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Published by archangel777, 2022-09-05 12:30:43

Heroes_of_the_Infinite_Planes

Heroes_of_the_Infinite_Planes

HEROES OF THE
INFINITE PLANES

Character Options from Across the Multiverse

HEROES OF THE
INFINITE PLANES

Character Options from Across the Multiverse

Credits

Designer: Dave Coulson

Layout: Dave Coulson

Proofreaders/Playtesters: Matthew Anderson, Eric Brooks, Harris Cameron,
Patrick Griffin, Luke Price, Akulas Psyhos

Cover Illustrator: Storn Cook

Interior Illustrators: Jacob Blackmon, Bartek Blaszczec, Claudio Casini, Daniel
Comerci, Gary Dupuis, Rick Hershey, Forrest Imei, Evangelia Kaliva, Indi Martin,
Matt Morrow, Brett Neufeld, Roselysium, Dean Spencer, Peter Temesi, DMsGuild
Stock Art

ON THE COVER

Storn Cook illustrates a fearless archer facing
down a dangerous marilith, a greater demon of
the Abyss. Will their arrows be enough in the
fiery realm against this fiendish foe?

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any repro-
duction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of

Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,

2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Contents Chapter 3: Backgrounds of the Infinite Planes .... 98

Introduction ............................................................. 4 Astral Drifter ............................................ 98
Deep Miner ............................................... 99
Chapter 1: Cultures of the Infinite Planes ............. 5
Dream Savant .......................................... 100
Aarakocra ................................................... 5 Former Slave ............................................ 102
Aasimar ...................................................... 5 Planar Agent ............................................ 103
Bugbear ...................................................... 6 Vacated ...................................................... 104
Centaur ....................................................... 7
Changeling ................................................. 7 Autumn Lady/Lord .................................. 106
Dragonborn ............................................... 8 Banished ................................................... 106
Dwarf ......................................................... 8 Calypso Confederate ............................... 107
Elf .............................................................. 9 Carceri Fugitive ........................................ 108
Firbolg ....................................................... 9 Carefree Reveler ...................................... 108
Genasi ........................................................ 9 Child of Mamu........................................... 109
Gith ............................................................. 11 Dracosaint ................................................. 109
Gnome ....................................................... 12 Former Thrall ........................................... 110
Goblin ........................................................ 12 Free Radical .............................................. 110
Goliath ....................................................... 13 Glass Trader .............................................. 111
Halfling ...................................................... 14 Godsblood Scholar ................................... 111
Hobgoblin .................................................. 14 Gravefellow ............................................... 112
Human ........................................................ 14 Ice Harvester ............................................. 113
Kenku .......................................................... 14 Janissary .................................................... 113
Lex Administrator ..................................... 114
Kobold ......................................................... 15 Nameless Legionnaire .............................. 114
Leonin ......................................................... 15 Petitioner ................................................... 115
Lizardfolk ................................................... 16 River Oceanus Guide ................................ 115
Minotaur ..................................................... 16 Stone Whisperer ....................................... 116
Orc .............................................................. 17 Styx Barger ................................................ 116
Satyr ........................................................... 17 Webwalker ................................................. 117
Shifter ......................................................... 17 Workhand .................................................. 117
Tabaxi ......................................................... 18 Ysgardian Valkyrie .................................... 118
Tiefling ....................................................... 18
Triton .......................................................... 19 Chapter 4: Spells of the Infinite Planes .............. 119
Warforged ................................................... 19
Appendix: Swarm of Abyssal Insects Statistics 129


Chapter 2: Classes of the Infinite Planes .............. 21

Artificers .................................................... 23
Barbarians ................................................ 29
Bards .......................................................... 34
Clerics ........................................................ 40
Druids ........................................................ 46
Fighters ..................................................... 51
Monks ....................................................... 57
Paladins .................................................... 62
Rangers ..................................................... 67
Rogues ....................................................... 73
Sorcerers ................................................... 79
Warlocks .................................................... 84
Wizards ..................................................... 89

Introduction

With all of infinity encompassing the multiverse, it’s not Heroes of the Infinite Planes
unreasonable to assume there’s an infinite variety of
skills. However, in my own experience, this tends to be an This book provides options for characters inspired
oversimplification. Broadly speaking there are only a finite number by or set within the infinite planes of the multiverse.
of skills to be learned, but there is an infinite number of varieties
to be found. That’s the true secret of the multiverse – the power Chapter 1 Cultures of the Infinite Planes
of details. Across all the planes, in all the cultures and cities, it’s reviews the races found in D&D and how they fit into
the little details that provide the sharpest and clearest picture of the larger multiverse. No new features or attributes
the capabilities of any individual. There are those of us who have are provided here, with the full statistics reserved
devoted our lives to the study of those details, and I see no end in for the original cited source material, but you’ll find
sight to this valuable task. information regarding the unusual races of Mythic
Odysseys of Theros, Eberron: Rising from the Last
Astromarchus the Sage War, and Guildmasters’ Guide to Ravnica among
other sources.
The planes hold an abundance of wonders, treasure,
and excitement, enough to fill any campaign Chapter 2 Classes of the Infinite Planes includes
with untold sights, riches beyond compare, and 45 new subclasses spread across the spectrum
horrendous monsters never before seen. These of the 13 base classes: artificer, barbarian, bard,
aspects are the purview of the Dungeon Master, who cleric, druid, fighter, monk, paladin, ranger, rogue,
has an infinite sandbox with which to play around sorcerer, warlock, and wizard. Each class has its
and construct extraordinary settings in which to own dedicated section with information on how the
stage countless stories. class features on the planes, such as highlighting
organizations, groups, and legends.
But what about the players? There’s no reason
to leave them out – they’re the stars of the show Chapter 3 Backgrounds of the Infinite Planes
after all! The multiverse holds infinite varieties and provides six fully detailed new backgrounds for
possibilities ranging from just off from standard characters to select, representing core backgrounds
to the truly bizarre. Heroes of the Infinite Planes not easily replicated from existing material. These
helps you harness those possibilities and build a backgrounds include the Astral Drifter, Deep Miner,
character cut from a wholly different cloth. Dream Savant, Former Slave, Planar Agent, and
Vacated. Also included are more than 20 modified
Within these pages are new subclass options versions of existing backgrounds. Examples here
for all 13 of the base classes in D&D, along with include the Janissary and Nameless Legionnaire,
overviews of the cultures found throughout the both based on the soldier background from the
planes. New backgrounds are provided to ground a Player’s Handbook but providing alternate features
character in the multiverse, and over 30 new spells to fit the specific described role.
can be found to allow a magic-using character to
grab hold the planes and make it do their bidding – Chapter 4 Spells of the Infinite Planes details
for a short time, at least. over 30 new spells, inspired by or directly related
to the functions and hazards of the multiverse.
DM’s Approval Summon and maintain a powerful flow of magma
with lava geyser, entrap foes in acidic muck with
As with any expansion of player options, your DM torrent of slime, and cast your enemies across the
has final approval over the inclusion of any element planes themselves through a gauntlet of dangerous
in this book. Great care has been taken to achieve locales with dimensional cascade.
a semblance of balance with the new options, but
invariably there is going to be some scenario where
some new feature proves to overshadow the original
intent. Have fun, play around with the options, and
if you have any feedback send it to the author for
consideration and revision.

Introduction
4

Cultures of the Infinite Planes

It’s a stupid thing to say, but it needs to be said: the multiverse Aarakocra
is a big place. Much bigger than most realize, and it’s filled with
people. All kinds of people from all sorts of backgrounds, from The aarakocra are avian humanoids with feathered
slaves to merchants to kings and queens, and all of them are wings and a strong sense of moral justice. They trace
running their own scams. Sure, most don’t see it that way, but their origin to Syranita, a benevolent goddess that
it’s true, and the sooner you realize that the sooner you’ll learn to created the aarakocra from a rare cloudstone island
watch out for the scams that can put you right in the dead book. deep in the Plane of Air. She allied with the vaati,
Find yourself people you can trust, clue them into the scams also known as the Wind Dukes, and helped defend
you’re running, and the multiverse itself opens up to you. the holy realm of Aaqa from chaotic invaders, and
her people have held strong ties to Aaqa ever since.
Emirikol the Chaotic
Aarakocra have a carefree attitude towards
A character’s cultural origin is a fundamental possession. If a thing is not being used, it can thus be
choice that informs a lot about a character, and used by anyone, making merchants and traders rare
when combined with class and background help among the feathered people. They have established
to differentiate one character from another in only a handful of permanent settlements in the Plane
looks, skills, and attitude. The cultures populating of Air, preferring instead to move from place to place
most Material Planes have presences across the as the winds dictate.
multiverse as well, though many differ from their
Material Plane kin, and there are a lot more options They have an uneasy relationship with the horuth
open for characters to select from. of the Plane of Air. These owl-like humanoids are
larger and older than the aarakocra, but some planar
Your DM has ultimate authority over the scholars link their origins together with Syranita
available cultures in any given campaign, but in a long ago. The horuth maintain the mysterious Sky
campaign encompassing the planes it’s important Temples throughout the Plane of Air, most of which
to understand the breadth of options available. The have fallen into ruin, and they keep their beaks out
information presented in this chapter is designed of the affairs of “lesser” beings. Nonetheless, the
to highlight how each existing culture fits into the aarakocra recognize the wisdom inherent in the
multiverse, but these are by no means the only words of the horuth and heed their warnings when
options. they come.

The entries in this chapter highlight each On the Plane of Air, aarakocra paladins of
available, including races normally found in other devotion and heroism are common, and usually
settings such as Ravnica or Eberron. The details lead smaller flocks through the Labyrinth Winds
provide allow you to flavor each culture within the and other regions. They uphold the principles of
larger context of the multiverse, but the relevant Syranita and most honor their ancient bonds to
game information is not reprinted here from their Aaqa, standing up to the forces of chaos wherever
original source material. they may lurk. Rangers are not uncommon as well,
and at least one aarakocra aeromancer serves as the
captain of a sky pirate ship sailing out of Calypso.

Game Statistics

Aarakocra statistics are found in Elemental Evil
Player’s Companion.

Cultures of the Infinite Planes

5

Aasimar Bugbear

Aasimars are individuals who can trace their lineage Bugbears have a reputation for savagery and
to a being of the Upper Planes, usually a celestial laziness, but across the multiverse there are
of some order. Aasimars leaning towards a lawful countless examples of bugbears rising to a higher
alignment tend to descend from the archons of level. On the plane of Acheron, where enormous
Mount Celestia, while those of chaotic alignment metal cubes float through the air amidst the endless
often come from jotun parentage on Ysgard. Neutral din of combat, bugbears occupy a unique space as
aasimar may be of any, though many develop small a mercenary force selling their skills to the highest
animalistic features representing a guardinal lineage. bidder. The War Clans of Hruggek, named for their
ferocious god living somewhere in Acheron, are a
Many aasimar serve in the militaries of Mount powerful if unreliable force, and the goblins, orcs,
Celestia, defending the Seven Heavens and other and other armies of the plane use them to gain an
Upper Planes from fiendish incursions and evil upper hand over their foes.
forces. Archons welcome aasimars into their military
ranks with open arms, recognizing the spark of But the War Clans of Hruggek are clever and
goodness inherent in their souls, and most display seem mostly interested in claiming the spoils of
no prejudice towards them. Numerous aasimar war – armor, weapons, and other tools of warfare
warriors and commanders have ascended to the are their most coveted possessions. What are the
highest military ranks among the archons. bugbears planning in Acheron? What do they do
with their spoils? Some whisper of hollow metal
The protector aasimar subrace is the most cubes floating in Acheron where the bugbears are
common regardless of parentage, but the scourge stockpiling equipment in preparation for a massive
aasimar are more frequently seen descending assault. These steely-eyed warriors are anything
from the jotuns of Ysgard. Fallen aasimar are an but lazy, and they have a well-earned reputation for
interesting subject, and among the ranks of Mount brutality and efficiency.
Celestia they are viewed with suspicion due to the
dark stain spreading over their soul. Some aasimar Among the War Clans are numerous bugbear
are born fallen, but more often they descend due to legions supporting the main force, including troupes
some event. of battle bards. On the plane of Ysgard, the tradition
of the skald runs strong, and many bugbear tribes
The greatest source of fallen aasimar in Mount have their own skalds to boost their efficiency in
Celestia remains centered on one of their saddest battle. This tradition runs through to Acheron as
downfalls – the descent of Zariel from solar archon well, where the chants of bugbear skalds echoes
to archfiend. Zariel’s former home in the Seven above the raucous roar of combat.
Heavens, the Bastion of the Blessed Banner, is
a shadowy splotch on the mountainside, kept Game Statistics
protected by the knights of the Watchful Order. Dark
things twist and lurk in the fortress, which has thus Bugbear statistics are found in Volo’s Guide to
far resisted attempts at purging. Many aasimar hear Monsters.
a whisper from the shadowy abandoned castle, and
if they follow they often become fallen aasimar – or Centaur
become transformed completely into dark shadows
of their former selves. Centaurs are well-known in the city of Ravnica, but
many trace their origin across the multiverse to the
Game Statistics Beastlands. There, amongst the great winding river
of grass known as the Greenway, countless centaurs
Aasimar statistics are found in Volo’s Guide to run, hunt, and forage all their lives. These centaurs
Monsters. are free and believe strongly that no creature should
slave under the yoke of another. They often view
their city-dwelling cousins with a measure of pity and
contempt – how can they run between alleys and on
streets in an endlessly sprawling city?

Cultures of the Infinite Planes
6

The Tribes of the Greenway consist of more Olympus, even if they no longer hear their prayers
than two dozen core tribes, with many groups upon the clouded peak, and most have strong beliefs
specializing in one aspect or another. The centaurs in destiny and prophecies.
of the Scorched Hooves Tribe are barbarians known
for their ferocious battle rages, while the Hawk Game Statistics
Run Tribe move as swift as the hawk overhead,
functioning as scouts and patrols for many of the Centaur statistics are found in Guildmasters’ Guide
other tribes. The Blackwind Tribe, on the outskirts of to Ravnica.
the Greenway, practice foul magic and many worship
demonic powers of the Abyss. The Greenway Changeling
centaurs have a reputation for brutal honesty and
matter-of-fact manners, which can unsettle some Changelings are a rare encounter. Or at least,
outsiders. most people don’t realize they’ve encountered a
changeling, even after meeting one. They are a
Some centaurs leave the Greenway in search humanoid race capable of shaping their physical
of adventure, excitement, or just out of boredom. features to match whatever they want, and this
Others may feel a sense of destiny stretching out natural masking of their appearance makes them
before them, calling out and beckoning them to run consummate actors. Most changelings treat each
with all their hooves towards an uncertain future. “face” as a mask to be worn and personality to be
Centaur tribes are also common on the plane of held, and just as easily discarded if the opportunity
Arborea, though these tend to be less open and requires it.
more reserved than the centaurs of the Beastlands.
Arborean centaurs often revere the gods of Mount

Cultures of the Infinite Planes

7

But where do changelings come from? They can Other families of dragonborn may trace their
be found in nearly any city across the multiverse, lineage to one of the great planar dragons still
usually hidden away in small enclaves or operating operating across the multiverse. These immensely
as independent forces of their own choosing. Most powerful dragons are nearly deities themselves, and
scholars point to the plane of Limbo as the likely having existed for centuries beyond even the normal
origin of the changelings, and certainly there seems lifespan of a dragon, they attract clans of dragonborn
to be more there than in any other documented place as both servants and allies. These planar dragons
in the multiverse. But did they originate there? Or include Fimbulvinter, the white dragon of the Place
were they simply drawn to the Ever-Changing Chaos, of Ice; Ignashendre, the red dragon of the Rift of Ash
which changes elements as easily as a changeling in the Abyss; Zeldrentoa, the brass dragon known as
changes faces? the Song of the Sun on Elysium; and Burmussoith
the Bold, a law-minded bronze dragon serving as
Most changelings operate in small family units, freelance legal counsel in the Lex on Arcadia.
keeping to themselves out of fear. They don’t exhibit
any special ability to exert influence over the chaos Game Statistics
of Limbo, so they tend to remain close to civilized
places. The Hall of Fate and Luck, the infamous Dragonborn statistics are found in Player’s
gambling orb, employs many changelings, perhaps Handbook.
more than anywhere else in the planes. Their ability
to blend into the background makes them perfect
spies, and the halflings of the Highroller clan pay
them well and treat them as equals.

Game Statistics

Changeling statistics are found in Eberron: Rising
from the Last War.

Dragonborn

Dragonborn are proud humanoids with a physical
likeness to their namesake, and many can recall
their dragon heritage going back generations. Family
and heritage are important to most dragonborn,
and among the planes there are two influential
clans known by many. The Bahratham clan are the
children of Bahamut the Platinum Dragon, and
they serve their liege loyally on the slopes of Mount
Celestia. Bahratham are well known in the Platinum
Palace, though they tend to exude arrogance when
dealing with beings outside the Seven Heavens.
They are ancient, powerful, and influential, with a
sprawling family history going back hundreds of
generations.

The other notable family is the Tiamarax clan.
They claim to be just as old as the Bahratham
clan but trace their lineage back to Tiamat, Queen
of Dragons. Once, long ago, the Tiamarax clan
controlled the mighty fortress known as Castle
Dracos, but their rule over that fabled site ended
when Tiamat was banished to the Nine Hells of
Baator. The Tiamarax dragonborn scattered, and
today they operate in small cells all across the
multiverse. They owe absolute fealty to Tiamat and
work relentlessly to free their queen from Avernus.

Cultures of the Infinite Planes
8

Dwarf Sea elven communities can be found in many
places across the planes. Deep Sashelas, the elven
Hearty, stoic, and proud, dwarves are well known goddess of the water, lives in Aquallor, the watery
across the multiverse, and they have spread out to layer of Arborea, but her children have spread out
form outposts in many planes. Most dwarven legends to colonize many great seas of the multiverse. They
place their ancestral origin on Mount Celestia, in the have a strong presence on the Plane of Water and
Soulforge of Moradin himself. Erackinor, the realm command an influential seat on the Azure Council
of Moradin and the other dwarven deities, remains of the City of Glass there, and smaller citadels
the absolute pinnacle of dwarven culture and sit beneath the freshwater waves of Thalasia, the
society. At least according to the dwarves who live in shallow ocean of Elysium’s fourth layer.
Erackinor.
Game Statistics
Dwarven citadels, outposts, and cities can
be found all across the planes. Dwarven monks Elf statistics are found in Player’s Handbook.
maintain the Library of Dumathoin in the bowels
of the Plane of Earth, keeping the knowledge of Firbolg
the dwarven god of secrets safe from the rest of
the multiverse. Mount Clangeddin is a battle-ready Firbolgs are a reclusive race inherently tied to
mountain on Arcadia filled with heavily armored forests and deep wilderness regions. They are the
dwarves ready to march to war under the banner of caretakers of nature, living in harmony in small
Clangeddin Silverbeard, their god of war. And more tribes with the natural beauty around them, and as
than one dwarven clan raids and pillages among the long as that beauty is not threatened they remain
earthbergs of Ysgard, facing fierce viking warriors, hidden away from the eyes of strangers. Firbolg
trolls, and monsters. tribes are known to stand watch over stretches of
Arvandor forest on Arborea and peaceful sylvan
Game Statistics realms on Amoria, the first layer of Elysium.

Dwarf statistics are found in Player’s Handbook. The greatest number of firbolgs can be found in
the deep stretches of jungle on all three layers of
Elf the Beastlands. Here, they are more aggressive in
their tending of the natural splendor, and actively
The elves are a long-lived race of humanoids take a hand in preserving the plane’s beauty
with a talent for magic and an affinity for natural against all manner of incursions. These include
places. Their original homeland in the multiverse is the machinations of some Animal Lords, who take
Nasselaithess, the guarded realm of peace, magic, a perverse pleasure in twisting the forests of the
and wonder hidden amongst the ancient trees of Beastlands towards their own infernal ends. Firbolgs
Arborea. It is here that the elven gods, known as the here have an uneasy alliance with the animalistic
Seldarine, make their physical home, and also here shifters but the two races usually operate towards
where the goddess Lolth betrayed the elven people similar goals.
and stole away to the Abyss with followers that
would become known as the drow. A strange sect of firbolgs have been encountered
who worship Hades, the god of death. These grim
A lesser known break from the elven homeland firbolg tribes tend small gardens of poplar trees,
of Nasselaithess occurred when the archfey of the which form a one-way portal to the Underworld
Plane of Faerie courted the elves, drawing many on Pluton, the third gloom of Hades (the plane).
away to the enchanting yet alien Feywild. These Wherever one of these gray poplars grow, these dour
elves became known as eladrin and began to see firbolgs show up, usually without causing much
themselves as “pure” elves, foregoing their original mischief, but they have a well-earned reputation as
homeland in favor of their new fey realm. While their bringers of death and decay.
conflict rarely breaks down to open combat, there is
no love lost between eladrin and the elves of the rest Game Statistics
of the multiverse.
Firbolg statistics are found in Volo’s Guide to
Monsters.

Cultures of the Infinite Planes

9

Genasi From the perspective of the dao, earth genasi
are just like other non-dao – lesser, and therefore to
Genasi are the descendants of genies, oftentimes be ignored. They reject these offspring and do not
through ancestral history dating back generations. recognize them as worthy within the Great Khanate.
Sometimes, it can be as direct as the offspring Earth genasi are treated better than slaves, and
between a genie and a mortal. some dao have trained their lesser offspring as spies,
assassins, elite soldiers, and more, operating in
Air Genasi secret to do the genie’s work across the multiverse.

Air genasi are descended from the noble djinn that Outside the City of Jewels and the outposts of the
populate much of the grander and more spectacular dao, earth genasi are well-respected for their natural
regions of the Plane of Air. As a result, most air strength and cunning. Many turn to the lucrative
genasi are flamboyant, proud, or arrogant, and they work of vein scouting, following rich deposits of
point to their lineage as proof of their superiority valuable minerals and gemstones to their source
over other beings. Air genasi rarely try to hide their and then selling the location to the highest bidder.
heritage, choosing instead to flaunt their physical Some work on contract, others freelance, but the
connections to the djinn, which can include blue independent lifestyle suits the usually solitary earth
skin, feathery white hair, breathy voices, and genasi.
enormous pale eyes.
Fire Genasi
Many djinn are very accepting of their genasi
offspring, and most are welcome in their house as The efreet are the most powerful individual force
honored members of the extended family. The air in the Plane of Fire, but they consider their lesser
genasi make perfect diplomats and couriers to other kin – the genasi – far below their notice. Most fire
regions of the multiverse where the djinni family genasi families claim efreeti blood in their veins from
has interests, and there is at least one occurrence of genie dalliances with lesser creatures going back
a noble djinni passing all of their lands to their air generations. For a family of genasi to be recognized
genasi next of kin after being destroyed in the Plane as members of the efreeti sultanate in the City of
of Ash on an offensive military maneuver against the Brass they must provide proof of their genie heritage,
efreet there. either through an efreeti willing to claim them as
their own (since genies are effectively immortal this
For their own part, air genasi rarely settle in one is not as far-fetched as it sounds) or other verifiable
place for very long. Even though they are welcome proof.
in the homes of their djinn parents, many choose
to strike out on their own and find their own place Just as many fire genasi are born outside of the
in the wide multiverse. There are more air genasi sultanate and thus are as low as any other humanoid
adventurers than any other type of genasi and they in the multiverse in the eyes of the efreet. Many fire
can be found everywhere, from the metallic cubes of genasi families live in fireproof caravans and wagons,
Acheron to the glorious heights of Mount Celestia. moving through the Cinder Wastes as itinerant
Air genasi love the experience of living, and few travelers, never settling in one place. Just as many
things give them the rush of life like the path of form raiding parties and hunt down the merchants
a heroic adventurer seeking danger and treasure that travel the Inferno Road or dare venture through
throughout the planes. the black sand dunes.

Earth Genasi Water Genasi

Earth genasi trace their heritage directly to the Water genasi are the descendants of marid, the most
dao, who have been known to have dalliances with capricious of all the genies in the Inner Planes. This
“lesser” races from time to time. The result of such heritage tends to make water genasi less reliable
pairings is an earth genasi –dense skin, dark eyes than their genie-descended kin, at least on the
and hair, and a natural greed that stems directly from surface, but the truth is much more complicated than
their genie parentage. This powerful impulse tend that. In the mind of a water genasi, everything is as
to mute over generations as earth genasi can also be fluid and changing as the waves of the boundless
born of earth genasi parents, but for some they never ocean.
truly escape the greed of their genie heritage.

Cultures of the Infinite Planes
10

And yet, beneath that current of change, lies a Githyanki
core of true determination. Water genasi tend to
make a lot of friends but have few close friends, and After the rebellion, the githyanki violently took
for the ones they choose to bring into their inner over mind flayer outposts in the Astral Plane and
circle, the genasi would do anything to protect or claimed them as their own. The need for vengeance
avenge them. Loyalty is not freely given but honored consumed their lives and they hunted down illithids
unto death and this core principal speaks to the across the planes, using the conduits and color
underlying personality of a water genasi – guard your pools found across the Astral Plane. Eventually, their
feelings and don’t trust until you know for certain. attacks became raids for resources against cities all
across the planes, and they earned a reputation as
The marid of the Plane of Water view their fierce marauders.
descendants with amusement, when they choose to
view them at all. While not evil, marids are among They established the city of Tu’narath on the
the most arrogant of genies, and they put a lot floating corpse of a dead god, and rumors persist the
of stock in names and titles. Water genasi follow god was actually killed by the githyanki. They took
this thread as well, but for them their names are to their home in the Astral Plane well, developing
representative of their deeds and the lives they’ve specialized weapons called silverswords capable of
lived. They love telling stories and are adept at severing the cord used by travelers employing the
weaving lessons into those stories tailored made for astral projection spell. In Tu’narath, the githyanki are
their audience. ruled over by Vlaakith the Lich-Queen, an undead
matriarch controlling githyanki operations all across
There are no dedicated water genasi lands, but the Astral Plane.
a fair number are found in the City of Glass. The
Great Padishah of the Marid in the Citadel of Ten
Thousand Pearls keeps a spy network of water
genasi across the Plane of Water and the seas
of the multiverse, always seeking new joys and
amusements to report back to the grand home in the
ocean.

Game Statistics

Genasi statistics are found in Elemental Evil Player’s
Companion.

Gith

The mutliverse is filled with the crumbling remnants
of civilizations and kingdoms long lost. Perhaps
the most mysterious was the vast empire of mind
flayers that ruled vast swaths of territory from some
unknown central location. Broken ruins have been
found in the Astral Plane, Pandemonium, Acheron,
and the Plane of Dreams related to the mind flayer
empire, but the strongest legacy in all the planes
remains the former slaves of the illithids, githyanki
and githzerai.

These two sallow-skinned races are descended
from a single race known as the gith. They were
slaves of the mind flayers until they revolted and
broke their chains. Some other great calamity
befell the illithids, reducing their vast empire to
mere memories, but their former slaves kept on.
Ideologically they split over what to do with their
former masters. Githyanki sought vengeance and
vowed to hunt down mind flayers wherever they
could be found while the githzerai looked for peace
and forgiveness.

Cultures of the Infinite Planes

11

Githzerai Deep Gnomes (Svirfneblin)

The githzerai developed on a separate path from Quiet and secretive, the svirfneblin are an
their githyanki cousins after the great rebellion. The underground subrace of gnomes. They are known in
githzerai sought to move beyond their time as slaves many Material Plane underworlds where they build
and sought to hone their natural psionic powers and subdued but intricate subterranean cities that serve
attune themselves with the greater harmony of the as secluded havens against the tides of darkness that
multiverse. They were drawn to the plane of Limbo, surface regularly (drow, mind flayers, aboleths, and
a strange place at first blush. But in the churning, other evils). They stand their ground, fight their fight,
endless chaos of Limbo, the githzerai were able to and ask for no thanks in return.
focus their psychic abilities. In hidden monasteries,
they flourished. But they always have an exit strategy, and
that leads directly to the Plane of Earth and the
But the githzerai have not forgotten their magnificent hidden city of Makranaanek. Each
cousins. Many monasteries work to undermine the svirfneblin capital city in the Material Plane holds a
githyanki, who have devolved largely into a society secret portal to Makranaanek guarded by the priests
of sycophants obsessed with raiding, pillaging, of Callarduran Smoothhands, their chief deity, to be
and pleasing their immortal Lich-Queen. Other used in communication and emergency evacuation
githzerai believe the only path to inner peace lies in procedures only. Some larger cities also link to
forgiveness and moving past the sins of their past. the Golden Hills on the Twin Paradises of Bytopia,
where Callarduran and the other gnome deities live,
Game Statistics but Makranaanek was established as a separate
haven for the svirfneblin, perhaps because of a
Gith statistics are found in Mordenkainen’s Tome of general distrust in their own gnomish kind.
Foes.
Regardless, Makranaanek is a wondrous city built
Gnome in a cavernous fungal valley filled with stalagmites.
These have been carved hollow and serve as the
Gnomes have a well-earned reputation for being homes of the svirfneblin, where they work and keep
industrious and inventive, two qualities highlighted their vigil against invaders from all sides. They
by their home plane, Bytopia. The gnomish gods, keep to themselves, monitoring situations across
chief among them Garl Glittergold, dwell in a the Material Plane, and have thus far avoided
fabulous realm known as the Golden Hills in the major interactions with the dao, Gargoyle Princes,
Twin Paradises, though whether they orginated there Ogremoch, and other evil forces of the Plane of
or simply adopted it is a matter of scholarly debate. Earth. How long this can remain true is a mystery
Bytopia naturally breaks down all manufactured that haunts every svirfneblin in the city.
goods, requiring inhabitants to constantly update
and refurbish equipment, housing, and anything else Game Statistics
crafted.
Gnome statistics are found in Player’s Handbook.
Gnomes form the bulk of the membership in the
Great Guildclanns as well, which wield tremendous Goblin
influence on Bytopia and many planar markets. The
Artificer Syndicate boasts more gnome members Goblins are viewed by many other creatures as
than any other race as well, and many well-trained cowardly, opportunistic, and disloyal, but truthfully
gnome artificers have gone out into the wider they are far more complex than this. As the smallest
multiverse to share their talents. The art of gem of the goblinoid races, goblins know that there’s
binding was developed and perfected by gnomes strength in numbers, though they have a tendency to
along with advances in the strange metal dust known undermine one another in order to gain favor with
as glitter. leaders, gods, or other authority figures. On Acheron,
the Army of Maglubiyet is a vast, powerful fighting
force of goblins made up of countless individual
tribes. These goblins are well-armed, well-organized,
and cunning, though rivalries between tribes are
common and fierce.

Cultures of the Infinite Planes
12

Goblins have also shown a knack for artifice, of Ulthar. Beyond their physical differences, these
especially those found in Ravnica, City of Guilds, a albino goblins have the same attributes as their more
vast city occupying its own plane of existence. Goblin commonly encountered kin.
tinkerers and artificers use creative ingenuity to
build unusual devices, only some of which explode Game Statistics
unexpectedly (many of them are designed to
explode!). The Confederacy of the Cog on Mechanus Goblin statistics are found in Volo’s Guide to
and the Artificer Syndicates on Bytopia both boast Monsters.
many goblin members as well.
Goliath
Most goblins are physically similar across
the planes, with slight variations in features Goliaths are mountain-dwelling powerhouses with
accounting for differences in planar attributes and granite-like skin and a naturally competitive attitude.
environmental factors. One noteworthy exception They tend to be reclusive, keeping to themselves
to this are the albino, hairless goblins found in the among splendid valleys, soaring peaks, and fresh
Plane of Dreams. This unusual offshoot is fiercely mountain air, though stories of the “gray skinned
loyal to their “masters” – the dream cats of the city giants” with their impressive athletic prowess and
natural skills travel far and wide.

Goliaths have no set or known homeland in
the planes, and their communities usually remain
isolated from one another and the rest of the wider
environment by choice. Good-aligned Goliath
tribes are known to occupy some regions of Mount
Celestia, helping out where necessary but generally
keeping to themselves, while those on the volcanic
slopes of Gehenna are inherently crueler due to the
unforgiving nature of the plane.

Deep Goliath

In the Material Plane, goliath tribes are found on
mountainsides in the thinnest of air, but they can
trace their ancestry back to the Plane of Earth. The
goliath tribes that dwell in the dark tunnels of the
Stony Expanse are just as tall and strong as their
mountainbound cousins, but their hairless skin is
usually very pale or albino and they keep to their own
territories. Outsiders know them as deep goliaths.

Deep goliaths keep to small tribes, usually less
than 50 members, and claim vast swaths of tunnels
in the Stony Expanse as their territory. They run
and hunt constantly through the tunnels, resting in
known alcoves or caves but never settling down and
building homes. Deep goliaths view their tunnels as
their home and treat any invaders as hostile enemies
to be defeated swiftly and surely.

The deep goliaths keep to themselves, rarely
leaving their tribes, but they are known across the
Plane of Earth for their sonorous stonesinging
talents. Stonesinging is the art of transmitting
words and ideas over long stretches of stone by
matching throat vibrations to the very rock. Anyone
who speaks Terran is capable of it, but it takes true
dedication to master the subtleties and capabilities
of stonesinging.

Cultures of the Infinite Planes

13

The dao prize deep goliath slaves for their strong Hobgoblin
builds and combat prowess, but they often find
the willful people are difficult to break completely. Hobgoblins are the most disciplined of the goblinoid
A strong sense of individual freedom and tribal types. Most hobgoblins build their lifestyle around a
responsibilities runs through deep goliaths and their militaristic framework, with many families operating
natural athleticism and competitive nature puts them as “units” with a commander overseeing them.
at odds with the dao’s desire for docile, controlled Larger hobgoblin forces are organized in a similar
slaves. Nonetheless, at least one noble dao has fashion, often by tribe, with a warmaster serving as
managed to subjugate an entire tribe of deep goliaths the ultimate authority. In this way, hobgoblins tend
in the Stony Expanse, and she is fond of using them to be greater threats to civilized regions, but they
as a powerful strike force against her enemies. also have the greatest tendency towards peaceful
negotiations across the planes – when it suits their
Game Statistics needs.

Goliath statistics are found in Elemental Evil On Acheron, the plane of eternal war, hobgoblins
Player’s Companion. form the commanding officers and specialized
units of the Army of Maglubiyet. They command the
Halfling legions of goblins, who generally serve as fodder
in the endless wars being fought across the metal
The carefree halflings are well-known throughout cubes of the plane, and also serve as elite soldiers
the multiverse. Many are fond of traveling, and and shock troops. The hobgoblin force known as
there is no greater sojourn than a trip across the the Iron Shadow functions as a secret police within
planes of existence to experience wonders, delights, the Army of Maglubiyet and beyond, and their duty
and dangers beyond imagining. These wandering is to patrol the inner workings of goblinoid society.
halflings tend to form small nomadic bands, often They often are tasked with secret missions as well,
operating as traveling merchants selling goods and and most goblins and hobgoblins dread their sudden
wares out of an extradimensional wagon or other appearance.
conveyance. They are welcome sights in many planes
where larger merchant outfits do not visit, and even Game Statistics
in the larger cosmopolitan cities such as Calypso, the
City of Glass, and Drabanu, the sight of a wandering Hobgoblin statistics are found in Volo’s Guide to
halfling family is usually greeted with smiles. Monsters.

The ancestral home of the halflings is Green Human
Fields, a pastoral realm found on the third layer
of Mount Celestia. Here, Yondalla and the other There is no more populous race in all the multiverse
halfling gods keep watch over countless burrows than humans. They are the standard by which the
holding innumerable families. They keep watch over average is applied, though many individuals rise
each other and their lands with vigilant eyes, and above or below this average just as with any other
many are proud to rise to the defense of the Seven race. Humans are incredibly adaptable and can be
Heavens in times of crisis or need as well. found in all of the planes, though in some like the
Plane of Water they are less frequent.
On the plane of Elysium, an unusual subrace of
halflings can be found in an unusual place. Sheelkep Most scholars suggest the Material Plane is the
halflings are an albino-skinned subrace living in true origin of humans, and they’ve traveled and
Highsilver, one of the traveling moons of Elysium. settled outside of it since the dawn of the multiverse
They are more serious than a typical halfling, with a itself. Countless kingdoms, republics, nations, and
war-like mentality, especially regarding their hated city-states can be found all across the planes, and
foes – lycanthropes and shapechangers. Sheelkep many serve as a central hub in their realm, but none
halflings are well-known for hunting down evil of them stand as a true original home for humans.
shapeshifters across Elysium and beyond, and Where else but the Material Plane could they have
their skill at forging silvered weapons and armor is come from originally?
second-to-none.
Game Statistics
Game Statistics
Human statistics are found in Player’s Handbook.
Halfling statistics are found in Player’s Handbook.

Cultures of the Infinite Planes
14

Kenku Game Statistics

Dark-feathered and flightless, kenku are an unusual Kenku statistics are found in Volo’s Guide to
race of bird-like people who lost the ability to speak Monsters.
on their own. They can only mimic the sounds
of the world around them, a talent they use to Kobold
communicate but one that belies a dark truth –
kenku seem empty of the creative spark driving other Kobolds are a reptilian humanoid race with
creatures to create art, poetry, and other artistic physically weak features but an innate cunning that
endeavors. makes them dangerous and implacable foes. Across
the multiverse, they have infiltrated deep tunnels
The origin of this lack of creativity is tied and dark caves to undermine the will of the hated
inexorably to the loss of the kenku’s wings. It is “surface-dwellers” though they hold a special place
a matter of some planar debate as to the exact of hatred for gnomes. Despite their lack of apparent
origin, but the common theory says the kenku were physical strength, kobolds consider themselves the
originally servants of the Wind Dukes of Aaqa on the heirs of draconic power, and their god Kurtulmak
Plane of Air. Like the aarakocra, they were soldiers was originally a vassal of Tiamat, the Queen of Evil
in the war against chaos itself, though the kenku Dragons.
had a natural talent for infiltration and assassination
rather than straight warfare. Something happened Kobolds can be found in underground warrens
long ago and the kenku betrayed their masters, and all across the planes, but they are especially
as punishment their wings and creativity were stolen prevalent on Gehenna. Many tribes can be found in
from them. Their flocks scattered out to the planes, endless tunnels beneath the volcanic slopes of that
where they settled in small bands and lived in the plane, and it is here the Lost Warrens of Gaknulak
shadows of cities. supposedly can be found. Many kobolds have gone
out in search of the fabled site of the legendary
How much of this is true and how much is legend kobold trapsmith, but few have found it and lived to
is a matter of debate, but it has been observed that return.
many kenkus are obsessed with regaining their
ancestral ability to fly. Often times this drives an Game Statistics
individual kenku to explore and adventure as the
rest of their flock remains behind. Some flocks have Kobold statistics are found in Volo’s Guide to
given up on this dream and now serve as assassins, Monsters.
thieves, and cutthroats across the multiverse. Many
kenku flocks have been seen on the Plain of Infinite Leonin
Portals, the first layer of the Abyss, serving the
whims of Pazuzu the ancient demon prince. Fiercely loyal and prideful, the leonin are a lion-like
race of humanoids keeping to themselves in the
isolated Golden Plains of Kanidis on Arborea. Little
is known about them, as the Golden Plains were
given over to them by the gods of Mount Olympus
long ago and, while their power has dimmed, that
original edict remains in effect. The leonin tribes
patrol their land with savage ferocity, though
occasionally one of their members gets curious and
travels out into the wider multiverse.

A leonin is a creature of strong emotions, but they
work to hide them beneath a mask of stoicism and
pride. They love competitions and fight as fiercely
as any, often resorting to combat just for the sheer
joy of it. They love their clans just as fiercely, and
intense rivalries going back generations are well-
remembered and kept alive in younger leonin.

Cultures of the Infinite Planes

15

The most common type of leonin encountered succumbed to some calamity long ago.
outside of the Golden Plains of Kanidis is one who Some planar sages think whatever great disaster
is looking to prove themselves. Whether that is in
combat against a great foe, in the eyes of the gods befell this lizardfolk empire long ago reduced much
who most leonin believe still sit on Mount Olympus, of them to savage creatures, perhaps devolving
or to themselves as a personal vow, they are driven them from their peak to the savage creatures found
and dedicated to their belief. Often times, a leonin in many swamps across the planes today. There
“adopts” a band of adventurers and protects them as is no unity among the disparate lizardfolk tribes
fiercely as their own blood relatives. today, though many on the Plane of Water have been
seeking equal representation on the Azure Council
Game Statistics in the City of Glass for many years. Many degenerate
lizardfolk tribes have been encountered all across
Leonin statistics are found in Mythic Odysseys of Carceri, perhaps adding credence to the theory the
Theros. plane once hosted their mighty empire long ago.

Lizardfolk Individual lizardfolk traveling outside their tribe
do so usually out of fear, aggression, or pleasure,
Lizardfolk are viewed with suspicion in many parts the three emotional mindsets dominating lizardfolk
of the multiverse, and often they are considered sensibilities. They are strong warriors and cunning
nothing more than marauding monsters. In many rogues, but many are surprised to find a knack for
Material Planes, lizardfolk tribes have degenerated, arcane abilities in many of them as well. The Green
but there is evidence to suggest they were once part Master of the Prismatic Order on the Plane of Air
of a large planar-spanning empire long ago. Ruins is an accomplished lizardfolk sage with many years
found in the red desert of Minethys on Carceri of arcane study under his belt, and she has inspired
suggest an ancient lizardfolk civilization that many younger lizardfolk to take up wizardly studies
as well.

Game Statistics

Lizardfolk statistics are found in Volo’s Guide to
Monsters.

Minotaur

Minotaurs have a proud and courageous culture
focused on honor, loyalty, and strength. They are
found in many planes, though many family lines have
migrated to the city of Ravnica and consider the City
of Guilds their home. Outside of Ravnica, minotaur
communities can be found in many planes. The
minotaurs of Arborea are less civilized than others
and tend to savage and aggressive, though they
once traced their lineage back to the gods of Mount
Olympus.

Minotaur clans are found in abundance on
the slopes of Gehenna, where they serve as both
enemies and allies of the yugoloth fiends there
depending on the circumstances and terms. For
their part, yugoloths treat the minotaurs as little
more than cattle-like slaves to be used and discarded
when necessary, but they recognize their strength,
ferocity, and sheer numbers as useful advantages to
be exploited. The minotaurs despise what they see
as weakness in the yugoloths but the fiends control
most refineries, forges, and cities on Gehenna.

Cultures of the Infinite Planes
16

Most minotaurs trace their family history back Satyr
to a singular legendary minotaur, and this tradition
of hero-worship drives the family in most of their Few enjoy a party more than a satyr. These fun-
endeavors. In the endless multiverse, some of these loving, goat-legged humanoids are found in large
legendary ancestors have actually ascended to numbers on the plane of Arborea, where many
godhood, or at least attained immortality, but how worship Bacchus and honor him as the god of wine,
they view their family line differs from minotaur to song, and good times. Satyrs possess a depth of
minotaur. passion few can match, and their hedonistic lifestyle
and carefree attitudes often puts them in dangerous
Game Statistics situations – or at least at the mercy of unforeseen
consequences.
Minotaur statistics are found in Guildmasters’ Guide
to Ravnica. Many satyrs travel the planes in search of
adventure to satiate their never-ending thirst for
Orc excitement. They have a real knack for brewing ales,
wines, and other alcoholic drinks, and many cities
To most, orcs are the quintessential barbarian horde. across the multiverse are immensely proud of local
They are ferocious, loud, and aggressive, and when breweries or wineries run by satyr alchemists. To a
they gather in tribes across the multiverse they focus satyr, nothing is more enjoyable than enjoying life,
their efforts on war and raiding to feed themselves unless it’s sharing that enjoyment with everyone
and their families. Most believe orcs create nothing around them.
for themselves, but the truth is far more complex
than this simple sentiment. In general, orcs fall into Satyrs have not built cities, though most love
two broad categories – those corrupted by the power the wonders a trip to civilization brings. They are
of Gruumsh, and those who resist it. unreliable workers, with even the most diligent
capable of spending days, weeks, or even years
Gruumsh is the fierce orc god driving many tribes wandering on a tangent unrelated to their original
to endless warfare. Stories and legends differ on the purpose. Nonetheless, their passion is infectious,
details but most view Gruumsh as the progenitor and few would turn down an invitation to a satyr
deity of the orcs, but there is strong evidence to party anywhere on the planes.
suggest he did not create them – he simply corrupted
most of them, turning them into savage warriors. Game Statistics
Outside of Gruumsh’s influence, however, orcs have
created art, beauty, and crafts, and in many places Satyr statistics are found in Mythic Odysseys of
across the planes orc tribes live in relative peace and Theros.
safety with their neighbors. Many are surprised to
learn about the orcs of Bytopia who live and thrive Shifter
on Shurrock, the wild twin to Dothion, with many
simple cities and villages dotting the wilderness. The vast percentage of the humanoid population
Orc kingdoms can be found on Arcadia as well, living in the jungles of the Beastlands are shifters.
and obeying the laws of the Lex as well as their Also known as weretouched, it is commonly thought
neighbors. shifters evolved from lycanthropes, and perhaps
this is partially true for some communities spread
However, on the plane of Acheron, the greatest out across the planes. On the Beastlands, though,
number of orcs belong to the innumerable Horde shifters themselves believe they are the children of
of Gruumsh. This massive, sprawling war party the Beast Councils, where long ago the intelligent
consists of hundreds of individual tribes all looking animals of the plane sought to extend their reach
forward to the glory of combat in the name of from the Beastlands by taking on humanoid traits.
Gruumsh himself. They live on and in the metal cube The result were the shifters, though most Beast
of Nishrek and they are consumed with the bloodlust Councils seem to have abandoned the idea and view
inherent in the Infernal Battlefield. them as nothing more than outsiders now.

Game Statistics

Orc statistics are found in Volo’s Guide to Monsters.

Cultures of the Infinite Planes

17

Most shifters live in small family bands, moving Tabaxi
and traveling in the jungles and wilderness of their
home, never settling in one place. The small city of The shifters believe themselves descended from the
Outpost on the River Oceanus is the largest single mixing of animals with humanoids at the behest
community of shifters in all the planes, but even of the Beast Councils, but the tabaxi laugh at this
here the transient population coming in and out on a notion. The tabaxi are cat-like people who know
regular basis would triple or even quadruple the total they are the direct descendants of the cat lords of
number of shifters. In the Beastlands, shifters call the Beastlands. They were created to go where
themselves the Wylders and follow simple guidelines the cat lords could not, to find out information and
for behavior – don’t attack unless attacked, don’t bring back trinkets and treasure for their masters.
provoke unless provoked, and leave things better A tabaxi traveling out in the multiverse is often on a
than you found them. mission for their cat lord, though just as often they
get distracted and wander away from their intended
Shifters tend to fall back on their animalistic goal, sometimes for years or even generations at a
instincts, and there are tales of whole shifter bands time.
who have simply given themselves over to nature,
throwing off all shackles of civilization in favor Tabaxi are intensely curious, and have natural
of pure animal savagery. These wild shifters are affinities towards music, magic, and secrets,
unpredictable and dangerous, and some have begun making them excellent minstrels and bards. They
to radicalize, believing cities and civilizations must love knowledge for the sake of itself, and some that
be torn down actively. The Wylders condemn these have settled down have done so in places where
savage shifters as foes even if they agree with their knowledge flows frequently – taverns and inns. For
beliefs at least in principle. a tabaxi, there is no greater pursuit than curiosity,
and in this regard they are perfect servants of the cat
Game Statistics lords on the Beastlands.

Shifter statistics are found in Eberron: Rising from However, most tabaxi also believe servitude to not
the Last War. be their style, and they view their relationship with
their cat lord as a partnership. Cat lords, on the other
Cultures of the Infinite Planes hand, definitely view tabaxi as servants, but they view
18 all “lesser” creatures as either servants, obstacles,
or food. How much of this mentality transfers over to
the tabaxi varies from individual to individual.

Game Statistics

Tabaxi statistics are found in Volo’s Guide to
Monsters.

Tiefling Or so the tritons would have you believe. The truth
is likely more complicated than the simple story of
Whereas aasimar are descended from beings of “light versus darkness” the noble tritons purport.
the Upper Planes, tieflings are descended from They are a formidable people, with a strong moral
the monstrous fiends and denizens of the Lower code and a sense of right and wrong, and their skill
Planes. Most tieflings that care about these things in aquatic warfare is without question. They do,
trace their origin back to either a legacy of infernal however, tend to overinflate their sense of worth,
power stemming from the devils of the Nine Hells or especially on the larger scale, and offer few concrete
demonic power from the endless horde of demons examples of their ancient prowess.
on the Abyss. Physically, there is little separating
these two “splinter” subraces of tieflings, though they Regardless, the tritons are a powerful force
can tell each other apart usually with just a glance. militarily in the Plane of Water. Their citadels are
beacons of hope and justice in the Sea of Light,
Tieflings have an unfair reputation for protecting the watery realms from merrow raiders
wickedness across the planes, and they are often and deep sea invasions. This sense of duty extends
unfairly burdened with the deeds of their fiendish beyond the Plane of Water as well – triton outposts
progenitors. In many cities, tiefling families have have been established in Material Plane seas across
come to accept this as their fate, and they lean into the multiverse. Aloof, haughty, but capable, tritons
it by forming cults dedicated to their Lower Plane strive to be the vanguard against the evils lurking in
heritage. In the Nine Hells, tieflings can rise through the deepest seas.
the devilish ranks and earn a place of power and
prestige in the courts of archdevils just as easily Tritons have little official presence in the City of
as pure fiends. In the Abyss, however, demon lords Glass, while they do hold a seat on the Azure Council
typically treat tieflings with as much scorn as any
other humanoid.

Asmodeus has taken a special interest in the
lives of tieflings throughout the multiverse, and
has gone on to sponsor multiple tiefling empires.
The most prominent of these is the Arkod Empire
on Mechanus, the plane of law, where Asmodeus-
worshipping tieflings have setup a haven for their
kind. The city of Zecrith Ar is their capital, with
many blood-red citadels and towers dedicated to
the advancement of tiefling and Asmodeus power
throughout the known planes.

Game Statistics

Tiefling statistics are found in Player’s Handbook.

Triton

Proud, steadfast, noble, and sometimes arrogant,
the tritons have taken it upon themselves to protect
the Plane of Water – and the multiverse – from the
threats posed by the great evils lurking in the water.
Long ago, aboleths and other monsters prowled
the Sea of Light, but the tritons rose up and pushed
back the evil powers into the lightless corners of the
Darkened Depths. And they remain ever vigilant for
the actions of those they have defeated.

Cultures of the Infinite Planes

19

they rarely attend. However, they do make up a Artificers have long been associated with the
significant portion of the Knights of Glass (second warforged as well, and there are certain types that
only to the merfolk), serving as protectors of the have been created by an unknown spark in the
citizens. Most take their duty seriously and defend laboratories across the planes. The Izzet League
the City of Glass as stalwartly as they would their on Ravnica are responsible for no small number of
own homes. warforged, but even they don’t understand exactly
how they did it. An influential family of artificers
Game Statistics known as House Cannith, originating in the Materia
Plane world of Eberron, are credited with many
Triton statistics are found in Volo’s Guide to advances in warforged technology. And if they know
Monsters. the secret of creating new warforged, they have been
keeping it to themselves for generations.
Warforged
Game Statistics
Warforged are mechanical humanoids built from
non-living components. Superficially, they resemble Warforged statistics are found in Eberron: Rising
golems, but something has awoken in the heart of from the Last War.
the warforged to make them separate beings with
consciousness, reasoning, and even a soul. How did
this happen? What was the spark, and how does it
keep occurring? These questions and so many more
have plagued planar scholars for centuries. Most
believe the warforged lineage can be traced to the
plane of Mechanus, and there are at least cosmetic
similarities between them and the other creatures of
the Clockwork Nirvana, such as the inevitables and
modrons.

But the warforged are different. They are not
beholden to a greater power of law and order like
the other Mechanus residents, no more so than any
other humanoid creature, and they have spread out
across the planes. On Acheron, some warforged have
gathered together to find the enigmatic Iron Voice
calling out to their kind, but no one knows what it
is or what purpose it serves. Is it the progenitor of
the warforged? Or is it some powerful golem-like
intelligence? The seekers of the Iron Voice have
been searching the cubes of Acheron for many years
without an answer.

Warforged are found in large numbers on
Acheron, leading some to theorize the plane’s
dangerous lower layers may hold the secret of their
creation. On Tintibulus, the strange pressure of the
layer force living creatures into geometric shapes,
but some expeditions to that layer have found large
metal dodecahedrons with humanoid molds inside
of them. Is this the source of the warforged? But who
made them and why?

Cultures of the Infinite Planes
20

Classes of the Infinite Planes

There is a fundamental order to the planes that cannot be denied. All of the classes offer an additional choice
There are rules and laws, and yes even rules and laws that seem to as the character advances to further define the
exist outside the normal confines of laws and rules, and therefore character’s abilities and functions. Often referred to
it’s no surprise that the skills people pursue similarly follow a as a “subclass,” each class offers multiple variations
pattern of rules and laws. It is an undeniable fact of the multiverse, granting specific abilities based on an archetype.
and one I am personally thankful for. It helps us understand the The cleric, sorcerer, and warlock classes require this
nature of reality, and it helps teach younger generations uncovered choice at 1st level, while druids and wizards offer it
secrets. Without this generational learning, we are nothing more at 2nd level, and all the other classes branch out at 3rd
than simpletons throwing rocks at the strangeness. level.

Issilda the Unbreakable The subclass options presented in the Player’s
Handbook along with other supplements offer
A character in D&D is broadly comprised of three choices, but an infinite multiverse, there are plenty of
fundamental game-related decisions to start with: other options available. Presented in this chapter are
race, class, and background. There are thousands additional subclass options for each class.
of smaller details to fill in around personality and
other attributes, but these three form the core of the
game-related functions of the character and how they
interact with the campaign.

Class Subclass Description
Artificer Clockwork Engineer Building clockwork contraptions
Gem Binder Creates a gem as a powerful magical focus to harness latent
Artificer magical energy and boost spell power
Wonderkin Using dreamstuff from the Plane of Dreams to turn fantasy
Artificer into reality
Path of the Primal Host Draws upon a strong connection to the natural power of
Barbarian Arborea
Path of the Reaver Uses tricks and cunning to move about more freely
Barbarian Path of the Skald Combines inspirational singing with barbaric rage
Barbarian Path of Umbra Fuels their rage using a link to the Plane of Shadow
Barbarian College of the Circus Acrobatic performers with a knack for dodging and moving
Bard College of Joy Spreading joy and happiness through songs of healing and
inspiration
Bard College of Memories Taps into the lost memories of the Astral Plane
College of Storms Summoning thunder and lightning to enhance their
Bard performances
Elemental Domain Worshippers of air, earth, fire, or water deities
Bard Circle of the Hive Insect-like powers with a focus on swarms and hives
Circle of the Hunt Leaning into predatory abilities to track and hunt foes
Cleric Circle of the River Channeling the power of the River Oceanus to restore
Druid Greenblade Using boons granted by the archfey
Druid Juggernaut Unstoppable warrior specializing in heavy armor
Druid
Fighter
Fighter

Classes of the Infinite Planes

21

Class Subclass Description
Fighter Mad Howler Unpredictable antics using to use reaction in unique ways
Fighter Stonebreaker Focusing on heavy weapons to deal critical blows
Monk Way of the Honed Mind Bending the chaos of the multiverse using mental willpower
Way of the Silver Lantern Following the Silver Lantern to help others wherever they are
Monk found
Way of the Warrior Soul Discipline and focus on the art of combat itself
Monk Oath of Anarchy Dedicated to the principals of chaos as a fundamental force of
change
Paladin Oath of Clarity Focusing on seeing through illusions and falsehoods
Oath of the White Flame Follower of the White Flame to cleanse the multiverse of
Paladin fiends
Arcane Warden Using ancient elven magic to help defend and attack
Paladin Demonskin Harnessing the power of demonic foes to fuel their abilities
Unicorn Knight Follows the example of the mighty unicorn
Ranger Windrunner Tapping into the wild wind to move faster and further than
Ranger anyone else
Ranger Fire Dancer Learns a delicate dance of fire to entertain and attack
Gatecrasher Secret paths of the multiverse are no longer secret
Ranger Luckspinner Chance and probability are tools to be used just like any other
Mind Stalker Order of psychic illithid hunters trained to ward their minds
Rogue Glittertouched Uses the power of glitter from Bytopia to dazzle and befuddle
Rogue Hero Blood Traces a lineage back to the gods of Mount Olympus
Rogue Ooze Magic Forbidden sorcery from the Plane of Ooze
Rogue Metal Master Powerful constructs grant abilities around metal
Sorcerer Scorched Burnt entity with an angry focus grants fire-based skills
Sorcerer School of Aeromancy Learning arcane magic from the Plane of Air to fly
Sorcerer School of Cryomancy Icy magic from the Plane of Ice
Warlock School of Geomancy Stony power from the Plane of Earth
Warlock School of Hydromancy Fluid arcane magic from the Plane of Water
Wizard School of Nomomancy Using the rules of magic itself to enhance spells
Wizard School of Oneiromancy Tapping into the endless power from the Plane of Dreams
Wizard School of Pyromancy Destructive arcane magic from the Plane of Fire
Wizard
Wizard
Wizard
Wizard

Classes of the Infinite Planes
22

Artificers

There are some who see the wonders of the The Academy of Ramora itself is a tower built on
multiverse and wonder how it all works together. a floating chunk of earth in the Elsewhere region of
They view the splendors found amongst the planes Limbo. The tower’s interior is much larger than the
and a curiosity is sparked within them, and they dive exterior, and hundreds of alchemists work in isolated
into the underpinnings of how it all fits and meshes. laboratories on their latest research topics. The
This curiosity drives them forward, powered by extradimensional space for the tower was developed
imagination, skill, or sheer willpower, and the results after Ramora and her section disappeared, when it
can be wondrous and amazing. was decided the work being done in the academy
should be isolated from the rest of Limbo.
Many of these individuals go on to become
artificers, harnessing their creative powers to create Artificer Syndicates
objects of delight – or terror. Across the planes, the
power of the artificers is in full effect, and in some On Bytopia, work output is managed on a large
places like the plane of Mechanus, the gears native scale by the powerful Great Guildclanns. Each of
to the plane are a natural inspiration for the power of these organizations governs the labor of a subset
creation. Alchemists, armorers, weaponsmiths, and of workers, from metalsmiths to leatherworkers
more all heed the curious call to create, tinker, and and everything in between. Secretly, however, the
invent. Great Guildclanns follow the invisible guidance of
the Artificer Syndicates – four powerful groups who
In places like Ravnica, the wonders of artificers leverage the power of each guildclann for their own
are on full display all across the city. Electricity gain.
runs through strange poles and lights up the city
streets in certain places thanks to the efforts of the The presence of the Artificer Syndicates are well-
Izzet League. One of the greatest concentration of known by the members of the Great Guildclanns
artificers is on Bytopia, though it’s hard to imagine but it’s treated as an open secret. No one talks about
such a thing on a plane where every manufactured them, and when an artificer representative shows
good breaks down eventually. up they are treated with respect despite no one
mentioning their title or actual function. In this way,
Artificer Associations the Artificer Syndicates maintain a level of secrecy
about their organization to the outside realms.
Artificers are a naturally curious group, and many
are lone-minded individuals creating wonders in
their own corner of the multiverse. However, many
find solace and inspiration with sharing their ideas
with others, and there are numerous associations
of artificers across the planes that have grown in
prominence and power over the generations.

Academy of Ramora

Based on the plane of Limbo, the Academy of
Ramora is comprised of alchemists obsessed with
the results of chemical reactions. It was established
by Ramora, a dragonborn alchemist, who found
Limbo’s natural mutation effects could be captured
and controlled under the right circumstances. Those
circumstances involved the use of several chemical
liquids, and while Ramora herself was seemingly
destroyed in an alchemical explosion that also took
her entire laboratory, her students continue to work
with the primordial matter of Limbo in their artifice
experimentations.

Classes of the Infinite Planes

23

In truth, the Artificer Syndicates are comprised The Izzet League’s guildmaster is a powerful,
of four groups working together to advance the art super-intelligent dragon named Niv-Mizzet who by
of artifice across the planes. The four groups are all accounts has lived for over fifteen thousand years.
the Cabal of Alchemy, the Cabal of Awakening, the He founded the Izzet League and remains in charge
Cabal of Artillery, and the Cabal of Battlesmithing, of its functions, and he still supervises experiments
and each recruits top artificers from across the throughout the guild on a regular basis. The Izzet
planes in their respective fields to join their League’s guildhall is Nivix, a dominating structure
mysterious organization. Their meeting place is kept in Precinct Four of District Ten, the most active and
secret using memory-altering devices so that even arguably important Ravnican district.
individuals can’t betray the trust of the larger whole.
Artificer Specialties
Brotherhood of the Cog
The following options are available to artificers at
The great grinding gears of Mechanus are a 3rd level: Clockwork Engineer, Gem Binder, and
dangerous wonder unique in all the multiverse. Wonderkin.
The plane’s strict adherence to order is a thing of
beauty, and it has inspired countless artificers and Clockwork Engineer. Mastering the clockwork
inventors for time unknowing. The Brotherhood of wonders of Mechanus, these artificers craft unique
the Cog is the oldest artificer organization operating weapons and companions to help them in their
in Mechanus today, and their history goes back adventuring.
hundreds upon hundreds of years.
Gem Binder. Gem binders capture magical power
Their stronghold is the Transcendent Academy in a star gem to enhance their arcane features and
in the city of Silversprocket, a population that was unlock new capabilities.
originally designed to support the needs and efforts
of the brotherhood. Artificers of all kinds can be Wonderkin. These artificers pull dreamstuff
found in the halls of the Transcendent Academy, and from the Plane of Dreams to create wondrous items
the Brotherhood of the Cog boasts one of the most seemingly out of thin air.
renown families of inventors in all the multiverse as
influential members and supporting backers – House Clockwork Engineer
Cannith. House Cannith is said to produce the best
and most inventive artificers in all the planes, and The plane of Mechanus is filled with gears of all
while it may be easy to assume this is just arrogance kinds and sizes, and to clockwork engineers, this
in action, their results cannot be denied. is simply the underpinning of the multiverse laid
bare. These studious, creative artificers believe
Izzet League everything runs according to a system that can be
expressed in some form of clocks, whether biological
The sprawling city of Ravnica is the largest civilized or mechanical. They specialize in understanding the
point in all the planes. Its borders stretch on to workings of gears and machines, with some working
encompass an infinite demiplane, accessible only to make sure the best possible outcome is produced
through portals and gates, and the city itself has – and others seeking only to control everything to
stood for thousands of years. In that time, roads, their own personal whims.
buildings, sewers, and other projects have been
constructed, and the Izzet League have been the Clockwork engineers are constantly tinkering with
ones to support those projects as one of the ten small devices, and they tend to take apart objects
primary guilds of Ravnica. and items in order to understand how it all operates.
When they put the item back together, sometimes it
The Izzet League is chiefly concerned with works better, and sometimes it just works different,
the advance of ideas, and they believe all results but the clockwork engineer uses their zeal for
are informative, even if or especially when they creation to unravel the mysteries of the multiverse.
completely defy expectations. This core belief drives One clockwork contraption at a time.
its countless members to investigate, experiment,
and create endless wonders, and while an occasional Tool Proficiency
explosion is to be expected, forward progress is
always strove for. Artificers from all across the 3rd-level Clockwork Engineer feature
multiverse seek to become members of the Izzet You gain proficiency with smith’s tools. If you already
League and join the ranks of its many laboratories, have this proficiency, you gain proficiency with one
each focused on a specific function or process. other type of artisan’s tools of your choice.

Classes of the Infinite Planes
24

Clockwork Spells existing contraption was destroyed. Your clockwork
contraption is usable only by you due to its unique
3rd-level Clockwork Engineer feature design and form, and you can only have one of
You always have certain spells prepared after you clockwork contraption type at any given time.
reach particular levels in this class, as shown in
the Clockwork Spells table. These spells count as The exact form of your clockwork contraption is
artificer spells for you, but they don’t count against up to you, but it is obviously a device of clockwork
the number of artificer spells you prepare. construction with exposed gears, metal components,
and whirring motors.
Clockwork Spells
Artificer Level Spell Companion. Your contraption takes the form
of a small companion shaped like an animal from
3rd command, sleep the following list: bat, cat, crab, frog, hawk, lizard,
octopus, owl, poisonous snake, quipper, rat, raven,
5th calm emotions, invisibility sea horse, spider, or weasel. It functions the same
as a creature summoned with the find familiar spell
9th catnap, dispel magic with the following exceptions:

13th compulsion, greater invisibility • The creature type is construct.
• The creature is immune to poison and psychic
17th hold monster, modify memory
damage.
Clockwork Contraptions • The creature is immune to the following

3rd-level Clockwork Engineer feature conditions: blinded, charmed, deafened,
Your continual tinkering with gears and mechanical exhaustion, frightened, paralyzed, petrified,
leftovers produces two clockwork contraptions of poisoned
your own devising, a companion and a weapon. • The creature adds your proficiency modifier to
its ability checks.
During a long rest, you can break down your • In combat, the companion shares your initiative
contraption to make a new one as long as you have count, but it takes its turn immediately after
tinker’s tools available, or create a new one if your yours. It can move and use its reaction on its
own, but the only action it takes on its turn is the
Dodge action, unless you take a bonus action on
your turn to command it to take another action.
It cannot take the Attack action.
• The companion cannot be healed except with
the mending spell, which restores 2d6 hit points
to it.

Weapon. You fashion a weapon from clockwork
components. Choose a simple melee weapon as
the base. Your clockwork tinkering alters it in the
following ways:

• The weapon’s damage increases one die: 1d4 to
1d6, 1d6 to 1d8, or 1d8 to 1d10.

• The weapon’s damage type can be changed
as a bonus action to bludgeoning, piercing, or
slashing. You can deal nonlethal damage with
the weapon regardless of the type as well.

• The weapon cannot be disarmed from you
against your will.

• You can use an action to fold the weapon down
to a smaller size that no longer resembles the
weapon itself capable of fitting in your pocket.
In this state, it can be unfolded to be used as a
weapon using a bonus action.

Classes of the Infinite Planes

25

Extra Attack Tool Proficiency

5th-level Clockwork Engineer feature 3rd-level Gem Binder feature
You can attack twice, rather than once, whenever you You gain proficiency with jeweler’s tools. If you
take the Attack action on your turn. already have this proficiency, you gain proficiency
with one other type of artisan’s tools of your choice.
Clockwork Enhancement
Gem Binder Spells
9th-level Clockwork Engineer feature
You continually tinker with your clockwork 3rd-level Gem Binder feature
contraptions to produce more powerful effects. You always have certain spells prepared after you
The weapon you’ve crafted using the Clockwork reach particular levels in this class, as shown in
Contraption feature gains the following features: the Gem Binder Spells table. These spells count as
artificer spells for you, but they don’t count against
• The weapon’s damage increases by a die again the number of artificer spells you prepare.
(1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12)
Gem Binder Spells
• When wielded in combat, your weapon scores a Artificer Level Spell
critical hit on a roll of 19 or 20.
3rd chromatic orb, ice knife
• The weapon gains the reach property.
5th mind spike, scorching ray
Clockwork Precision
9th counterspell, lightning bolt
15th-level Clockwork Engineer feature
Your understanding of gears and processes extends 13th blight, confusion
to the world around you. When you are asked to
make an ability check, attack roll, or saving throw 17th cone of cold, hold monster
but before you roll the die, you can choose to forego
the die roll and take a result of 10, applying any Star Gem
modifiers as normal to this result.
3rd-level Gem Binder feature
You can use this feature a number of times You have created a star gem, an incredibly hard
equal to your proficiency bonus, and you regain all manufactured gemstone built originally from either
expended uses after completing a long rest. glass or an existing precious stone. Your star gem
fits in the palm of your hand but the exact shape,
Gem Binder size, and color is up to you to decide. The star gem
enhances your magical capabilities and functions as
The art of gem binding first started with the gnomes your spellcasting focus.
of Bytopia. They discovered certain precious
gemstones known as star gems mined from beneath If you lose your star gem or it is destroyed, you
the Golden Hills were incredibly susceptible to can craft a new one during a long rest using jeweler’s
holding and enhancing arcane energy, and after tools. You can only have one star gem at any given
years of experimentation and trail, they discovered time, and the creation of a new one automatically
the process known as gem binding. Simply put, these destroys the existing one wherever it is.
artificers take arcane energy and bind it into a star
gem for quick release later. Future generations of When you cast a spell using your star gem as
gem binders learned to build their own unique star your spellcasting focus you can choose one of the
gems for this purpose rather than having to rely on following effects:
mined stones.
• If the spell deals a type of damage from the
The gem binding art has traveled beyond Bytopia, following list, you can change the damage type
though the gnomes of the Golden Hills are still to one of the other listed types: acid, cold, fire,
regarded by many as the experts. Each gem binder lightning, poison, thunder.
now crafts their own unique star gem, though
in places like Ravnica and the city of Yeoman on • If the spell has a range of 5 feet or greater, you
Bytopia, specialized jewelers can be found to offer can double the range of the spell.
star gems with unique designs, sizes, and colors.
• If the spell has a range of touch, you can make
the spell’s range 30 feet.

• If the spell has a duration of 1 minute or longer,
you can double its duration, to a maximum
duration of 24 hours.

• One creature affected by the spell suffers
disadvantage on their saving throw against the
spell’s effects.

Classes of the Infinite Planes
26

You can use this feature a number of times equal to Not so for you. You are an artificer who imagines
your Intelligence modifier (minimum of once), and the impossible, and your powerful imagination
you regain all expended uses when you complete a creates a dreamscape within reach of your awake
long rest. mind. You can reach into your dreamscape to pull
out intangible material called dreamstuff, and then
Gemjump you can shape it into nearly any shape you can think
of. Wonderkin are not widely understood by the
5th-level Gem Binder feature larger artificer communities, who often view them as
You can call out the arcane energy of your star gem aberrations. Wonderkin do not work their dreamstuff
to jump around in space. While you are holding your with tools, unlike other artificers, though it seems
star gem, you can use an action to teleport to an the skill necessary to walk the artificer path is key to
unoccupied space you can see within 30 feet. unlocking the power of the dreamscape.

Greater Star Gem

9th-level Gem Binder feature
Your star gem grows in power and capabilities. Your
Star Gem feature gains the following additional
options:

• You can change the casting time of the spell to 1
bonus action.

• If the spell targets only one creature and doesn’t
have a range of self, you can target a second
creature in range with the same spell. To be
eligible, the spell must be incapable of targeting
more than one creature at the spell’s current
level.

• If you make an attack roll for the spell and miss,
you can reroll the d20, and you must use the new
roll.

• You can increase the spell slot by 1 without
expending the higher-level spell slot. You must
be capable of casting the spell at the higher-level
spell slot.

Perfect Star Gem

15th-level Gem Binder feature
Your star gem can tap into the very fabric of magic
to produce nearly any effect. While holding your
star gem, as an action you can cast any spell from
the wizard spell list of 7th level or lower without
expending a spell slot. The spell cannot be modified
using the Star Gem feature, and it otherwise
functions as a spell cast using its minimum spell slot.

You must complete a long rest before you can use
this feature again.

Wonderkin

When intelligent creatures sleep, their unconscious
minds reach out to a special realm called the Plane
of Dreams. There, the sleeper creates their own
personal dreamscape that they fill with their own
imaginings, fears, and desires. The more creative
the creature is, the more vivid and realistic the
dreamscape becomes, but it collapses as soon as the
dreamer awakens.

Classes of the Infinite Planes

27

Tool Proficiency Summon Dream Creature

3rd-level Wonderkin feature 5th-level Wonderkin feature
You gain proficiency with one type of artisan’s tools You can call forth a creature from your dreams to aid
of your choice. you. You can cast the summon shadowspawn spell
without expending a spell slot.
Wonderkin Spells
You must complete a short or long rest before you
3rd-level Wonderkin feature can use this feature again.
You always have certain spells prepared after you
reach particular levels in this class, as shown in Focused Dream Crafting
the Wonderkin Spells table. These spells count as
artificer spells for you, but they don’t count against 9th-level Wonderkin feature
the number of artificer spells you prepare. While you are concentrating on a conjuration spell,
your concentration can’t be broken as a result of
Wonderkin Spells taking damage.
Artificer Level Spell
Dream House
3rd fog cloud, Tenser’s floating disk
15th-level Wonderkin feature
5th cloud of daggers, healing spirit You can create an extradimensional mansion out of
thin air. You can cast the Mordenkainen’s magnificent
9th spirit guardians, stinking cloud mansion spell without expending a spell slot.

13th dimension door, Evard’s black You must complete a long rest before you can use
tentacles this feature again.

17th cloudkill, insect plague

Craft Dreamstuff

3rd-level Wonderkin feature
Your strong connection with the Plane of Dreams
allows you to manipulate dreamstuff at will. You can
use your action to call forth intangible dreamstuff
and shape it into an inanimate object in your hand
or on the ground in an unoccupied space that you
can see within 10 feet of you. This object can be
no larger than 3 feet on a side and weigh no more
than 10 pounds, and its form must be that of a
nonmagical object that you have seen. The object has
some unusual feature, like a striking color or other
feature that makes it appear obviously out of the
ordinary.

The object disappears after 1 hour, when you use
this feature again, or if it takes or deals any damage.

Classes of the Infinite Planes
28

Barbarians

Few can match the barbarian when it comes to Grima often accompanied her clan’s warriors in
harnessing raw emotion, which they turn into the battle and her mighty song of triumph dominated
source for their powerful and often destructive rages. the field. She gained legendary status when she and
This power manifests in many different ways across her family faced a tribe of savage war trolls who
the multiverse, and some possessing the rage of a had come down to raid and pillage the barbarian’s
barbarian don’t look like a savage warrior from the earthberg. The fighting was intense and things
wilderness. looked bleak for the human warriors, though they
did not fear death. Grima’s song of triumph rose
However, there are plenty of wild and dangerous up above the bloody roar of battle, however, and in
places where survival means tapping into a bestial response all of the barbarians lifted their voices to
savagery more akin to an animal. The jungles of join in the powerful chorus.
the Beastlands are home to countless predators,
and anyone looking to make their way there must The trolls were shaken by the ferocity of the
meet their foes on at least an equal footing. In other song, and it is said the Aesir heard it all the way in
places, like the tunnels of Pandemonium, retreating the halls of Asgard. Under Grima’s direction, the
to a more savage nature may be the only thing warriors pushed back the trolls, saving their homes
keeping utter madness at bay. and scattering the monsters off of the earthberg.

When building your barbarian, consider their Krog Mudbrain
background and how it may have intersected
with the formation of their powerful rage ability. The skies of the Plane of Air are clear, brilliant, and
The barbarian’s rage is their most potent and not as empty as many would believe. Sky pirates are
recognizable tool, but where did yours come from? Is a common threat, sailing between the multicolored
it passed down from generations, or did something clouds to prey on rich merchant vessels using the
happen to trigger the appearance of your rage? The Labyrinth Winds to deliver goods to markets across
multiverse is filled with wonders and strangeness the multiverse. Many pirates of the endless azure
beyond reckoning! skies have gone on to become legends – Iron Firsts
Hayley, Maxwell the Kraken, and Captain Birdie
Barbarian Legends Bones are all well known in the taverns of Calypso,
City of Clouds.
Barbarian cultures around the planes usually honor
one or more legends from their past, using them One of the most noteworthy of these pirate
both to inspire and teach younger generations. These legends is a wild goblin berserker named Krog
legends are usually rooted in fact but over the years Mudbrain. Krog is the first mate aboard The
the stories surrounding them tend to get exaggerated Howling Scream, a pirate ship crewed exclusively by
and the individual takes on a larger-than-life persona. goblinoids. Krog is an excellent sailor with a good
sense for bearings and sailing – except when the
However, in an infinite multiverse, it’s important rage takes over. Then, Krog becomes a ferocious
not to discount even the most outrageous claims whirlwind of savage death, leaping and running
from these stories. The legends are kept alive for a around to cut, slash, stab, and bite anyone he can.
reason, after all.
Krog’s most infamous antic came when The
Grima Stormsdottir Howling Scream intercepted a slave barge run by
a greedy dao. The goblins came out from behind a
Battle is the ultimate test of the warrior, at least purple cloud to surprise their target, but the guards
according to the barbarians of Ysgard, and the onboard were ready and lobbed magical arrows at
natural properties of the Heroic Domains encourage the attacking pirates. Most fell before even reaching
bravery and honor in the face of overwhelming the slave barge, but not Krog. The crazed goblin
foes. Few exemplify this ideal better than Grima barbarian leapt from The Howling Storm to the deck
Stormsdottir, the youngest daughter of a warrior of the target ship and proceeded to unleash a furious
clan. She took up the mantle of clan skald at an early barrage that laid low the enemy forces. When the
age, and her voice was said to be powerful enough to rage subsided, Krog was left alone amidst a pile of
shake mountains. bodies. Dao, guard, slaves – none survived.

Classes of the Infinite Planes

29

Ralsbark of the Common Horn Sylnala, like most of her kind, believed the
forested landscape of Arborea were sacred, and the
The Legion of Righteous Fury is a well-organized trees were said to hold the souls of their ancient
band of barbarians protecting the slopes of Mount ancestors. Unlike most of her kin though, Sylnala
Celestia. Their ranks are filled with warriors was curious. She often wandered far from her
standing for goodness, light, and order, and they village and talked with elves, satyrs, centaurs, and
often accompany archons on strikes across the other neighbors, learning all about the plane and
multiverse to keep fiendish forces from claiming too multiverse around her. She was trained in swordplay
much territory. The legion are disciplined barbarians by elven masters, though she never quite mastered
in stark contrast with their savage rage, and they are the elven style and her pacifist nature made her a
surprisingly rigid in their thinking. poor warrior.

Few are as hardheaded as Ralsbark, a dwarf Until the Swarm of Khellos arrived. Under the
barbarian of the legion, who leads a proud command of Khellos, an ettercap warlord, the
contingent of soldiers known as the Common Horn. swarm became a great mass of dark and twisted
It is said Ralsbark’s golden beard was blessed by spiders intent on spoiling the forests of Arborea.
Moradin himself, and the barbarian legend leads the Sylnala was there when the Swarm of Khellos first
Common Horn on impossible missions all across the descended on an elven village, and something about
Lower Planes. He has a special hatred for duergar the horrors she faced awakened a great rage inside
dwarves, especially those allied with fiendish forces, of her. Sylnala harnessed the power of the Primal
and he earned his reputation with fire and steel in Host, an elemental force latent across Arborea, and
the Onyx Fortress, a duergar stronghold on Avernus. managed to hold back the Swarm of Khellos until
elven reinforcements arrived. She was instrumental
Ralsbark and his soldiers were tracking down a in hunting the spider forces down and she faced
group of duergar warlocks in the Nine Hells when Khellos in a great battle that saw both fall into
they were ambushed and captured. Ralsbark was darkness.
taken to the Onyx Fortress where the devils and
duergar tried to pry the secrets of the Legion of Umbral Chief
Righteous Fury from the dwarf’s mind. He not only
resisted, he tapped into some unknown primal There are places across the multiverse that still
power and managed to break free. Ralsbark, infused tremble at the mention of the Umbral Chief. He
with a radiant power, freed his fellows and together was a mighty warlord from the Material Plane who
they decimated the inhabitants of the Onyx Fortress. managed to unite hundreds of disparate barbarian
tribes into a unified force. He did this through a deep
Sylnala connection to the Plane of Shadow, and his forces
were just as bound to the Shadowfell as he was.
The endless forests of Arborea hold a multitude The Umbral Chief’s bloody trail of conquest went
of creatures. Many associate the Olympian Glades uncontested for many years.
with elves, and while they are plentiful across much
of the plane, they are not the only society hidden Eventually, he fell in battle against an unknown
in the great woodlands. Many clans of firbolgs also force, but so deep was his connection to the Plane
exist, away from paths and other cities, content to of Shadow that he did not die. Instead, he was
keep to themselves and protect the natural beauty of pulled into the Shadowfell and transformed into
the plane around them. Few have met more than a a great undead horror. His most loyal barbarians
handful, but many in Arborea recognize the name of became shadow-touched monsters as well, and they
Sylnala. ride through the darkness of their new home on
endless shrieking raids. So far, their rides have been
contained to the Plane of Shadow, but it is said the
Umbral Chief yearns to return to the Material Plane
and resume his path of total carnage.

Classes of the Infinite Planes
30

Primal Paths Primal Stride

The following options are available to barbarians at 6th-level Path of the Primal Host feature
3rd level: Path of the Primal Host, Path of Revenge, Your connection to the natural land means moving
Path of the Skald, and Path of Umbra. through nonmagical difficult terrain costs you
no extra movement. You can also pass through
Path of the Primal Host. Barbarians of this path nonmagical plants without being slowed by them
learn to synchronize themselves with the Primal and without taking damage from them if they have
Host, a powerful nature element originating from thorns, spines, or a similar hazard.
Arborea.
In addition, you have advantage on saving
Path of the Reaver. A reaver is a barbarian who throws against plants that are magically created or
has learned to take exploit every weakness of their manipulated to impede movement, such as those
opponent. They are fast moving warriors capable of created by the entangle spell.
lightning-quick strikes.
Primal Ward
Path of the Skald. Many barbarians of Ysgard
follow the Path of the Skald, bolstering their 10th-level Path of the Primal Host feature
companions in battle with fierce songs and keeping You can’t be charmed or frightened by elementals or
the legends of their people alive. fey, and you are immune to poison and disease.

Path of Umbra. The Plane of Shadow is a dark, Primal Life
malevolent place, but those following the Path of
Umbra have learned to take its power and weave it in 14th-level Path of the Primal Host feature
their fury. You can call upon the Primal Host to stimulate your
natural healing ability. You can cast regenerate on
Path of the Primal Host yourself without material components as an action.

Barbarians have a natural connection to the You must complete a long rest before you can use
wilderness, finding kinship with the savage this feature again.
temperament of weather and woods. For the
barbarians that follow the Path of the Primal Path of the Reaver
Host, that connection is deliberately cultivated and
the bond strengthened. The Primal Host is the Barbarians following the Path of the Reaver
embodiment of nature itself, and many scholars link understand the key to victory in any combat is to stay
it directly to some unknown power dwelling in the mobile and use every tool available. Reavers come
passionate glades of Arborea. from all walks of life but they are united in a common
cause – winning at all costs. They are masters of
Many elves find the Primal Host an appealing battlefield maneuvering, dodging and spinning to
master, following down the path and delighting in the avoid attacks while positioning themselves for the
ways it enhances their natural connection. However, perfect strike.
any barbarian that wants to draw a stronger link
between the land and their fury can find the Primal Reavers are often found in the company of pirates
Host a welcoming and challenging road to glory. and raiders, such as those found on the Astral Plane.
Githyanki reavers are renown for lightning-fast
Primal Energy strikes on Material Plane targets, popping in through
hidden portals and hitting hard before the opponent
3rd-level Path of the Primal Host feature has a chance to organize a coherent defense. Many
You can call upon the savage nature of the Primal crews on the Plane of Water and the Plane of Air
Host to harness the elemental forces of the are filled with reavers as well, who find the mobility
multiverse. While raging, you can use your reaction a great advantage in combat when opposing ships
at the end of your turn or before suffering damage meet close enough for melee.
to gain resistance to acid, cold, fire, lightning, or
thunder damage, lasting until the end of your next Cunning Warrior
turn. In addition, if you hit a target with a melee
attack on your next turn, the target takes additional 3rd-level Path of the Reaver feature
damage equal to 1d8 + your Constitution modifier You learn to move quickly and decisively to take
(minimum of 1) of the chosen damage type. You can advantage of situations. While you are raging, you
deal this extra damage only once per turn. can take the Dash action as a bonus action.

You can use this feature a number of times In addition, while raging, opportunity attacks
equal to your proficiency bonus, and you regain all against you suffer disadvantage.
expended uses when you finish a long rest.

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31

Dirty Trick Path of the Skald

6th-level Path of the Reaver feature The warriors of the Heroic Domains of Ysgard
You have mastered the art of fighting dirty to have no time for books or education. They are
disorient opponents. You can use your reaction when hotblooded combatants, thrilling at the prospect
targeted by a melee attack to impose disadvantage of combat against worthy foes, always willing to
on the attack roll. let the lust of battle grip their heart and push them
to greater deeds. However, this doesn’t mean they
Blind Fighting don’t recognize the value of history or story, and
many clans of Ysgard revere legends of their mighty
10th-level Path of the Reaver feature ancestors. The men and women keeping these
Your senses have heightened to near supernatural stories strong are the skalds.
levels. You have blindsight with a range of 30 feet.
Within that range, you can effectively see anything Skalds on Ysgard are just as capable of battle
that isn’t behind total cover, even if you’re blinded as their brethren, however. They wade into combat
or in darkness. Moreover, you can see an invisible with a song on their lips, inspiring their allies and
creature within that range, unless the creature lifting up their spirits. It’s not uncommon for skalds
successfully hides from you. from various clans to form intense rivalries with one
another, and on the field of battle they compete both
Reaver Speed with weapons and the power of their mighty voices.
The traditions of the Ysgardian skalds have traveled
14th-level Path of the Reaver feature far and wide as well, and many tribes of nomads and
You can use your reaction at the end of another hunters across the multiverse recognize and honor
creature’s turn to take the Dash action. the value of these warrior-poets.

Song of Glory

3rd-level Path of the Skald feature
You sing a rousing battle song when you rage,
infusing your allies with fervor and pushing everyone
to greater heights of glory. When you start your rage,
choose up to eight targets that can hear you within
60 feet. You and the chosen targets gain temporary
hit points equal to 1d8 + half your barbarian level.
These temporary hit points vanish if any of them are
left when your rage ends.

Story Keeper

3rd-level Path of the Skald feature
Skalds maintain the stories and legends of their
people as well as the world around them. You gain
proficiency in the History skill, and your proficiency
modifier is doubled for any ability check you make
using this proficiency.

Inspiring Voice

6th-level Path of the Skald feature
You have encouraging words for allies that can
provide the right boost. You can use the Help action
as a bonus action. The target of your Help must be
able to hear you, and when you use the Help action
to aid an ally in attacking a creature, the target of
that attack can be within 30 feet of you, rather than
within 5 feet of you.

Classes of the Infinite Planes
32

Song of Loyalty Nocturnal Fury

10th-level Path of the Skald feature 6th-level Path of Umbra feature
Your battle song helps your allies and keeps them Your rage does not end automatically before its
from falling prey to tricky magic. While raging, you duration while you are within an area of dim light
and allies that can hear you within 60 feet gain or darkness. In addition, while raging, you have
advantage on Wisdom saving throws. darkvision out to 120 feet.

Song of Legend Shadow Predator

14th-level Path of the Skald feature 10th-level Path of Umbra feature
You have learned to tap into ancient and primordial You can meld into the shadows to position yourself
stories with your battle song, pushing yourself and for a better strike. As a bonus action you can become
allies past the point of endurance to become legends invisible until the end of your turn.
themselves. While raging, you and the targets of
your Song of Glory feature gain temporary hit points You can use this feature a number of times
equal to 1d8 + half your barbarian at the start of each equal to your proficiency bonus, and you regain all
of your turns. These temporary hit points vanish if expended uses when you finish a long rest.
any of them are left when your rage ends.
Savor the Black Blood
Path of Umbra
14th-level Path of Umbra feature
Stories and legends of the Umbral Chief and his You can soak up the life force spilled by your attack.
legion of shadow barbarians from the steppe lands The first time you inflict damage with a melee
still circulate among many groups. In civilized lands, weapon in a round you gain temporary hit points
those remembering such a time recall darkness equal to 1d12 + your Constitution modifier.
descending in the advance of a horde of blood-thirsty
warriors, each howling and moving among the
shadows as if they were part of it. Others, such as
the various tribes shunning cities and comforts, see
the power seized by the Umbral Chief as an example
– perhaps taken too far, or perhaps not taken far
enough for some.

Barbarians seizing upon the power of shadow,
whether they recognize the might of the Umbral
Chief or not, take up the Path of Umbra. Some
revere the fallen barbarian, others seek to undo
the damage that he and his ravaging horde did
across the land, while still others see opportunity in
claiming the domain of the shadows for their own.

Umbral Step

3rd-level Path of Umbra feature
You have a strong connection to the Plane of
Shadow, and you can tap into that connection to
bypass physical obstacles around you. While raging,
your movement blurs the lines between the planes
and you are able to move through physical objects
and creatures as if they were not there. Difficult
terrain does not affect your walking speed. In
addition, while you are raging, opportunity attacks
against you suffer disadvantage.

If something stops your movement while you are
inside an object or creature, you suffer 1d10 force
damage and are moved to the closest unoccupied
space.

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33

Bards

People all across the multiverse crave entertainment Many of the troupes focus on a specific bard
and news, and the best source for these and more college, but the most successful groups offer a wide
are the wandering bands of bards and minstrels range of entertainment attractions to keep their
traveling the planes. Some of these travelers are appeal as broad as possible. For example, most
simple musicians, bringing news and entertaining members of the Circus Fortuna are going to be
the masses with their songs, jokes, antics, and other College of the Circus members, but there’s room for
performances. all kinds of bards, acrobats, and even other character
classes.
Some are true bards, who have learned to tap
into the magic of performance and lore running Circus Fortuna of Countess
throughout the multiverse. There are a great variety Fortulla
of bards, both in training and implementation, and
many are part of traditions going back centuries. People all over Bytopia know the signs – a massive,
Some formal institutions exist, but most bards learn multicolored tent accompanied by a hard-working
from a smaller band of fellows, passing down their team putting up scaffolding, seating, and platforms.
secrets from master to student. The signs mean the legendary Circus Fortuna has
come to stop, and the Bytopians can expect a grand
The magic wielded by bards comes from a spectacle from the circus mistress and her talented
variety of sources, but they are welcome additions team of performers.
to any adventuring group. Their versatility adds
to their usefulness – a bard can serve in almost Coutness Fortulla is a female half-orc whose true
any party role for a short period of time, and they origin is shrouded in mystery. She’s flamboyant,
offer excellent support capabilities with stores of energetic, and outgoing, and her outfits match her
knowledge and magic at their disposal. Many bards explosive flair for the dramatic. She handpicks the
from the multiverse gather together in groups called talent for the Circus Fortuna, and the half-orc has an
troupes, but just as many attend formal colleges, uncanny eye for recognizing hidden skills. Countess
universities, academies, or libraries. Fortulla is always looking for the next great spectacle
to astound her audience.
Bard Troupes
While the Circus Fortuna travels around Bytopia,
There are innumerable Individual bards moving lately Countess Fortulla has been taking requests
about the planes, entertaining and telling grand to perform in more far-flung regions. She and her
stories, but few reach a high level of fame and name troupe have traveled from the Material Plane to
recognition. The best known bards are part of perform in a spectacular city of floating towers to the
troupes, many of which feature multiple contributors Citadel of Ten Thousand Pearls to dazzle the Great
in large multi-part performances, and there are many Padishah of the Marids herself. The half-orc is a
in high demand in courts of kings and queens all shrewd negotiator as well, and she has managed to
across the multiverse. make a fortune in the circus business – and she has
a reputation for taking care of her performers.
The examples below are just some of the more
famous troupes. Your bard may have been part of one Diamond Blade Sisterhood
of these exciting groups, and if so you should think
about your relationship to them. Did you leave after a The bladelings of Acheron are a mysterious,
dispute between troupe members? Did you see or do reserved force, secluded in the razor-storm filled
something so heinous that you were forced out? Or layer of Ocanthus. Many are incredibly skilled
did you simply head out to find fame and fortune on assassins, striking silently from the shadows for gold
your own? and magic. One of the most notable exceptions is the
Diamond Blade Sisterhood, who have turned their
deadly swordplay talents into performance art.

Classes of the Infinite Planes
34

The members of the sisterhood are all women Nomads of Yesterday
and most are bladelings, though they have admitted
a few others into their organization over the years. The Astral Plane has a well-deserved reputation
They hone their craft in Zoronar, City of Razors, in a for emptiness. The vast Silver Void seems empty
specially prepared training hall. They perform their of people, places, and things, but this perception is
wordless ballet of shining blades for kings, queens, pretty far from the truth. There is a lot lurking in the
and royalty only, and no one has admitted to the cost Astral Plane, and some planar scholars estimate it
of their appearance. holds more than any other plane in the multiverse.
Finding anything is the real trick, however; time and
But no one who has seen the Diamond Blade space move differently in the Astral Plane.
Sisterhood perform ever forgets the experience. The
dancers are supreme experts in deft and delicate The Nomads of Yesterday are a troupe of bards
swordplay, staging mock battles between dozens of who have dedicated themselves to finding these
members, all moving in perfect harmony. Rumors lost things. They catalog stories and lore dumped
persist the sisterhood use their performances as into the Astral Plane from all across the planes, and
cover for larcenous activities, but nothing has ever they work to keep the stories alive. Sometimes, they
been proved. have to embellish, but they have a real knack for
putting pieces together and coming up with plausible
Masters of Metal explanations. They form the basis of the College of
Memories tradition, and their memory-unlocking
The Storm Kings of Arcadia are the masters of the skills are second to none.
weather of the Peaceable Kingdoms. They dwell
in mighty fortresses in the skies amidst thunder, The Nomads of Yesterday are only loosely
lightning, rain, and wind, and it is widely believed organized. They meet irregularly at the Inn of the
the College of Storms was developed by acolytes Silver Lantern, one of the few stable establishments
of the Storm Kings. One of the key reasons for this in the Astral Plane, to swap stories, compare notes,
belief are the Masters of Metal, a destructive troupe and share a drink before heading out again. They
of gnomes known for their antisocial attitudes and are eclectic group made up of bards from all over the
rebellious spirits. planes, and they welcome any knowledge-seeker into
their troupe.
The Masters of Metal play unwanted concerts
in the skies of Arcadia, usually in the middle Shannam and the Thousand Tales
of a powerful storm, where they enhance their
thrumming melodies and driving beats with the raw The genies of the Inner Planes are constantly
fury of the surrounding storm. The kingdoms below searching for entertainment, scouring the multiverse
rarely welcome these impromptu performances as for new acts to thrill the members of their court and
they tend to generate more lightning strikes, and establish themselves as better than their fellows.
multiple fields of crops and even whole buildings It’s a competition without rules or guidelines, but
have been lost in the furious ballads of the Masters it’s shared amongst all types of genies, including the
of Metal. normally dour dao of the Plane of Earth, the hot-
headed efreet of the Plane of Fire, the noble djinn
Owing to their rebellious nature, the Masters of the Plane of Air, and the grandiose marids of the
of Metal are not well organized. No one really Plane of Water.
knows how many there are, though most seem to
be gnomes. They follow the creed of their founder The pinnacle of this unspoken competition is
known only as the Master of Metal – a gnome who to tempt a performance in the genie court from
has transcended his physical form to become metal Shannam and the Thousand Tales. Shannam is
himself, fusing his body with the music and power of a legend with a reputation going back centuries.
the College of Storms. She is a janni, a special type of genie born from
all four elements, and her talent at spinning grand
stories that incorporate audio and visual illusions
has earned her a spot in the palaces of padishahs,
shahs, khans, and sultans. She has a dedicated
team of performers to assist with the spectacle – her
eponymous “thousand tales.”

Classes of the Infinite Planes

35

No one really knows where Shannam lives, Amazing Acrobatics
however, and she has been known to disappear for
decades at a time. No one knows how to summon or 3rd-level College of the Circus feature
call her as well, but when her enigmatic messenger You are adept at amazing feats of acrobatic skill and
arrives in a genie palace bearing news of her expertise. Standing up from prone only costs 5 feet
imminent arrival, everything else is put on hold, and of your movement, and you can use your Acrobatics
summons go out across the plane. proficiency modifier instead of Performance on
relevant ability checks.
Bard Colleges
Dodge and Weave
The following options are available to bards at 3rd
level: College of the Circus, College of Joy, College of 3rd-level College of the Circus feature
Memories, and College of Storms. Your acrobatic skill allows you to maneuver out of
harm’s way more effectively. As a bonus action, you
College of the Circus. Entertainers and acrobats, can expend a use of your Bardic Inspiration to take
bards of the College of the Circus are always on the Dash, Disengage, or Dodge action, and your
the move, dazzling others with amazing feats of walking speed increases by 10 feet until the end of
acrobatic expertise. your turn. When you use this feature, you can move
through a hostile creature’s space as if they were two
College of Joy. Bards of the College of Joy tap into sizes larger or smaller than you.
the latent energy of Mount Celestia to spread tidings
of good will to everyone they meet. Defensive Roll

College of Memories. On the Astral Plane, bards 6th-level College of the Circus feature
from the College of Memories learn to access long- You can use your acrobatic skill to avoid potentially
buried memories and recall lost information. fatal blows. When an attacker that you can see hits
you with a melee attack, you can use your reaction to
College of Storms. Thunder and lightning crash halve the attack’s damage against you.
down around bards of this college, who are often
referred to as heavy metal masters.

College of the Circus

Circuses are a special form of traveling
entertainment made popular in the Twin Paradises
of Bytopia, where amazing acrobatic feats and
daring stunts are put on display to dazzle the hard-
working residents. Bytopians are a diligent lot as
the plane’s natural erosion breaks down material
goods regularly, forcing people to work constantly
to maintain their homesteads and buildings. A
circus provides a much-needed break in this endless
routine.

Bytopia isn’t the only place where circuses are
popular, of course, and many members actively
travel throughout the planes to entertain as many
people as possible. Bards of the College of the Circus
are acrobats and thrill-seekers with deft skills at
physical artistry that borders on the impossible. They
twist, duck, dodge, weave, and dance under difficult
circumstances, and most that go on to adventure
outside their circus use these skills to complement
their fellow heroes.

Classes of the Infinite Planes
36

Acrobatic Spark Joyful Magic

14th-level College of the Circus feature 3rd-level College of Joy feature
You inspire others to perform great deeds of You learn the bless spell, which counts as a bard
acrobatic excellence, creating a sparking chain spell for you but doesn’t count against the number of
of inspiration. When a creature within 60 feet of bard spells you know.
you adds one of your Bardic Inspiration dice to its
ability check, attack roll, or saving throw and the Song of Joy
roll succeeds, you can use your reaction to choose a
different creature (other than yourself) that can you 6th-level College of Joy feature
see you within 60 feet, giving it a Bardic Inspiration You can weave positive energy into your music to
die without expending any of your Bardic Inspiration help your allies during downtime. When you use
uses. your Song of Rest feature, you add your Charisma
modifier to the hit points healed.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

College of Joy

Feelings of love and joy come from many sources
depending on the individual, with as many possible
variations as there are people in the multiverse.
However, there are some who believe there is a
source of joy, a wellspring from which all joy is
derived from somewhere in the planes. Scholars
debate the merits of this theory, but in the Seven
Heavens of Mount Celestia, a group of bards believe
they have found the source.

These bards formed the College of Joy to share
their experience with the multiverse, and they
have truly tapped into a font of wonder that could
very well be one of the single greatest sources of
love ever found. The archons of Mount Celestia
have shepherded many bards on their journey to
harnessing this power, and the trumpet archons
seem especially keen on sharing the power as
far and wide as possible. Bards who follow the
College of Joy tend to be eternal optimists who work
endlessly to make sure everyone around them is as
happy as they are.

Inspirational Healing

3rd-level College of Joy feature
Your love of joy and happiness bolsters your allies in
both body and spirit. When a creature uses a Bardic
Inspiration die you gave them, they gain temporary
hit points equal to the result rolled.

In addition, when you cast a spell that causes
one or more creatures to regain hit points, you can
expend a use of your Bardic Inspiration to roll the
die and add the result to the number of hit points
regained.

Classes of the Infinite Planes

37

Silver Ringing Manipulate Memory

14th-level College of Joy feature 14th-level College of Memories feature
The purifying ring of the silver instruments used by You learn to cast a more potent version of the modify
trumpet archons becomes yours to direct. When a memory spell. You always know the modify memory
creature uses a Bardic Inspiration die you gave them, spell and it does not count against the total number
they gain the benefit of the greater restoration spell. of spells you know. When you use a spell slot to cast
the modify memory spell, the spell is treated as if
College of Memories you cast it using one spell slot higher (up to 9th level).
In addition, the spell’s effects can only be removed
To the bards that follow the College of Memories, using the greater restoration spell.
the only truth is how an experience felt, and this
feeling can be manipulated by a person skilled in College of Storms
such arts. Part enchanter, part diviner, and all around
storyteller, these bards know that how a person Thunder rumbles, lightning flashes, and rain pounds
remembers an event can shape how they are going within the confines of powerful storms. This power
to react to future events, and that even the sharpest has a rhythm and harmony of its own, and bards
mind can be tricked under the right circumstances. that follow the College of Storms have learned to
They are also skilled spellcasters, able to reach into draw inspiration from those vibrations. On the plane
their own memories and recall spells previously cast. of Arcadia, the weather follows strict rules laid out
and administered by the Storm Kings, and it was a
Bonus Proficiencies devotee of these immensely powerful beings that first
founded the College of Storms.
3rd-level College of Memories feature
You gain proficiency with the Insight and Perception Big, bombastic, and often aggressive, bards of the
skills. You also learn the friends cantrip if you don’t storm are formidable members of any adventuring
already know it. party.

Recall Memory

3rd-level College of Memories feature
You can reach into your own memory and recall
a used spell slot to use again. As a bonus action,
expend one of your uses of Bardic Inspiration and
regain one expended 1st level spell slot.

You can recall higher level spell slots as your
Bardic Inspiration die increases. At 5th level, you can
regain a 1st or 2nd level spell slot using this feature.
At 10th level, you can regain a 1st, 2nd, or 3rd level
spell slot using this feature. And at 15th level, you can
regain a 1st, 2nd, 3rd, or 4th level spell slot.

Memory Flood

6th-level College of Memories feature
You can unlock a flood of memories in a target to
temporarily disorient them. As an action, choose a
target within 60 feet. The target must succeed at a
Wisdom saving throw against your spell save DC. On
a failure, the target is stunned until the start of your
next turn. The creature is immune to this effect if it is
immune to being charmed.

You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Classes of the Infinite Planes
38

Bonus Proficiencies Heart of the Storm

3rd-level College of Storms feature 14th-level College of Storms feature
You gain proficiency with medium armor and martial You can command the fury of the storm in an area
weapons. You also learn the shocking grasp cantrip, around you. As an action, you create a 20-foot-
and it does not count against the number of cantrips radius sphere of whirling air and rumbling thunder
you know. centered on you. Each creature other than you
that starts its turn within the sphere’s radius must
Electrifying Inspiration succeed on a Strength saving throw against your
spell save DC or be knocked prone. The sphere’s
3rd-level College of Storms feature space is difficult terrain.
Your inspiration carries electrical energy strong
enough for others to harness. A creature that has While the sphere is active, you have a flying
a Bardic Inspiration die from you and hits with a speed of 40 feet, and the sphere travels with you
weapon attack can roll the Bardic Inspiration die and if you move. Ranged attacks against targets inside
inflict lightning damage equal to the number rolled. the sphere suffer disadvantage, and your Charisma
Alternately, when a melee attack roll is made against modifier is added to any lightning or thunder damage
the creature, it can use its reaction to roll the Bardic dealt to targets within the sphere. The sphere lasts
Inspiration die and inflict lightning damage to the for 1 minute, until you are unconscious, or until you
attacker equal to the number rolled. decide to end it on your turn.

Ride the Wind You must complete a long rest before you can use
this feature again.
6th-level College of Storms feature
When you give a creature a Bardic Inspiration die,
you briefly become surrounded by strong winds,
allowing you to fly up to 20 feet without provoking
opportunity attacks.

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39

Clerics

The power of faith can change the course of Gods and deities can have a special role in a
history in grand or subtle ways. Some planes in the planar campaign, since most deities have actual
multiverse are more susceptible to change, including realms in the planes available for visit in certain
the incredibly malleable Ever-Changing Chaos of circumstances. Think about your cleric’s deity and
Limbo, but there are hidden pockets throughout the your relationship to them. You can work with your
multiverse where, if a traveler believes in something DM to incorporate more direct representatives of
strong enough, the very fabric of that reality can be your deity in the campaign, especially when events
altered. threaten the domain or realm of the deity itself in
some way.
Some faiths believe the power of belief can
alter the very weave of reality, and there are plenty Divine Realms
of examples to cite that point to this being true
in certain places by certain individuals. Most Many deities maintain a presence in the multiverse
understand that such events are rare and usually serving as their personal domain and center of their
require a vast quantity of individuals changing worship. Known as a divine realm, the deity may
their belief to enact, but that doesn’t stop some actually manifest physically in this place, or it may
acolytes and priests from proselytizing all across the simply be the focal point of their worship. Some
multiverse. divine realms are holy pilgrimage destinations, with
clerics and acolytes traveling the planes to enter
their deity’s home site.

The larger purpose for each divine realm is to
house the spirits of the deity’s fallen followers.
Creatures dedicated to worship have their souls
transported to the divine realm of their deity, there
to be returned as a servant in some form. Often
referred to as petitioners, these beings are immortal
but utterly devoted to the service of their deity, and
serve in whatever capacity is necessary.

Some divine realms are guarded against non-
petitioner access, while others are open and
welcome to all who wish to bask in the glory of the
deity. As a cleric, think about how your character
views the divine realm of your deity. Have you been
there? Perhaps you were a petitioner, toiling away in
service, until you were born again in mortal form to
perform some function.

The divine realms noted below are only a few
examples of the many deific abodes throughout the
planes.

Demonweb Pits

The home of Lolth, Queen of Spiders, encompasses
an entire layer of the Abyss, where sticky strands
of web form the only platforms amidst a yawning
chasm of ultimate darkness. The Demonweb Pits
are populated by numerous creatures, but the
dominant encounters are with sadistic drow elves
who worshipped Lolth in life and return to her realm
as petitioners.

Classes of the Infinite Planes
40

Spider-like fiends are also common, along Garl Glittergold often takes on disguises to walk
with demons, and it’s a good bet that any creature amongst the petitioners, and it’s not uncommon to
encountered is slavishly devoted to Lolth. The Queen find him wandering outside the Golden Hills as well.
of Spiders is a powerful, demonic god, and she has
a small number of lesser deities under her that also Mount Olympus
have places in the Demonweb Pits.
The forested plane of Arborea is broken up by
Golden Hills rugged mountains, but few are as impressive or
mysterious as the towering peak of Mount Olympus.
The rolling countryside of Bytopia’s gentle layer, It is an impressive sight, a mountain second only
Dothion, is a pastoral wonderland where hard in height to Mount Celestia it is said, but its peak
work is rewarded and the people are content. It’s a is shrouded in storms and clouds. It was once the
mindset that lines up well with the core belief of Garl home to a pantheon of great gods whose names are
Glittergold, the chief god of gnomes, and he and his now only whispered in Arborea – Apollo, Athena,
pantheon of fellow gnome deities reside in a splendid and great Zeus.
realm known as the Golden Hills. Here, gnomes
work, play, and live idyllic, peaceful lives, and the Are the gods of Mount Olympus still found on
various gnome gods usually take physical form to its peak, within or above the raging storm clouds?
interact with the petitioners on a regular basis. Perhaps, but so far any who have gone scaling the
vast sides of Mount Olympus have either returned
Garl Glittergold openly welcomes travelers into empty handed – or not returned at all. What
the halls of the Golden Hills, as long as they do not happened to darken the peak of this divine realm?
bring ill will or carry hate in their hearts. Gnomes
are especially welcome but anyone who understands Nishrek
the joy of rest after a hard day’s work is welcome.
Cruel and warmongering Gruumsh and his fellow
deities of the orc pantheon are found in Nishrek, one
of the endless cubes floating through the dull gray
clouds of Acheron’s first layer, Avalas. Nishrek is one
of the largest cubes on the plane, and its six surfaces
are covered with countless orc tribes all vying for a
position in the Horde of Gruumsh, allowing them to
advance out into Acheron and beyond to bring war
and death to their enemies.

Nishrek’s interior is riddled with tunnels and
caves as well, and here great forges run constantly
to feed the war machine above. Gruumsh keeps a
great throne inside Nishrek but he rarely sits upon
it, instead preferring to watch over his assembled
horde and guide them with divine insight in their
war efforts. The other orc gods are more present,
often taking physical form to lead individual tribes on
grand forays into Acheron and beyond.

Platinum Palace

Mount Celestia has no shortage of splendors, from
the Ruby Heads of Jovar on the plane’s sixth layer
to sparkling shores of the Silver Sea on Lunia, the
first layer. One of the most majestic floats above it
all, though. It is the Platinum Palace, a sprawling
floating realm that serves as the home of Bahamut,
god of goodly dragons. Good dragons that perish in
service to Bahamut are reborn as petitioners here,
though just as many draconic residents are immortal
creatures who have decided to spend their days in
the presence of the Platinum Dragon.

Classes of the Infinite Planes

41

Many dragonborn are found here as well, and they grants them access to the Elemental Domain.
serve as the bulk of the Platinum Palace’s residents. The Elemental Domain covers the four basic
Bahamut keeps legions of them to combat the forces
of Tiamat all across the planes. The queen of evil elements – air, earth, fire, and water – but an
dragons is constantly working to put her chromatic individual cleric needs to attune themselves to one to
dragon children at the top of the multiverse, and it is gain the benefits of the domain. There is a primordial
said it is only Bahamut’s forces that prevent her from power known as the Elemental Chaos sitting at the
prevailing. heart of the Inner Planes, where all of the elements
collide in a never-ending churning sea of primal
Underworld change. Some clerics have heard whispers from the
Elemental Chaos from beings older than creation
The plane of Hades is a gloomy place, where hope itself.
and color drain away like fresh paint in a rainstorm.
The Triumvirate of the Grave are three deities If your DM allows, you can take up worship
of death who have made the plane their home, of the greater pantheon of power under the faith
including Hel in the gray pine forests of Niflheim and of Elemental Chaos. In this case or in a similar
Arawn in the Isles of the Cursed. Few dispute the elemental pantheon, you can change your Elemental
most powerful death god, however – Hades, ruler of Attunement after a long rest to reflect your change in
the Underworld, who dominates the gloom of Pluton. elemental focus.

The Underworld is an insidious realm of subtle Air Deities
power. Like the rest of the Triumvirate of the Grave,
Hades the death god constantly seeks to steal away Air is so omnipresent across the multiverse that
souls from all across the multiverse, and those most beings take it for granted, and it is so important
souls are kept trapped within the sandy realm of the that many gods claim dominion over this bountiful
Underworld to fuel the death god’s power. Mortal element in one form or another. Whether it’s aspects
creatures traveling to this divine realm must be wary of storms or wind, gods such as Akadi, Phaulkon,
for it can steal away life itself, draining creatures Aerdrie Faenya, Zeus, Njord, or Shu command the
until they eventually become permanent residents. sky and hold dominion over its powers, and their
devout followers strive to do the same.
Divine Domains

The following option is available to clerics at 1st level:
Elemental Domain.

Elemental Domain. Elemental clerics see
greatness in the raw power of the Inner Planes,
where deities and powerful forces control the
building blocks of the multiverse.

Elemental Domain

Elemental forces shape the multiverse. Most planar
sages believe they originate in the Inner Planes
where the core elements – air, earth, fire, and water
– each exist as their own distinct reality, but their
influence can be found everywhere. The energy is
primal and raw, and it extends to every corner of the
known multiverse.

Deities and supreme beings spawn from these
raw elements, and their divine power over their
domain is both awe-inspiring and terrifying. These
powers include elemental lords from each Inner
Plane and the gods and goddesses laying claim over
elements who have influence in the various Material
Planes and beyond. Clerics take up worship of these
forces just as easily as any other deity, and their faith

Classes of the Infinite Planes
42

The power of air is the power of freedom, to do Domain Spells
and be whatever one wills, so most clerics follow a
chaotic alignment in their efforts to emulate their 1st-level Elemental Domain feature
gods. Air priests and storm priests often work You gain domain spells at the cleric levels listed in
side-by-side in their endeavors as their influences the Elemental Domain Spells table.
intersect.
Elemental Domain Spells
Earth Deities Cleric Level Spell
1st absorb elements
Stones and earth are the embodiment of strength 3rd enhance ability
and durability, holding the memories of countless 5th elemental weapon
eons, so it is no surprise that some deities lay claim 7th elemental bane
to this potent domain. The gods of mountains, 9th conjure elemental
caves, and earth can all include the Earth domain
in their portfolio, including Dunatis, Geb, Skadi, Elemental Attunement
Ulaa, Moradin, and Skoraeus Stonebones, each
representing one or more key facets of this base 1st-level Elemental Domain feature
elemental power. When you select this domain, choose one of the
following elements to attune to: Air, Earth, Fire, or
Some gods and their worshippers keep to the Water. Your attunement grants you specific abilities
durability of stones, while others value its strength as your level increases. In addition, you gain bonus
and raw power. Some view the greatest assets domain spells based on your Elemental Attunement
of elemental earth as its ability to change under as seen in the tables below.
pressure, creating new from the old.
Air Attunement Spells
Fire Deities Cleric Level Spell
1st fog cloud
Fire is a powerful force, and the gods that hold 3rd gust of wind
dominion over it (such as Kossuth, Apep, Surtur, 5th wind wall
Sirrion, and Belenus) are a mixed group. Some 7th freedom of movement
revere fire’s cleansing property and the life that 9th control winds
flourishes after a forest fire, while others revel in
the unmatched chaos and destruction. Fire is also Earth Attunement Spells
associated with strong emotions, specifically rage Cleric Level Spell
and passion, so clerics that take the domain of Fire 1st earth tremor
usually feel just as strongly. 3rd earthbind
5th erupting earth
Followers of fire gods are often found in the front 7th stone shape
lines of conflicts, causing or diffusing them as the 9th transmute rock
case may be, and few would argue that they lack
conviction or zeal. Fire Attunement Spells
Cleric Level Spell
Water Deities 1st burning hands
3rd heat metal
Water is a force of change, a relentless agent that 5th fireball
wears down all things in time. It is both patient 7th wall of fire
and spontaneous, caring and unforgiving, infinitely 9th flame strike
flexible and suddenly unyielding. The gods of water
– Poseidon, Brigantia, Aegir, Sobek, Umberlee, and
Zeboim – are an eclectic mix of evil, neutral, and
good deities, focusing on the varied aspects of water
and its power over the world.

Followers of these gods see themselves as
embodying the power and fluidity of water itself,
working to provide a path for a change and to being
an agent of agent in the world.

Classes of the Infinite Planes

43

Water Attunement Spells Fire. When you roll fire damage, you can use your
Cleric Level Spell Channel Divinity to deal maximum damage, instead
of rolling.
1st create or destroy water
Water. As an action, you can use your Channel
3rd hold person Divinity to create a 60-foot line of water starting from
your position. Any Large or smaller creatures in the
5th tidal wave line must make a Strength saving throw against your
spell save DC. On a failure, they are knocked prone
7th control water and pushed back 10 feet. The force of water effect is
instantaneous.
9th maelstrom

Bonus Proficiencies

1st-level Elemental Domain feature
You gain proficiency with martial weapons. You also
learn the following languages: Aquan, Auran, Ignan,
and Terran.

Elemental Blessing

1st-level Elemental Domain feature
Your connection to the elements grants you a
blessing. You receive one of the following benefits
based on your Elemental Attunement.

Air. As long as you are not wearing heavy armor,
you can use a bonus action to take the Dash action.

Earth. You gain proficiency with heavy armor.
In addition, when you are subject to an effect that
would move you, knock you prone, or both, you can
use your reaction to be neither moved nor knocked
prone.

Fire. When a creature within 5 feet of you that
you can see hits you with an attack, you can use your
reaction to cause the creature to make a Dexterity
saving throw. The creature takes 2d8 fire damage on
a failed saving throw, and half as much damage on a
successful one.

You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses after you complete a long rest.

Water. You have advantage on grapple checks, and
you can use a bonus action to take the Disengage
action.

Channel Divinity: Elemental Force

2nd-level Elemental Domain feature
You can harness your elemental connection using
your Channel Divinity to produce a special effect. You
receive one of the following benefits based on your
Elemental Attunement.

Air. As a bonus action, you can use your
Channel Divinity to instantaneously teleport to any
unoccupied space you can see within 30 feet.

Earth. As a bonus action, you can use your
Channel Divinity to gain resistance to bludgeoning,
piercing, and slashing damage from nonmagical
weapons. This effect lasts until the start of your next
turn.

Classes of the Infinite Planes
44

Gift of the Elements Elemental Soul

6th-level Elemental Domain feature 17th-level Elemental Domain feature
Your continued devotion to elemental power grants The elemental forces of the multiverse infuse your
you a gift. You receive one of the following benefits body with supernatural features. You gain one of
based on your Elemental Attunement. the following features based on your Elemental
Attunement.
Air. You gain resistance to lightning damage and
the limited ability to fly. You gain a flying speed equal Air. Your walking speed increases by 20 feet and
to your walking speed but you must end each of your you gain a flying speed equal to your walking speed.
turns on a solid surface or you fall to the ground and
suffer falling damage. Earth. You gain a burrowing speed equal to your
current walking speed and you gain tremorsense out
Earth. You gain resistance to acid damage to 30 feet. In addition, you no longer need to breathe
and you are no longer affected by difficult terrain air to survive, and your attacks deal double damage
comprised of earthen materials (mud, rocks, etc.). against objects and structures.

Fire. You gain resistance to fire damage and any Fire. Fire infuses every fiber of your body. You
fire damage you roll adds +1 damage per die. shed bright light in a 60-foot radius and dim light
for an additional 60 feet, an effect which can be
Water. You gain resistance to cold damage, a suppressed or resumed at will. You gain a flying
swimming speed equal to your walking speed, and speed equal to your walking speed, and any creature
the ability to breathe underwater. that starts its turn within 5 feet of you suffers fire
damage equal to your Wisdom modifier.
Divine Strike
Water. Your body and all of your possessions
8th-level Elemental Domain feature become more liquid. You can move through a space
You gain the ability to infuse your weapon strikes as narrow as 1 inch wide without squeezing. You are
with divine energy. Once on each of your turns when also immune to the following conditions: grappled,
you hit a creature with a weapon attack, you can paralyzed, prone, and restrained.
cause the attack to deal an extra 1d8 damage to the
target. When you reach 14th level, the extra damage
increases to 2d8. The type of damage depends on
your Elemental Attunement.

Divine Strike Damage

Element Damage Type

Air Lightning damage

Earth Acid damage

Fire Fire damage

Water Cold damage

Classes of the Infinite Planes

45

Druids

Natural wonder is abundant throughout the planes An intelligent force known as the Elmlock
in a staggering variety of forms and shapes. Some watches over and protects the forest and river in
of it is beautiful, such as the sparkling freshwater the region. Trees move according to the whim of
ocean of Aquallor on Arborea, but just as much is the intelligence, and a band of druids and nymphs
deadly in unusual ways. Whether it’s the crimson have settled in the forest to help tend to the Elmlock
jungles of Cathrys on Carceri, where a natural acid and its needs. They speak for the forest in a literal
in the air strips away flesh from bone, or the raging sense, though certain sensitive individuals have
volcanic slopes of Gehenna, there is as much to fear been touched by the Elmlock’s presence simply by
as admire in the multiverse. traveling beneath its foliage-tunnel.

Even amidst these dangers and threats, druids Hhallashaa
work to understand and guide many facets of nature
wherever and however it manifests. Some gather The River Oceanus is a powerful force in druidic
together in groups known as circles to help harness lore, and many of the fantastic manifestations
their collective power, but many choose a lonesome honored by druids originate from within its depths.
path of the solitary wilderness guardian and The most secretive is Hhallashaa the Great Jellyfish,
protector. a monstrously-sized creature lurking in the depths
of Thalasia, the source and destination of the River
Druids of the multiverse usually have different Oceanus on Elysium. Hhallashaa is a peaceful being
perspectives on what is real and possible. With that sends out unusual luna jellies to rise up every
infinite possibilities, think about how your druid was night on Elysium from the River Oceanus, creating a
shaped by the planar forces around them. A druid mirrored “river” of stars in the dark sky every night.
raised in a wilderness filled with strange creatures
and sights may have difficulty adapting to the relative These luna jellies are harmless but function
“normality” of the Material Plane! as the remote eyes and ears of Hhallashaa, who
keeps vigilant watch over not only Elysium but the
Druidic Forces multiverse itself. The Great Jellyfish is an unending
font of divination knowledge, constantly seeing what
In some corners of the multiverse, the natural force was and what will be through its luna jellies, and it
of the wilderness develops into a strong presence. has been known to send these jellyfish messengers
Some of these forces become sentient themselves, all across the planes. When they show up, most
but others remain dormant outside their dominating nearby druids recognize their significance and
influence on the structure of the planes. The below understand some momentous event is about to
examples are some of the better known forces occur.
worshipped, honored, respected, or feared by druids
in the multiverse. A large network of tortle druids keep watch over
Thalasia in the name of Hhallashaa. They operate
Elmlock out of Portico, the City of Shells, at the mouth of
the River Oceanus where Thalasia meets Belierin,
Elysium is a peaceful plane of gentle fields, rolling Elysium’s next higher level.
hills, and nearly unmatched natural beauty. The
River Oceanus dominates each layer, and the Mistress of the Glade
strength of it feeds many geographic systems to
unsurpassed levels. One of these is the ancient forest Arborea is a plane of abundant natural splendor,
of Elmlock, located along a stretch of the River from the lush forests of Arvandor to the gentle
Oceanus in Amoria, Elysium’s top layer. The forest waters of Aquallor. Animals of all sizes live in this
covers the river for miles with its thick foliage. Few beautiful landscape, and they are watched over by
who pass beneath its boughs or walk in its tracts an omnipresent force known only as the Mistress of
understand the truth though – Elmlock is a living the Glade. She is an invisible power though she can
forest! manifest physically as any animal; her favorite form
is a snow-white doe.

Classes of the Infinite Planes
46

The Mistress of the Glade is concerned primarily The River Styx is a hungry force, and the thing
with the wellbeing of the animals of Arborea across it hungers for are the memories of living creatures.
all of its layers. She maintains friendly relations with It steals these from anyone touching its waters,
the elves of Nasselaithess though she keeps a close but for what purpose isn’t known. Certain sects of
eye on Bacchus, Lord of Wine, and the various tribes druids who have studied the River Styx believe the
of fun-loving satyrs all across the plane. Druids who memories are given physical form and then frozen
follow the Circle of the Moon and the Circle of the in the icy realm of Stygia in the Nine Hells, but few
Hunt honor the Mistress of the Glade directly, but have gone out to prove this theory true. Fiends of
anyone with a deep connection to the inhabitants of all kinds can be found traveling along the wine-red
the wilderness can understand her needs and treat waters, immune to the memory stealing trait of the
with her on an equal footing. River Styx.

River Oceanus Urdlen

Forever flowing through the planes of Arborea, Truly there is beauty in the natural world, but there
Elysium, and the Beastlands, the River Oceanus is a is also danger, and few represent that danger like the
gorgeous, life-affirming force that quietly dominates great mole god Urdlen. It is mindlessly destructive,
the landscape around it wherever it can be found. It burrowing beneath the ground of countless planes,
is a major factor of life on Elysium, with trade and moving between the layers of the multiverse in
travel largely dependent upon its crystal-clear waters. blind pursuit of food to satiate its endless appetite.
It is both gentle and fierce, calming and rage-filled, It is said the gnomes of the Golden Hills of Bytopia
and represents an encompassing power uniting the discovered it first and named it, but stories of
planes of natural wonder together. Urdlen’s hunger and burrowing capabilities go far
beyond gnomish tales.
There isn’t a known intelligence behind the
River Oceanus, though druids who follow the Circle Urdlen is representative of nature’s destructive
of the River often speak of it as if it were alive. power, and it is one of a handful of great beasts
Its flowing waters hold mystery and life aplenty, known to roam the planes. The legendary tarrasque
enough to entice generations of druids into studying is another creature on this scale, and druids
its wonders, and when combined with its plane- understand these beings are part of the natural cycle
bending course it’s easy to see why it dominates the of life and death present all across the multiverse.
landscape wherever it can be found.

Many outsiders view the River Oceanus as a force
for good, but like many things in the natural world, it
is beyond the ken of good and evil. It is peaceful and
brings serenity, but it can also be a raging torrent
or flood a region in the blink of an eye. Anyone who
takes the River Oceanus for granted is bound to
face its wrath at some point, so the druids and river
caretakers are careful to always be on their guard.

River Styx

The dark twin to the River Oceanus is the River
Styx, which flows through and connects all of the
Lower Planes. Unlike the sparkling clear waters of
the Upper Planes, however, the River Styx is dark,
foreboding, and filled with a latent menace that
puts travelers and outsiders ill at ease. It’s waters
are wine red, sludge-like, and usually filled with the
detritus of countless battles and drowned victims.

Classes of the Infinite Planes

47

Druid Circles Circle of the Hive Spells
Druid Level Spell
The following options are available to druids at 2nd
level: Circle of the Hive, Circle of the Hunt, Circle of 3rd aid, spider climb
the River.
5th stinking cloud, water breathing
Circle of the Hive. The insect world is tiny but
vast. Druids who follow this circle see beauty and 7th confusion, giant insect
power in that world.
9th contagion, insect plague
Circle of the Hunt. Predators are a part of the
natural cycle, and these druids take on predatory Shape of the Swarm
features as part of their place in that cycle.
2nd-level Circle of the Hive feature
Circle of the River. The River Oceanus is a You gain the ability to use Wild Shape to transform
wellspring of health and revitalization, and its into a swarm of insects. At 2nd level, you can choose
purifying waters can be harnessed by these druids. a swarm of beetles, a swarm of spiders, or a swarm
of spiders. At 4th level, you can choose a swarm of
Circle of the Hive wasps.

On the plane of Arcadia, insects live devoted, At 6th level, you start with maximum hit points
harmonious lives perfectly in concert with the for the swarm. At 12th level, you can transform into
natural flow of the environment. Each insect an abyssal insect swarm (see Appendix for statistics,
contributes to a larger hive, that in turns fulfills a maximum hit points does not apply to this form).
specific role that fits in perfectly with the grand plan
of the ecosystem that keeps everything connected. Hive Mind

This pattern is repeated across the multiverse 6th-level Circle of the Hive feature
to a greater or lesser degree, and the druids of the You can designate other creatures to be part of your
Circle of the Hive see this and strive towards its personal hive. After completing a long rest, choose
harmonious ends. Seeing the buzzing movements up to 8 creatures that shared the long rest with
of a honeybee, the industrious march of the ants, you. They must have been in close proximity during
the silken webs of a spider, or even the cleansing the long rest (within talking distance). The chosen
destruction of a beetle, these druids see beauty all creatures can communicate with you and each other
around them. telepathically up to 60 feet away.

Circle Spells Strength of the Hive

2nd-level Circle of the Hive feature 10th-level Circle of the Hive feature
You tap into the linked power of the insect world, Your link between the members of your chosen hive
granting you access to specific spells. At 2nd level, you grows stronger. You can use your reaction to grant
learn the infestation cantrip. At 3rd, 5th, 7th, and 9th advantage on an attack roll or saving throw made by
level you gain access to the spells listed for that level a creature under your Hive Mind feature if they are
in the Circle of the Hive Spells table. within 60 feet. In addition, you can deliver spells with
a range of touch to creatures under your Hive Mind if
Once you gain access to one of these spells, you they are within 60 feet of you.
always have it prepared, and it doesn’t count against
the number of spells you can prepare each day. If Insectoid Form
you gain access to a spell that doesn’t appear on the
druid spell list, the spell is nonetheless a druid spell 14th-level Circle of the Hive feature
for you. Your affinity for insects gives you a thick carapace
and thin membranous wings. You gain a flying speed
of 40 feet and your Armor Class equals 14 + your
Dexterity modifier. You can use a shield and still gain
this benefit.

Classes of the Infinite Planes
48

Circle of the Hunt Predator Claws

The natural order dictates the strong prey on the 2nd-level Circle of the Hunt feature
weak. It is a pattern repeated in countless forms When you choose this circle, you grow claws on your
across countless planes, and to the druids who hands. Your unarmed strike inflicts 1d6 slashing
follow the Circle of the Hunt, it is a blueprint for damage and it is considered a finesse weapon. When
life. These individuals tend towards a brash attitude you use your wildshape, any claw attack you gain
bordering on arrogance, relying on their strength inflicts damage equal to your Predator Claws or the
and skill to see them through challenges, with a nose claw damage of the beast, whichever is greater.
for sniffing out weakness around them. They emulate
the actions of the wolf, hawk, cougar, and lion, seeing Your claws increase in lethality as you gain levels.
these apex predators as the true pinnacle of life. The damage increases to 1d8 at 6th level and 1d10 at
10th level.
In the Beastlands, many of the Wylders that feel
the call of the druid are drawn to the Circle of the Bestial Ferocity
Hunt. They gather in packs beneath the full moon
of Karasuthra to honor their savage lineage, with 2nd-level Circle of the Hunt feature
many competitions running to see who is the fastest You learn to unleash a bestial ferocity, similar to the
or strongest of them all. Many people who know rage of a barbarian. As a bonus action, you enter into
of the Circle of the Hunt view them poorly, often a ferocious state. You inflict bonus damage on melee
considering them closer to beasts than druids, but attacks equal to half your druid level (round down).
some hunters are actively trying to change this This effect lasts for 1 minute.
perception.
You must complete a long rest before you can use
this feature again.

Keen Senses

6th-level Circle of the Hunt feature
Your predatory senses have been sharpened to pick
out creatures around you. You have advantage on
Wisdom (Perception) checks and you can detect
invisible creatures within 10 feet of you.

Pack Tactics

10th-level Circle of the Hunt feature
You learn to cooperate with your allies to coordinate
and maximize your attacks. You have advantage on
attack rolls against a creature if at least one of your
allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Uncanny Dodge

14th-level Circle of the Hunt feature
You learn to dodge out of harm’s way in response
to deadly attacks. When an attacker that you can
see hits you with a melee attack, you can use your
reaction to halve the attack’s damage against you.

Classes of the Infinite Planes

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