.
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.
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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.
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
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
MANIFEST MONSTER
17th‑level Shadow Stitched feature
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.
41
PLANAR CHARACTER OPTIONS
UNEARTHLY MAGIC
1st‑level Unearthly Gleaner feature
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
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.
44
CHAPTER 2: SUBCLASSES
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.
46
CHAPTER 2: SUBCLASSES
TENTACLED CROW Water Breathing. The tentacled crow can breathe only
Small aberration, unaligned underwater.
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.
48
CHAPTER 2: SUBCLASSES
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
50
CHAPTER 3: BACKGROUNDS
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.
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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.
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CHAPTER 3: BACKGROUNDS
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.
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.
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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.
RESILIENT BODY
Prerequisite: Constitution 13 or higher
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CHAPTER 4: FEATS
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
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.
63
PLANAR CHARACTER OPTIONS
SPELL DESCRIPTIONS
The spells are presented in alphabetical order.
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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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.
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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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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.
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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
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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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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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.
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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.
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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.
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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.
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
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CHAPTER 6: MAGIC ITEMS
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.
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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
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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.
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CHAPTER 6: MAGIC ITEMS
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.
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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
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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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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.
INDEX
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