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

Heroes_of_the_Infinite_Planes

Heroes_of_the_Infinite_Planes

Suggested Characteristics d6 Bond

The kinds of people that spend most of their working 1 My mining friends are the only family I
lives underground are generally stubborn, but with need.
a streak of hope. Hope of finding that next rich vein
and getting a better life, hope of making it out alive to 2 A deep gnome saved my life when I was
bite away at the stone another day. injured and alone. I owe his people a great
debt.
d8 Personality Trait
3 The natural beauty underground must be
1 Nothing bothers me for long. preserved whenever possible.

2 I hate the evil things that live in the earth 4 Gems hold a special fascination for me
for what they’ve stolen from me. above all other treasures.

3 Patience is a virtue, and anything worth 5 The journey is more important than the
doing is worth doing right. destination.

4 I’d rather be underground. 6 When I strike it rich I’m going to live like a
king!
5 I’ll find that motherlode vein one of these
days, I just need to keep digging. d6 Flaw

6 People who don’t work with their hands for 1 The open sky bothers me.
a living are weak.
2 My time underground has made me quiet
7 It bothers me that I don’t have the learnin’ and I don’t like making a scene.
that smarter folks got.
3 Tools are more reliable than people.
8 Everything yields if you hit it enough times
with a shovel or pick. 4 I’ve got opinions about things, and people
need to hear about them!
d6 Ideal
5 I jealously guard my secrets. Everyone has
1 Generosity. What one finds should be an angle and I need to watch out for me
shared among the group for the benefit of and mine.
all. (Good)
6 Darkness makes me uncomfortable.
2 Greed. I keep what I find, and if I find
what’s not mine it becomes mine. (Evil) Dream Savant

3 Carefree. If I need a thing, I get it, but if I You have always had powerful dreams. Vivid,
don’t need it it’s fair game. (Chaotic) imaginative, evocative dreams, involving nost just
familiar faces and places but unfamiliar lands,
4 Boundaries. Life is like a mine - stick to strangers, and dark shadows. Some of these dreams
your side and respect the person next to came to pass, though you wouldn’t exactly call
you to do their job. (Lawful) them prophetic - more like symbolic and emotional.
When you were supposed to be studying, or learning
5 Clean Nose. I keep my nose out of other some trick of your trade, you found that your mind
peoples’ business, and others better do the wandered often, dreaming of dreaming.
same to mine. (Neutral)
This potent dreaming comes from a strong latent
6 Safekeeping. I want to save my gold and connection to the Plane of Dreams, where your
treasure so I can improve my life. (Any) dreamscape is unusually distinct, and it calls to
the denizens of that plane. Some of them impart
wisdom, some are threatening, but most simply
pass through out of curiosity. Maybe someday your
dreaming will mean something that you can act
upon, but until then you’ll simply have to live with the
vivid night visions of another world in stark contrast
to your own.

Backgrounds of the Infinite Planes
100

Skill Proficiencies: Arcana, Perception d6 Ideal
Languages: Any two of your choice
Equipment: A bedroll with a comfortable pillow, a 4 The True Path. Only by examining my
dreams can the truth path to a greater good
heavy cloak that functions as a blanket, a charm be found and shared. (Good)
on a pendant (depicting a cat, rat, goat, or spider),
belt pouch with 14 gp. 5 Tumultuous Times. My dreams show me
nothing but upheaval and change, and I
Feature: Dream of Change revel in it. (Chaotic)

Your dreams may hold the specter of what’s to come. 6 Fateful Serenity. Peace comes with
They aren’t specific enough to be prophecy, but they accepting that the hand of fate pushes us
can still offer glimpses of things to come, especially all at its own pace. (Any)
in times of change. When you take a long rest, you
can actively enter a deep dream state to probe d6 Bond
for signs of coming change. The DM has the final
decision as to what you experience, but it’s usually 1 The journal that I write my dreams down in
metaphoric in nature and rarely straightforward. You is miore sacred to me than any person.
can use this feature once every other day.
2 I shared all of my dreams with my sibling,
Suggested Characteristics and we formed a special bond over their
examination.
Dream savants are usually sensitive people, who
tend to wear their hearts on their sleeves and their 3 My family has supported me in my
emotions on their faces. Some work to suppress this endeavors and I will do anything for them.
perceived vulnerability, while others embrace it as a
part of who they are. 4 The sage at a nearby library helped me
realize my dreams were different than
d8 Personality Trait everyone else’s.

1 I see meaning in every day events. 5 I have a cat that I swear can read my mind,
and I hers at time.
2 I speak in proverbs and phrases pulled
from the images in my dreams. 6 My dreams showed me my loved one dying,
and now I do everything I can for them to
3 I feel incredible empathy for any suffering. avoid that fate.

4 I can sometimes withdraw into my own d6 Flaw
mind for long periods of time.
1 I overreact to every situation.
5 I write everything I see or hear down with 2 I cannot hide my feelings no matter how
the idea of remembering it later.
hard I try.
6 I speak my mind without a care for 3 People just don’t understand me, so why try
etiquette.
explaining things to them?
7 I am calm even in the face of utter disaster. 4 My dreams are my secret and I don’t like

8 I keep my face impassive to hide my raging sharing them with anyone anymore.
emotions. 5 I agree with everyone to avoid arguments

d6 Ideal that might make me uncomfortable.
6 I often shirk my duties in favor of wistful
1 Fear the Future. My dreams are filled with
scenes of dread, and I worry about the daydreaming.
future. (Any)

2 Web of Connections. Everything in the
multiverse is connected, and my dreams
show me where those connections lay.
(Any)

3 Death and Blood. I have borne witness to
dreams of death and blood that I did not
shrink back from. (Evil)

Backgrounds of the Infinite Planes
101

Former Slave Suggested Characteristics

You were once a slave serving a master or Living your life under the yoke of another can break
organization somewhere in the planes. You were lesser people, but for some enslavement serves as
marked in some way as someone’s property, perhaps inspiration for future deeds. Some former slaves vow
with a tattoo or with a device of some kind. Freedom to never again feel the heel of another’s boot on their
was yours to only dream about, until something throat, while others see only the potential for power
happened. In the dark markets of the multiverse, – and the cost of not having enough of it.
slaves can change hands easily.
d8 Personality Trait
Did you escape on your own? Were you set free
by a forward-thinking individual? Are you on the 1 I have seen the wonders of the multiverse
run from your former captors? Were you born into and I will never settle down.
slavery or were you captured against your will? Or
did you willing accept enslavement in exchange for 2 I have an escape plan for every situation.
some service or deed? 3 I hate to see others being treated poorly.
4 I refuse to take orders from anyone in a
Skill Proficiencies: Perception, Stealth
Languages: Any one of your choice position of authority.
Equipment: A symbol of your enslavement (broken 5 I shy away from conflicts.
6 I agree with the loudest voice in a room.
collar, faded tattoo, or length of chain), a set of 7 I’m nervous around new people and I’m
common clothes, and a belt pouch containing 20
gp always looking over my shoulder for a
bounty hunter.
Freedom 8 I don’t like fire. At all.

You are no longer a slave, and you achieved this d6 Ideal
freedom by some means. Think about the ways you
may have earned, purchased, or stolen your freedom 1 Freedom. Every person has a right to be
from your former master, and whether your master free and make their own choices. (Chaotic)
might still be out looking for you. You can roll on
the following table to determine the means of your 2 Structure. I believe that a pattern in life is
freedom, or choose one that best fits your character. important to finding your true self. (Lawful)

d8 Freedom 3 Family. The people you work with are the
only family members that matter. (Any)
1 Owner killed
4 Wonder. The multiverse has a multitude of
2 Escaped strange sights that are worth seeing. (Any)

3 Won in a contest 5 Wealth. I didn’t have anything to my name
before, so now I need to get as much as I
4 Purchased can to make up for it. (Neutral)

5 Released 6 Power. I’ve seen what true power can be
used for - and I want it for myself now. (Evil)
6 Presumed dead

7 Slave revolt

8 Captured

Feature: Planar Knowledge

You spent a great deal of time enslaved by a greater
power of the multiverse, such as the efreeti of the
Plane of Fire or the yugoloths of Gehenna. You have
an understanding of the culture that enslaved you
along with knowledge of the planes of existence,
including traits and common dangers associated
with traveling in them. As part of your escape, you
know at least one working portal from the plane of
your enslavement to another.

Backgrounds of the Infinite Planes
102

d6 Bond Skill Proficiencies: Arcana, Stealth
Tool Proficiencies: One type of musical instrument
1 I gained my freedom with an accomplice. Languages: Any one of your choice
Equipment: A set of fine traveling clothes, a journal,
2 I did terrible things while enslaved. I hope I
can do right to try and balance the scales. a token from your patron, and a pouch containing
15 gp.
3 My family is out there somewhere, and I’m
going to find them if it’s the last thing I do. Feature: Planar Sponsor

4 I am planning my revenge on my former You have a powerful denizen or organization of the
master. multiverse acting as your sponsor. You report to them
on a regular basis, usually of the comings and goings
5 I escaped but the other slaves were not of powerful beings, but information can flow both
so lucky. I will find them and free them ways. You can contact your sponsor for information
someday. no more than once a day. The DM determines the
nature of the response and if the patron is able to
6 I stole something from my former master provide any useful details.
that has become very precious to me.
Suggested Characteristics
d6 Flaw
Planar agents come from all walks of life, but they
1 I am haunted by the slaves I left behind. all have had some run-in with the fey in the past.
Perhaps it was a chance encounter with a friendly
2 I cut every corner and try to do the least pixie or satyr that put you on a path to meeting your
amount of work possible. patron, or perhaps you had something they wanted
and made a bargain.
3 I cower at loud voices.
d8 Personality Trait
4 I constantly exaggerate about my past.
1 I eavesdrop on every conversation I can.
5 I am angry all the time.
2 The wonders of the natural world do not
6 I keep my secrets to myself. You don’t know surprise me.
who you can trust.
3 I see meaning in every natural event.
Planar Agent
4 I enjoy my wine and find it loosens other
There are countless organizations across the people up more than it does me.
multiverse, and many of them have interests
exceeding their own plane. Many of these groups 5 I make sure nobody follows me when I
sponsor agents to perform tasks and functions, and don’t want them to.
you were one of these agents. More than just an
employee, you were a professional troubleshooter 6 I use my bravado as a front for my fear of
who went out and investigated issues, smoothed out disappointing my patron.
problems, and made certain obstacles disappear in
the name of your organization. Were you a willing 7 I am uncomfortable when I’m alone.
partner in these operations? Or did you perform your
duties out of desperation or fear? 8 I’m slow to trust anyone. You know never
who is hiding their real intentions.
There are many factions, organizations, and
groups across the planes capable of sponsoring
agents in this capacity. Work with your DM to come
up with an appropriate group for your campaign, or
look to the Codex of the Infinite Planes product for
inspiration and ideas based on your plane of origin.
General suggestions include the Great Guildclanns
of Bytopia and the various guilds of Ravnica.

Backgrounds of the Infinite Planes
103

d6 Ideal d6 Flaw

1 Safety. Planar beings are fundamentally 1 I feel uncomfortable around cold iron
good and I’m doing their work for the safety objects.
of all people. (Good)
2 I try to never let anyone know what I’m
2 Greed. My sponsor promised me great really feeling.
riches, and I am willing to do anything to
get them. (Evil) 3 I make snap judgements about people,
which can sometimes get me in trouble.
3 Family. I made a bargain to protect my
family, and in return I reluctantly do my 4 I mutter to myself occasionally.
sponsor’s bidding. (Any)
5 I have a bleak outlook that assumes the
4 Excitement. I live for the thrill of adventure worst in every situation.
and I don’t care where it takes me.
(Chaotic) 6 I have been described as overly cheerful,
but that’s not a bad thing right?
5 Freedom. Everyone deserves the
opportunity to make their own decisions, Vacated
including myself. (Any)
Odem are a devastating elemental spirit native to the
6 Universal Structure. There’s an order to Plane of Shadow. They are sometimes mistaken for
the universe, and my sponsor fits into that ghosts as their primary means of interacting with
structure same as I do. (Lawful) the world is through possession. Unlike a ghost,
however, an odem possessing an individual learns
d6 Bond their secrets and memories while they occupy the
body and mind. During the time of possession, the
1 I was saved by my sponsor from a host’s mind is pushed to the back and they have no
monstrous creature. I owe them my life. sense of time or memory of what takes place during
the ordeal.
2 All that I have left of my imprisoned family
is the small heirloom I keep close at all Some odem possess hosts for years before
times. they are discovered and pushed out, but in each
circumstance the person left behind is altered
3 My sponsor came to me at a low point and I forever by the experience. In the Shadowfell, these
am forever grateful for their assistance. people are known as the vacated. They have gaps
in their memory as a result of the odem possession,
4 I’ve run into another agent of my sponsor but more than that the experience fundamentally
and we’ve shared stories and bonded over changes their outlook.
our shared experiences.
Skill Proficiencies: Deception, Investigation
5 Agents of my sponsor’s sworn enemy have Languages: One of your choice
dogged my footsteps and made my life Equipment: A handful of notes in a language you
miserable, so I work against them at all
opportunities. don’t recognize, a token of your former life, a
trinket (roll on the Trinkets table), and a belt
6 The spot where I met my sponsor is sacred pouch with 14 gp.
to me and I would do anything to defend it.
Feature: Memory Gap

You were possessed by an odem for a time, and now
that the shadow elemental spirit is gone you have
a gap in your memory. You met and interacted with
people and lived as a vessel for an evil spirit while
those around you were unaware of the change.
Eventually someone noticed, as the odem left, but
you are still trying to piece together exactly what you
did during that memory gap.

Backgrounds of the Infinite Planes
104

Suggested Characteristics d6 Bond

Vacated have a different outlook owing to their 1 My siblings have been very supportive since
traumatizing experience as a host for a shadow the odem left.
elemental spirit. The period of time you were not
yourself is a blank, and now that you’re back in 2 The odem that possessed me was driven
control things seem a little strange. out by a spirit hunter who helped me
recover.
d8 Personality Trait
3 I was part of a mass odem possession,
1 I sprinkle in words in a language I don’t and when the spirits were driven out we
know without realizing it. all found solace in each other’s shared
experiences.
2 I doubt my memories and have to double
check every task. 4 I now have a strange trinket I can’t get rid
of for some reason.
3 Every emotion I feel is stronger than
it normally would be; it’s as if I’m 5 Priests at a temple helped me recover from
experiencing them for the first time all the my ordeal, and I forever owe them a debt of
time. gratitude.

4 I worry that I hurt the people around me 6 I now have a dog that seems very loyal to
during my period of possession. me, but I don’t know their name or where
they came from.
5 I overshare all of my thoughts with the
people around me. d6 Flaw

6 I shy away from shadows and the dark. 1 I am prone to violent mood swings.

7 Books are the only thing I can trust now, 2 My paranoia makes it difficult to trust
and I write everything down. anyone, including myself.

8 I plan out every action in meticulous detail. 3 The first thing I do is apologize when
meeting someone.
d6 Ideal
4 At night, I have nightmares about the
1 Higher Authority. My faith in the gods terrible things I did while I was possessed.
keeps me from going insane. (Any)
5 Sometimes I forget how to perform basic
2 Secrets. Everyone has secrets, and now it’s motor functions, like moving my arms or
important to keep mine hidden at all costs. legs.
(Evil)
6 If it’s not written down, it didn’t happen.
3 Truth. When we accept the truth of
a situation we can move past it and
understand why. (Lawful)

4 Cosmic Balance. The multiverse has a way
of righting itself when things happen, and I
just need to be patient. (Neutral)

5 Knowledge. The more I know, the more I
can cling to my old life. (Any)

6 Memories. Material goods don’t matter;
only the memories of what we did, and I
have to cling to mine to keep them around.
(Any)

Backgrounds of the Infinite Planes
105

Modified Backgrounds Feature: Autumnal Council Seat

Presented here are more than two dozen You represent a noble house with a seat on the
backgrounds representing a core background slightly Autumnal Council of Mithrendain. The Autumnal
adjusted with a planar focus. Council oversees much of the Autumn City’s day to
day operations, and offers counsel and wisdom to
Autumn Lady/Lord King Oberon in matters of state and commerce. You
can request aid from your noble house in the form of
You are a member of a noble house of Mithrenain, housing while within Mithrendain, and you can make
the Autumn City of the Plane of Faerie. King petitions to the Autumnal Council. Many powerful
Oberon broke from long-standing tradition among and ancient families sit on the council as well with
the archfey to open up his city to travelers from histories stretching out across the planes.
across the planes, and in doing so he established
Mithrendain as neutral territory and natural bridge Suggested Characteristics
between the Feywild and the rest of the multiverse.
To further break with tradition, King Oberon decreed Use the tables for the noble background in the
any family of sufficient influence could transform into Player’s Handbook as the basis for your traits and
a noble house and be honored as a member of the motivations, modifying the entries when appropriate
Autumnal Council. to suit your identity as an autumn lord.

The individuals of a noble house are recognized Banished
with the title autumn lady or lord and afforded
privilege and status within the borders of Pandemonium is a plane of endless, cacophonous
Mithrendain. Fortunes rise and fall frequently in winds, howling through an eternal darkness that
the Autumn City, however, and at any moment a hungers for light. It blows in baffling directions
noble house may come into favor or fall out of favor and defies reason with every twist and turn. It
with the Autumnal Council. Are you part of a long- drives travelers mad, but for some, it has become a
established house in the Autumn City? Or are you comforting chorus. These are the banished, people
a relative newcomer to the upper echelons of fey who grew up in Pandemonium, and you are one of
nobility? them.

There are dozens of noble houses on the There are only a handful of settlements in
Autumnal Council, and they meet irregularly in an Pandemonium. The major two are Madhouse, on
impressive council chamber within Mithrendain. the first layer, and Windglum, hidden deeper on the
Members are allowed to petition others on the third layer. Both contain a ramshackle collection of
council for information, and most work together buildings built with no unifying architectural style
when they recognize mutual need. King Oberon filled with families and individuals drawn from
rarely involves himself directly with the affairs of the across the planes. By some strange reason, some
Autumnal Council, though it is by his will alone that people come to Pandemonium and end up living
families gain a seat – or lose a seat. there, amongst the maddening howl of the winds,
and they become the banished.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One musical instrument of your Were you born in the Windswept Depths, or
did you come from somewhere else? What kept
choice you there, and what did you hold on to when the
Languages: Sylvan winds drove with gale force power through the
Equipment: A set of fine clothes, a piece of jewelry darkness? Did you have friends or confidants where
you grew up? Or were you alone? The isolation of
bearing the symbol of your house, a letter of Pandemonium forces everyone, even family, to live
noble entitlement from Mithrendain, and a purse like remote hermits.
containing 25 gp
Skill Proficiencies: Insight, Medicine
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A ragged book containing notes from

your time in Pandemonium, a tattered blanket, a
set of common clothes, an herbalism kit, and 10
gp.

Backgrounds of the Infinite Planes
106

Feature: Maddening Secret Calypso Confederate

You heard more than just the howling wind in the The endless azure skies of the Plane of Air are filled
darkness of Pandemonium. You heard a secret, or with a dazzling array of clouds, swift and fierce
parts of a secret, enough to know there was more storms, and more than one pirate crew looking to
to it than just wind whistling through the endless ambush travelers and locals alike. Most of these
tunnels. The secret may be related to the alien airship pirates belong to the Confederation of
Far Realm supposedly encroaching in the darker Calypso, a loosely organized band of cutthroats that
parts of Pandemonium’s lower layers, or perhaps a pool their resources together in defense of the cloud
whispered fragment shouted from Howler’s Crag. city of Calypso.
Work with your DM to determine the details of your
secret and its impact on the campaign. You have sailed in an airship that belonged to the
Calypso Confederation, and have enjoyed many of
Suggested Characteristics the splendors and wonders that pirate haven in the
clouds has to offer. Each crew that calls Calypso
Use the tables for the hermit background in the home follows the Code of Calypso, a loose set of
Player’s Handbook as the basis for your traits and guidelines that outlines etiquette among the ships,
motivations, modifying the entries when appropriate crews, and travelers to the cloud city. Individual
to suit your identity as a banished. members of the confederation can call upon the code
to call for aid, within certain vague limitations, and
request information from other airship crews.

Consider your role within the crew of the airship
and what drove you off deck. Were you a captain
whose ship was stolen or destroyed by rogue
marauders? Were you a first mate before a mutiny
put you on a cloudstone island in the Labyrinth
Winds against your will?

Skill Proficiencies: Acrobatics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (air)
Languages: Auran
Equipment: A set of traveling clothes, 50 feet of silk

rope, a token or mark representing your airship
crew (tattoo, small bauble, or distinctive piercing),
knife, and a pouch containing 10 gp.

Feature: Code of Calypso

You can call upon the Code of Calypso to request aid
or information from other airship crews that are part
of the Confederation of Calypso. Other crews won’t
fight battles or engage foes for you, but they could
gather information, run interference, or cover you for
minor items (less than 50 gp). You can also expect to
be treated with respect in the cloud city of Calypso,
and you know of at least one safe haven there that
can offer sanctuary for you and up to eight other
characters or allies.

Suggested Characteristics

Use the tables for the sailor background in the
Player’s Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
to suit your identity as a Calypso confederate.

Backgrounds of the Infinite Planes
107

Carceri Fugitive Carefree Reveler

You escaped from the prison plane of Carceri. Why You have drunk deep from the passionate goblet of
were you sentenced to Carceri in the first place? Who life itself among the natural beauty of Arborea. Your
put you there? It is notoriously difficult to escape tongue has sampled some of the finest fruits to grow
the prison plane, but it’s not impossible. The River in the multiverse and you reveled in the wonderful
Styx provides the best means of escape, but there flavors. These experiences shape how you look at the
are hidden paths and portals throughout the layers world and its myriad of experiences.
where a person could slip through. The glabrezu
poisoner Sinmaker manages to smuggle goods into The people dwelling in Arborea are passionate
and out of Carceri, so it knows some of those paths. revelers who enjoy the wonders of a life spent with
little worry. You count yourself among their numbers,
Are you actively sought after by the forces that having dwelled either in Arvandor’s forests and
imprisoned you? The demodands of Carceri are plains or among the raucous sailors on, in, and
interested in keeping people in, mainly as a food and around Aquallor’s freshwater ocean. Living off the
entertainment source, but they rarely leave the plane land which provided so much so abundantly, you had
of their own volition. Powers across the multiverse plenty of time to explore leisurely activities. How did
may take a prisoner judged guilty and toss them into you spend your days? Did you chafe under what little
Carceri, hoping the natural hazards of the Tarterian societal structure existed around you? Did you enjoy
Depths will do them in, so they rarely pay close the wilderness and explore its vastness?
enough attention if someone does actually escape.
Did you have help in your escape? Skill Proficiencies: Nature, Persuasion
Tool Proficiencies: One type of musical instrument
Where did you spend your time in Carceri? Each Languages: Sylvan
layer offers danger: quicksand bogs on Othrys, acidic Equipment: A simple tunic or dress, the petals of a
scarlet jungles on Cathrys, scorching deserts on
Minethys, jagged ravines and red mists on Colothys, planar flower grown only in Arborea, a sack, a pair
and icy acid snow on Porphatys. Surviving on of comfortable dancing shoes, and a pouch with
Carceri requires luck and skill in equal measures. 16 gp.
How long were you imprisoned?
Feature: Passionate Act
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves’ tools Passion runs deep in your bones, whether you
Languages: One of your choice embrace it or try to keep it hidden. You are able
Equipment: A small knife, 50 feet of silk rope, a to perform an act of passion that can enthrall or
entice passive onlookers. This can be a speech, a
set of common clothes, a memento from Carceri performance, or anything like it, as long as it is done
related to the layer you were on (red sand from passionately. Neutral onlookers take note of your act
Minethys, strange rock from Colothys, bog water and may be swayed to an opinion or action (DM’s
from Othrys, etc.), and a pouch containing 15 gp. discretion).

Feature: Carceri Contact Suggested Characteristics

Nobody gets out of Carceri on their own, and you Use the tables for the entertainer background in the
have a contact on the Tarterian Depths that helped Player’s Handbook as the basis for your traits and
you escape. Perhaps it was a friendly Styx boatsman, motivations, modifying the entries when appropriate
or a fellow prisoner who found a way out but couldn’t to suit your identity as a carefree reveler.
use it themselves. You know how to get a message
to your contact, even over great distances, and the Cenobite
contact may be able to supply you with information
about certain topics. The githzerai are renown for their dedication to a
monastic lifestyle that allows them to hone their
Suggested Characteristics mind and bodies into dangerous extensions of
their willpower. They train for years upon years in
Use the tables for the criminal background in the monasteries hidden in the chaos of Limbo where
Player’s Handbook as the basis for your traits and the utter randomness of the plane helps focus
motivations, modifying the entries when appropriate their powers. These monasteries become small
to suit your identity as an autumn lord. communities, largely self-sufficient, but not all
members are githzerai. Non-gith are accepted upon
Backgrounds of the Infinite Planes rare circumstances, and these students are treated
108 as githzerai by their masters. They are all known as
cenobites.

You are a cenobite. You were taught or raised Grandmother Mamu is a mysterious and very
in a githzerai monastery on Limbo, living a life of powerful individual, but at times she can seem out of
simple needs and desires. Each monastery teaches her mind. The twinkle in her eye was always there,
a variation of the core githzerai principle - mind suggesting she really did know what she was doing,
and body must be in harmony in order to achieve and that everything about her had a purpose. What
complete control. purpose do you think Grandmother Mamu had for
you?
Many cenobites take their teachings and become
monks in the same style as their gith associates, Skill Proficiencies: Arcana, Sleight of Hand
but this is not always the case. Fighters, wizards, Tool Proficiencies: Thieves’ tools
even paladins and rangers are not uncommon to Languages: One of your choice
come out of a githzerai monastery, where they apply Equipment: Blank scroll, chalk, token of your
the teachings of their master to their skills in the
multiverse. childhood Grandmother Mamu told you to hold
on to (roll on the Trinkets table to determine its
Skill Proficiencies: Acrobatics, Perception nature), a set of common clothes, and a pouch
Languages: Gith containing 10 gp.
Equipment: A simple tunic spun from psionic silk
Feature: Grandmother’s Voice
worm extract, a hand-carved symbol of your
monastery, a token from your master, and a pouch You hear the voice of Grandmother Mamu in your
with 15 gp. dreams. Most of the time the words don’t make sense
in any context you understand, but sometimes she
Feature: Meditative Trance imparts directly useful information. Your DM may
use Grandmother Mamu to pass along details about
You know the githzerai art of the meditative trance. your current situation. While she usually keeps such
By spending 1 minute without distraction, you can visitations to dreams, Grandmother Mamu’s power
recall anything you’ve seen or heard within the past can extend to the waking world as well.
month with crystal clarity.
Suggested Characteristics
Suggested Characteristics
Use the tables for the urchin background in the
Use the tables for the hermit background in the Player’s Handbook as the basis for your traits and
Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate
motivations, modifying the entries when appropriate to suit your identity as a child of Mamu.
to suit your identity as a cenobite.
Dracosaint
Child of Mamu
Bahamut the Platinum Dragon is in a never-ending
In your dreams, you have spoken and traveled with conflict with Tiamat the Five-Headed Dragon.
the enigmatic figure known as Grandmother Mamu. These two awesomely powerful dragon gods sit at
She is a kindly, matronly woman, ancient beyond opposite ends of the moral spectrum and command
reckoning, and she carries a seemingly infinite the worship and respect of dragons across the
variety of potions, tonics, herbs, and medicine with multiverse. The conflict between them never
her at all times. She occasionally takes an interest in ceases but it sometimes goes quiet for a time, and
a dreamer, though her reasons are her own, and you in these situations Bahamut employs teams of
caught her attention somehow. operatives across the multiverse. They are known as
dracosaints, and you served the Platinum Dragon in
People chosen by Grandmother Mamu find this role for a time.
themselves visited by the matronly woman in their
dreams. You have seen her, perhaps multiple times, Dracosaints may be called upon to perform any
and each time she brings a small gift for you – a number of tasks in the name of Bahamut, and they
bauble of some kind representing something in your have been used as spies, saboteurs, infiltrators,
life. Sometimes, she asked you to perform a minor warriors, and assassins at various times. Most serve
task in your dream. Was it always a dream? Or did the Platinum Dragon with unquestioning loyalty, and
some of those tasks ask you to do something in the went about their assigned missions with calculated
waking world as well? precision. Others made a point to understand
more fully the repercussions of their actions, and
questioned orders when they did not make sense.
Bahamut’s legion in the Platinum Palace of Mount

Backgrounds of the Infinite Planes
109

Celestia that commands the dracosaints did not Skill Proficiencies: Arcana, Persuasion
punish such questions, but sometimes a dracosaint Languages: Abyssal and one of your choosing
would be passed over if their superiors felt they were Equipment: Backpack, scarred symbol of your
not a good fit.
demon lord, ritualistic fetish (lock of hair from
How did you handle your time as a dracosaint? a beast, the bone of a prophet, or the claw of a
Did you make any enemies along the way? Tiamat’s demon), belt pouch, and 12 gp.
minions have standing orders to destroy any
dracosaint on sight, but there are just as many evil Feature: Ways of the Demon Lords
dragons and cultists that don’t believe they even
exist. Are you still in service to the Platinum Palace You spent time as a thrall to a demon lord, and in
or were you discharged? Did you leave voluntarily or that time you learned the ways of such worshippers.
were you forced out? You can recognize the work of other thralls and
cultists, and you know the symbols and names for
Skill Proficiencies: Deception, Stealth the demon lords.
Tool Proficiencies: Thieves’ tools
Languages: Draconic Suggested Characteristics
Equipment: A holy symbol of Bahamut, signet
Use the tables for the acolyte background in the
ring identifying you as a dracosaint, a set of fine Player’s Handbook as the basis for your traits and
clothes, and a purse containing 25 gp motivations, modifying the entries when appropriate
to suit your identity as a former thrall.
Feature: Service of the Platinum Palace
Free Radical
You are familiar with the layout of the Platinum
Palace on Mount Celestia and know ways to access You have pushed back against the perceived tyranny
it from the ground. In addition, you have access to a of clockwork precision on the plane of Mechanus.
personal vault in the flying fortress accessible only to On the plane of ultimate, unfeeling law, small bands
you and other dracosaints. You can request aid from of scavengers known collectively as free radicals
other dracosaints in the form of information, and you work to undermine a system designed to keep people
may even request an audience with a metallic dragon in chains. Most eke out a rough living amongst
on the Platinum Palace. the cogs, scavenging from scrap tracts all across
the plane, but there are more who identify as free
Suggested Characteristics radicals living in the mechanized cities of Mechanus
than most believe.
Use the tables for the criminal background in the
Player’s Handbook as the basis for your traits and What pushed you to work against the unfeeling
motivations, modifying the entries when appropriate law and order of Mechanus? Were you born into
to suit your identity as a dracosaint. the life of a scavenger, or did something happen
that changed your perspective? Most free radicals
Former Thrall see constructs, especially modrons and inevitables,
as the unthinking tools of Mechanus designed to
Demon lords rival gods in their power (and more oppress the freedom of people everywhere. Of
than one of them grant powers and spells just like a course, most modrons and inevitables don’t think
god), so it is no wonder some people see them as the this way. How do you feel about the constructed
solution to life’s hardships. Referred to collectively as nature of Mechanus? What about the artificers of
thralls, you were one such person. Many form small the Brotherhood of the Cog, who learn to build and
sects, while others worship on their own, but all expand technology using the very laws of the plane?
worship and pay homage to one of the demon lords -
Demogorgon, Orcus, Graz’zt, even formeless Juiblex Most free radicals lean heavily towards chaotic
holds a number of mortal creatures as thralls. alignments, but some see the laws of Mechanus as
distinctly unjust and seek to change them through
The deeds demanded by demon lords of their established means. Unfortunately for them, there
thralls are unspeakable, and something finally drove are no real established means to change the laws of
you out of that life. Leaving behind such a life is Mechanus – they are absolute. So the path of the free
rarely clean, however, and demon lords have long radical becomes the only option.
memories. How did you walk away from the path of
the thrall? What finally turned you away to a better
route? What about the people or family you left
behind?

Backgrounds of the Infinite Planes
110

Skill Proficiencies: Athletics, Survival Trade Specialty
Languages: Two of your choice
Equipment: A broken clock, a piece of scrap metal, The markets of the City of Glass are filled with goods
and materials from all across the multiverse. Glass
a set of traveler’s clothes, and a pouch containing traders buy and sell these goods and bring them to
10 gp. one of the many markets in the city, but many of the
traders specialize in a type of product. You can select
Feature: Clockwork Sense your trade specialty from the Trade Specialty table or
roll randomly.
You spent a lot of time on Mechanus, the plane of
ultimate law, giving you an internal sense of the d10 Trade Speciality
passage of time. You always know what time it is
to the nearest hour, and you can feel the passage of 1 Raw and cut gems
time more keenly than others. You can always recall
the general layout of terrain, settlements, and other 2 Fine jewelry
features you as well.
3 Weapons
Suggested Characteristics
4 Armor
Use the tables for the outlander background in the
Player’s Handbook as the basis for your traits and 5 Beasts
motivations, modifying the entries when appropriate
to suit your identity as a free radical. 6 Books and maps

Glass Trader 7 Magical components

You are a merchant who specializes in the free 8 Paintings and art
markets of the City of Glass. Known as a glass trader,
you may be part of a larger company or guild moving 9 Historic items
goods in and out of the cosmopolitan city. Or you
could be an independent trader, working to make a 10 Alchemy supplies
name for yourself in the markets where the bigger
trading houses dominate the landscape. Feature: Portal Network

The glass traders make up the large portion You know the network of portals leading into and
of the population in the City of Glass, living and out of the City of Glass across the multiverse. They
working in the Crystal and Flow Districts of the city. are closely monitored and checked by the Knights of
Most are treated with respect by the citizens of the Glass to prevent smuggling and to collect taxes, and
city, especially the Azure Council and the Knights there’s one portal that you use enough to be on good
of Glass as they understand most keenly that the terms with the knights watching over it.
success of the City of Glass depends on keeping
the nature of the merchants independent. Traders Suggested Characteristics
are the lifeblood of the city and keep the wheels
of progress (and money) moving throughout the Use the tables for the guild artisan background in the
districts. Player’s Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
Skill Proficiencies: Insight, Persuasion to suit your identity as a glass merchant.
Languages: Aquan and one of your choice
Equipment: A set of traveler’s clothes, a sample of Godsblood Scholar

your trade specialty, a writ from the City of Glass When a god dies somewhere in the multiverse, a
permitting you to trade in the free markets, and a physical form representing their last divine spark
pouch containing 15 gp is created in the Astral Plane. You are part of the
Godsblood Fellowship dedicated to studying and
understanding these divine fragments. From the
impressive Godsblood Citadel, you have gone
out in search of floating dead gods – a dangerous
expedition at times.

Backgrounds of the Infinite Planes
111

The members of the Godsblood Fellowship Gravefellow
believe each dead god in the Astral Plane retains
some spark of divinity, and that through researching You are an escaped soul from the realm of the dead
each stony corpse they can ascertain the nature of on the plane of Hades. You may have been wrongly
the god itself. This information is cataloged and captured by one of the Triumvirate of the Grave on
stored in their impressive library, but such endeavors your way to your true eternal rest, or perhaps you did
always carry risk. Undead monsters known as husks not devote yourself to any god and your soul was left
spontaneously form on many dead gods, and there to meander the multiverse until being claimed by one
are other powers in the Astral Plane that view each of the death gods.
dead god as a resource, including the githyanki and
the mysterious psurlons. Did you spend your time in the mist-shrouded
forests surrounding the Halls of Hel on Niflheim?
How did your time in the Astral Plane affect you? Hel rules there, a grim goddess of death and war
What drew you to studying dead gods in the first where the honorless fallen stalk in endless gray. Or
place? Many members of the Godsblood Fellowship did you spend time in the Isles of the Cursed, the
are priests and clerics, some of whom lost their faith realm of Arawn? The souls condemned to these
long ago, and there are those who seek affirmation of dreary islands toil away in endless, joyless suffering.
the divine amongst the dead islands. There are those Or were you a prisoner of Hades in the Underworld,
who believe the stony islands do not contain a divine a grim and foreboding land that leeches all feeling
spark though. away just as Hades pulls color out?

Skill Proficiencies: History, Religion How did you escape? How long were you left
Languages: Gith and one of your choice in the realms of the dead? Did someone come to
Equipment: A bottle of black ink, a quill, a journal rescue you, or did you find a way to hold on to hope
and then seize your moment when it came? The
chronicling your experience exploring a dead Triumvirate of the Grave do not let souls go easily, so
god island, fragment from a dead god, a set of it’s likely your passing as noted. How the death gods
common clothes, and a pouch containing 10 gp come to collect on your due is up to the DM.

Feature: Godsblood Citadel Skill Proficiencies: Insight, Religion
Languages: Two of your choice
You have access to the library at the Godsblood Equipment: A small token bearing the mark of a
Citadel on the Astral Plane. This library contains
numerous notes on gods, both living and dead, from death god you can’t seem to get rid of, charcoal, a
across the multiverse, along with information about blank scroll, 5 sticks of incense, a set of common
denizens, hazards, and potential secrets of the Astral clothes, and a pouch containing 15 gp
Plane.
Feature: Touched by Death
Suggested Characteristics
Your time in the realm of the death gods has marked
Use the tables for the sage background in the you, invisibly or not. Your skin is cold to the touch
Player’s Handbook as the basis for your traits and at all times, and you have a supernatural sense
motivations, modifying the entries when appropriate regarding necromantic magic and negative energy.
to suit your identity as a Godsblood scholar. This sense gives you a tingling sensation when such
powers are actively being used within a wide area.
Your death sense may manifest in strange ways, as
defined by your DM.

Suggested Characteristics

Use the tables for the acolyte background in the
Player’s Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
to suit your identity as a gravefellow.

Backgrounds of the Infinite Planes
112

Ice Harvester Janissary

The Plane of Ice is cold, a statement that goes Efreeti lives are precious to the efreet. While they are
without saying, but the cold there is a unique kind powerful and many enjoy wading into melee combat
found almost nowhere else in the multiverse. The to prove their martial and arcane abilities, there are
cold in the Frostfell is strong enough to create too many wars across the multiverse that must be
distinct types of ice that can be used for a wide waged to risk efreeti lives. Instead, soldiers are used,
variety of tasks, including creating armor and made up of humanoids and monsters from all over
weapons that are as sharp as steel but weigh half as the multiverse. The most elite of these warriors are
much. Known as blue ice, veins of this rare element trained in highly regarded academies all across the
run in the deepest glaciers on the Plane of Ice and Plane of Fire and elsewhere to become janissaries.
need to be carefully extracted in order to retain their
unique properties. You are a janissary, trained under an efreeti
master in the ways of war, to serve as the sword and
You were a harvester of this rare element along shield of the Grand Sultanate in battle. You are a
with other types found only on the Plane of Ice. member of an elite force meant to guide and lead the
From hunting down rivers of coldfire, a viscous soldiers of the sultanate into war against djinn and
liquid that can be used to enhance cold magic, to other foes on unique battlefields, such as the Plane
harnessing rimefire, the radiance of the landscape of Ash, the Sirocco Straits on the Plane of Air, or the
itself, in specialized containers, you spent long days heaving burning waves of the Sea of Fire.
and nights in the deepest, most frozen realm in
the multiverse, hunting for the most valuable ice to Janissaries are trained in small groups by elite
harvest. colleges that have developed deep-seeded rivalries
against one another. The most famous is the Tower
Most ice harvesters head out into the Plane of Ice of Malec-Keth in the City of Brass which has
as part of a specialized guild. Most of these are based generated some of the most renown janissaries to
in the City of Glass on the Plane of Water, where serve in the legions of the Grand Sultanates. Plenty
they harvested ice is brought in and then worked on of others exist, including the Eternal Crimson
by teams of skilled artisans. You learned to use the Academy, the College of the Ashen Eagle, and the
specialized ice carving tools as part of your efforts to Watchfire Academy.
find the rare deposits out in the frozen wilderness,
and you know how to handle the most dangerous Skill Proficiencies: Athletics, History
aspects of the Plane of Ice. Tool Proficiencies: Vehicles (land)
Equipment: An insignia of rank, a tropy taken from
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Ice carving tools a fallen enemy, a set of charcoal dice, a set of
Languages: Aquan common clothes, and a pouch containing 10 gp.
Equipment: A set of ice carving tools, a small carved
Feature: War Trained
figurine of blue ice that does not melt, a set of
traveler’s clothes, and a pouch containing 15 gp. You have a mind focused on the complexities of
large-scale conflict. You can review terrain to identify
Feature: Ice Business optimal movements and attack positions for troops
in the theater of war, including identifying likely
You know how to survive in the Plane of Ice, and defensive strategies. You also have knowledge of
by extension other cold and remote regions of the historic battles and wars in the areas you travel
multiverse. You can find shelter from the worst of the through.
wind and cold for you and up to eight companions,
and you know the common dangers and creatures Suggested Characteristics
native to the iciest reaches. You know at least two
reliable portals into and out of the Plane of Ice Use the tables for the soldier background in the
specifically, at least one of which leads to the City of Player’s Handbook as the basis for your traits and
Glass. motivations, modifying the entries when appropriate
to suit your identity as a janissary.
Suggested Characteristics

Use the tables for the guild artisan background in the
Player’s Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
to suit your identity as an ice harvester.

Backgrounds of the Infinite Planes
113

Lex Administrator Nameless Legionnaire

You are a bureaucrat in the Lex, the powerful and Mercenaries are no stranger across the multiverse,
sprawling organization of lawmakers governing the as warfare and conflict are constant on nearly every
rules and regulations of Arcadia. The Lex are based plane. But the Nameless Legion based in the Infernal
in a massive series of ancient buildings known as the Battlefield of Acheron elevates mercenary work to an
Court Castles, and here the ranks of the lawmakers art. The Paymasters that run the organization take
meet regularly to devise new laws, sentence in any soldier from any race under one condition -
lawbreakers, and debate the merits of existing laws. they undergo a painful psychic process that robs the
soldier of all memories. They are then assigned to
Owing to its vast bureaucratic nature, no one a unit and given a name, usually a descriptive one
person controls much power within the Lex, but the based on their physical attributes.
thousands upon thousands of administrators can still
wield great influence in certain areas. Committees The Paymasters occasionally have to wipe the
and subcommittees are regularly formed by larger memories of the legionnaires as well, especially if
bodies within the Lex, and these committees usually things turned bad. But their training is top notch
serve specific purposes. Were you assigned to lead a and the commanders of each unit expect and receive
committee on a topic? Very few Lex administrators total loyalty from their troops.
are experts on their tasked subjects, and most are
only vaguely aware of the details on subjects they are You were once a part of this elite mercenary outfit.
expected to craft extensive laws around. You had your memory erased upon joining, and
after some skirmishes across the planes you were
How did you feel to be part of a massive released. Or did you escape? Are the Paymasters
organization? Some find it comforting, but others looking to get a prized solider back in their ranks?
chafe under a system designed explicitly to grind What name have you adopted since you have no
down the voice of the individual in favor of the will memory of your original?
of the masses. Because of this, the Lex is always
looking to recruit new members into its halls, Skill Proficiencies: Athletics, History
and through hard work and luck an administrator Languages: Infernal, any one other
can advance through the many ranks to attain a Equipment: A leather armband with your original
leadership position.
unit’s badge, a backpack, a journal of your
Skill Proficiencies: Insight, Persuasion exploits, a plain black military uniform, and a
Tool Proficiencies: One type of your choice pouch with 15 gp.
Languages: One of your choice
Equipment: A copy of rules and regulations of the Feature: Lost Name

Lex, parchment, a quill, small jar of black ink, set When you joined the Nameless Legion, your memory
of common clothes, and a pouch containing 15 gp was wiped by the psychic powers of the Paymasters.
You were given a new name by your unit but your
Feature: Planar Laws old name is still out there, and its meaning is buried
deep in your mind. Someday it may come back and
You have general information about the laws then you’ll remember why you joned the legion in the
and regulations governing the planes and the first place.
organizations of the multiverse. On lawful planes,
such as Mechanus and Arcadia, you know how to Suggested Characteristics
work within existing bureaucratic systems to achieve
information or access to certain areas given enough Use the tables for the soldier background in the
time. You also have a general idea on the natural Player’s Handbook as the basis for your traits and
hazards and features of each plane. motivations, modifying the entries when appropriate
to suit your identity as a Nameless Legionnaire.
Suggested Characteristics

Use the tables for the guild artisan background in the
Player’s Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
to suit your identity as a Lex administrator.

Backgrounds of the Infinite Planes
114

Petitioner River Oceanus Guide

You died, and your soul traveled the planes to rest You have spent your life traveling the River Oceanus,
in the realm of your deity. Collectively, these dead which winds through the Upper Planes of Elysium,
worshippers are known as petitioners, and they are Arborea, and the Beastlands. Boat and barge traffic
as numerous as the planes are infinite. Sometimes, is common along the river, and good guides are
a petitioner gets sent out by their deity on a especially needed on Elysium where the River
mission, though the deity may withhold the details Oceanus flows through the rocky landscape of
of that mission for whatever reason. Other times, Eronia and the swampy gloom of Belierin. Many
a petitioner may simply find themselves outside believe the River Oceanus is a beacon of purity and
their deity’s realm one day. Were they banished? Or goodness incapable of harming the innocent, but at
stolen? its heart it is still a might river. Its currents run swift
and strong in places, and many places require a
Once a petitioner leaves their deity’s realm handy guide to help navigate the maze-like waters.
without special blessings, they become mortal again.
Most do not remember the life they held before their Most River Oceanus guides focus their efforst
eternal reward, and therefore most seek a way to on Elysium, where the river starts and ends on the
get back into their deity’s realm once again. The fourth layer of Thalasia. There’s a beautiful majesty
details of how this can happen vary from petitioner to the River Oceanus many find hard to describe,
to petitioner and deity to deity, but it never seems to and it’s not uncommon for people living on its banks
be as simple as returning to the planar realm once in Elysium to take up the task of helping strangers
again. sailing through.

Most petitioners are unaware of the ways of the What attracted you to the river? Did you assist
planes, even if they do retain their memories from in any noteworthy ships passing through? The
their personal lives. The rules governing each deity’s Floating City of Drabanu goes up and down the River
realm can differ vastly from the rest of the plane, and Oceanus, and the city’s marshals are always on the
a petitioner is immortal while they remain in good lookout for skilled guides to help keep the massive
graces with their deity. How are you handling the flotilla out of danger. Smaller merchant vessels
transition to mortal life again? Are you in awe over sail the river as well, brining goods and servies
the wonders around you, or are you always looking from Arborea to the Beastlands and throughout
for a way back to the life you left behind? Elysium. The celestial race of guardinals on Elysium
recognize the River Oceanus as a vital resource for
Skill Proficiencies: History, Religion their plane, and any one of them would lay down
Tool Proficiencies: One of your choice related to their life to protect its waters.

your deity Skill Proficiencies: Athletics, Survival
Languages: One of your choice Tool Proficiencies: Vehicles (water)
Equipment: A holy symbol, a walking stick, a Languages: Celestial
Equipment: A staff, a vial of River Oceanus water, a
memento of your past mortal life, a set of common
clothes, and a pouch containing 10 gp set of common clothes, and a pouch containing 15
gp
Feature: Ancient Ways
Feature: River Wandering
As a petitioner, you lived an immortal life in close
proximity to your deity’s planar power. You are well- You have an excellent memory for maps and
versed in your deity’s faith and doctrines, including geography, and you can always recall the general
obscure or out of practice rites, and you can always layout of terrain, settlements, and other features
receive food and lodging for yourself and up to eight around you. In addition, you can find food and fresh
companions at a temple of your deity. water for yourself and up to five other people each
day, provided that the land offers berries, small
Suggested Characteristics game, water, and so forth.

Use the tables for the acolyte background in the Suggested Characteristics
Player’s Handbook as the basis for your traits and
motivations, modifying the entries when appropriate Use the tables for the outlander background in the
to suit your identity as a petitioner Player’s Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
to suit your identity as a River Oceanus guide.

Backgrounds of the Infinite Planes
115

Stone Whisperer Styx Barger

You listen to the very bones of the earth. They have You have made a living sailing up and down the River
a story to tell, one that spans generations on a Styx, the blood-red watercourse running through all
scale beyond most mortal understanding, and you of the Lower Planes. It is a murky, dangerous route,
listen and understand. Sometimes the stories the but it forms the most reliable means of moving from
stones tell take you to places you never would have plane to plane in the darker places of the multiverse.
dreamed, while other times they can lead to a truth Fiends of all kind gather around the River Styx, and
lost to time. You can place your bare hands on rocks it forms an important flashpoint in the eternal Blood
and get a sense of its deep connection to the very War between the devils of the Nine Hells and the
core of the multiverse. demons of the Abyss.

You are a stone whisperer, and many who have Through all of this conflict and danger, bargers of
never heard the whispers of the rock think you are all kind try to remain independent and move their
crazy. The denizens of the Plane of Earth know goods and travelers throughout the River Styx. The
differently, and the dao highly prize stone whisperer most famous bargers are the merrenoloths, a type of
slaves for their innate sense in rooting out rich yugoloth specializing in ferrying travelers, but they
veins of ore and gemstones that can be exploited. are not the only ones. Independent bargers of all
The deep goliaths and svirfneblin respect stone kinds work the River Styx, selling their services to
whisperers from a pragmatic standpoint – being able fiendish warlords and enterprising merchants.
to listen to the unheard voices of the very earth can
help shape history and learn about the future. How did you start your life as a Styx barger?
Some take on the dangerous duty as punishment,
Stone whisperers never feel comfortable in open while others hire on to larger outfits serving the
air, preferring the comforting embrace of earth and needs of fiends and other types living along the River
rock in an underground setting, but as long as there’s Styx. Good coin can be made transporting goods in
good stone underfoot they are willing to travel. the Blood War, but either side is likely to betray you
Sometimes the stones bade them take a task out to eventually – the demons because of a whim and the
the world, other times they follow a primal instinct devils because of a loophole in the agreement.
even the stone whisperer can’t explain.
Skill Proficiencies: Athletics, Perception
Skill Proficiencies: Perception, Religion Tool Proficiencies: Vehicles (water)
Languages: Terran and one of your choice Languages: Infernal or Abyssal
Equipment: A stone fragment that brings you Equipment: A small knife, 50 feet of silk rope, a writ

comfort, a handful of worthless gemstones, a of Styx travel from a fiendish power (demon, devil,
focus stone that helps tune you to the rock, and 5 yugoloth, or other), a set of common clothes, and a
gp pouch containing 10 gp

Feature: Listen to the Rock Feature: Styx Knowledge

You can place your bare hands on stone and listen. You know the basic route of the River Styx through
After 1 minute, you can learn the basic geological the Lower Planes and understand how it moves.
history of a place – earthquakes, significant You also know of at least one safe place somewhere
quarrying or mining, and other events can be along its route where you can store a barge or boat
learned. Worked stone tends to have a schizophrenic for safekeeping. In addition, you know of other Styx
voice that can offer confusing or incorrect bargers who run the river, and can get in touch with
information, but if it was treated with respect it can them to find out information up or down the River
tell the stone whisperer when it was cut and moved Styx.
and where it was moved from.
Suggested Characteristics
Suggested Characteristics
Use the tables for the sailor background in the
Use the tables for the hermit background in the Player’s Handbook as the basis for your traits and
Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate
motivations, modifying the entries when appropriate to suit your identity as a Styx barger.
to suit your identity as a stone whisperer.

Backgrounds of the Infinite Planes
116

Webwalker Workhand

The Web of Worlds is a demiplane in the Deep You spent time in the Twin Paradises of Bytopia as a
Ethereal ruled by Tatha’Nalla the Spinner of Secrets, workhand, which is the general term for the people
a monstrously powerful phase spider with an interest who live by offering physical labor in exchange for
in all things in the multiverse. She stays up to date meals and lodging. The plane naturally degrades
through a complex network of spies and informants manufactured things over time, from buildings to
known as webwalkers. You served Tatha’Nalla tools and weapons, which means there is never
as a webwalker, feeding the Spinner of Secrets a shortage of work to be found in Bytopia. Many
information of all kinds. workhands travel through the plane, enjoying the
splendors of the plane while helping out in exchange
Were you assigned to a specific region or plane? for meals and shelter, but some stick to certain
Or did you travel the multiverse in service to the communities and help build them up.
secretive spider mistress? Owing to Tatha’Nalla’s
nature, the webwalkers receive their information How did you spend your time as a workhand?
through a series of messages in dead drops or Were you always seeking a way out of Bytopia,
a complex network of informants. This network looking for portals to lead you away from the
keeps Tatha’Nalla up to date on events across the constant drudgery of endless work, or did you revel
multiverse, big and small, though what she uses the in the simple joys of working with your hands?
information for is anyone’s guess. Gnomes are very common in Bytopia, and Gnomish
is recognized as the common language of the plane,
How did you view your time as a webwalker? so it’s near impossible to avoid them. How did you
Were you recruited due to your unique position in get along with the gnome families?
an organization or a city? Or did you stumble into
it by accident? Have you been to the Web of Worlds Some workhands are part of the Guildclann of
demiplane to interact with the Spinner of Secrets Laborers, one of the Great Guildclanns of Bytopia.
directly, or are you one of a handful that believe she Those that weren’t part of the broad, sprawling
doesn’t even exist? organization were often pressured into joining. Did
you join? And if not, what did you think of them? Like
Skill Proficiencies: Deception, Perception the rest of the Great Guildclanns, the Guildclann
Tool Proficiencies: Disguise kit of Laborers has both good and bad actors, with a
Languages: One of your choice complicated reputation and immense influence.
Equipment: A small item psychically connected to
Skill Proficiencies: Animal Handling, Athletics
the Web of Worlds (roll on the trinkets table to Tool Proficiencies: One type of artisan’s tools or
determine the exact type), a disguise kit, a small
knife, a set of common clothes, and a pouch vehicles (land)
containing 15 gp Languages: Gnomish
Equipment: A set of artisan’s tools (one of your
Feature: Webwalker Network
choice), a shovel, an iron pot, a set of common
You know how to contact Tatha’Nalla’s network clothes, and a pouch containing 10 gp
of webwalkers. Through a series of dead drops,
encrypted messages, and code words, you can Feature: Working Life
request access about a subject from the webwalker
network. How much the network knows or is able to You are accustomed to working for a living, and
provide is up to the DM, but the Spinner of Secrets’ you can usually find shelter and food in rural
informants are well placed across the multiverse and communities wherever you go by offering your
can usually provide some information about almost talents. Most farmers and village workers recognize
any target. your skill and attitude and may look upon your
troubles with sympathy as well.
Suggested Characteristics
Suggested Characteristics
Use the tables for the criminal background in the
Player’s Handbook as the basis for your traits and Use the tables for the folk hero background in the
motivations, modifying the entries when appropriate Player’s Handbook as the basis for your traits and
to suit your identity as a webwalker. motivations, modifying the entries when appropriate
to suit your identity as a workhand.

Backgrounds of the Infinite Planes
117

Ysgardian Valkyrie

You are a valkyrie from Ysgard, a noble and proud
warrior serving the will of the Aesir. Ysgardian
valkyries can be of any gender, though certain units,
such as the Rainbow Valkyries, do have gender
restrictions. The valkyries travel the length and
breadth of Ysgard and beyond on missions important
to the Aesir, and most are part of units dedicated to
a certain member of the pantheon. Did you serve at
the whim of Odin, Thor, Freya, or other power of the
Aesir?

Valkyries are well regarded as mounted warriors,
and many ride pegasi and hippogriffs to easily travel
between the floating earthbergs of Ysgard. A valkyrie
may be sent to moderate a dispute between villages,
lead a strike team against a common enemy, or
work against the diabolic will of the jotuns. This last
command causes friction between many valkyrie
units and the Aesir. While the Aesir view the celestial
jotuns as a threat to their power, many valkyries see
them as natural inhabitants of Ysgard with just as
much right to live as the Aesir.

How did you serve as a Ysgardian valkyrie? Did
you get along with your fellow warriors or were
you a lone warrior? Did something happen to make
you give up that life, willingly or not, or are you still
working in service to the Aesir on a special mission?

Skill Proficiencies: Animal Handling, Perception
Tool Proficiencies: Vehicles (land or air)
Languages: One of your choice
Equipment: A set of fine clothes, a piece of decorate

armor or jewelry representing an Aesir god, and a
pouch containing 25 gp

Feature: Honorable Station

You are well recognized as an individual of an
honorable station within the realm of Ysgard. The
reputation of the Ysgardian valkyries extend well
beyond the Heroic Domains as well, and among
learned groups and individuals you can expect
to be treated as a noble. On Ysgard, valkyrie
legends circulate among the earthbergs and most
commoners view them as proxies of the Aesir
themselves.

Suggested Characteristics

Use the tables for the noble background in the
Player’s Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
to suit your identity as a Ysgardian valkyrie.

Backgrounds of the Infinite Planes
118

Spells of the Infinite Planes

Magic is, without a doubt, the greatest and most mysterious
force in the multiverse. The ability to shape its raw power in the
form of spells, whether gifted through divine will, arcane study,
historic lineage, or any other source, is a marvel nearly beyond
comprehension. Is magic a part of the multiverse itself, woven
into the very fabric of the planes? Perhaps, but there
are some planar sages such as myself that believe
magic runs deeper than even this. I believe magic as a
force exists outside of the known multiverse, similar
to the Far Realm, and that it bleeds into our reality
from outside. This Magic Realm exists only in theory,
of course, but there are tantalizing clues suggesting
such a theory may be true.

Malakara the Warden

At its core, magic is a powerful if little
understood force of the multiverse. It
can be taught, but others can tap into
a wellspring of magical power residing
within themselves, which usually can be
traced back through generations to the
influence of some powerful or magical
entity. Dragons are the best examples,
but countless other creatures across the
planes are inherently just as magical and
can influence the presence of magical
abilities in offspring down through the
lineage.

The spells in this chapter represent
a wide range of magic influenced by the
presence of the planes. Your DM has final
say as the approval of any spells in a given
campaign, but many of these would be
appropriate in a plane-based setting.

Spells of the Infinite Planes
119

Spell Level Spell Name School Conc. Ritual Class
Cantrip Chilly Gaze Necromancy No
No Bard, Cleric, Druid, Warlock, Wizard,
Cantrip Drowsiness Enchantment No Sorcerer
1st Light of Mount Celestia Evocation No
1st Unmaking Smite Enchantment No No Artificer, Bard, Cleric, Wizard, Sorcerer
1st Winter Spray Evocation No No Cleric, Paladin
2nd Analyze Portal Divination Yes No Artificer, Cleric, Paladin
2nd Bloodlust Enchantment Yes No Druid, Sorcerer, Wizard
2nd Cloud of Flies Enchantment Yes Yes Artificer, Bard, Cleric, Wizard, Sorcerer
2nd Icicle Spear Conjuration No No Bard, Cleric, Paladin, Ranger
2nd Mechanus Mind Enchantment No No Cleric, Warlock, Sorcerer, Wizard
2nd Soul Brand Evocation Yes No Druid, Sorcerer, Wizard
2nd Zone of Arctic Cold Conjuration Yes No Artificer, Bard, Warlock, Wizard
3rd Cacophonous Wind Conjuration Yes No Cleric, Paladin
3rd Deadwave Necromancy No No Druid, Sorcerer, Wizard
3rd Emotional Spike Enchantment Yes No Druid, Sorcerer, Warlock, Wizard
3rd Icy Gaze Necromancy Yes No Cleric, Warlock, Sorcerer, Wizard
3rd Psychic Wind Enchantment No No Bard, Druid, Paladin
3rd Snow Cone Evocation No No Druid, Sorcerer, Wizard
3rd Torrent of Slime Evocation No No Bard, Warlock, Sorcerer, Wizard
4th Boreal Wind Evocation Yes No Druid, Sorcerer, Wizard
4th Chaos Storm Conjuration Yes No Sorcerer, Wizard
4th Elemental Gash Evocation No No Druid, Sorcerer, Wizard
4th Glacial Ward Abjuration Yes No Bard, Warlock, Sorcerer, Wizard
5th Crushing Despair Enchantment Yes No Sorcerer Wizard
5th Deep Freeze Evocation Yes No Druid, Sorcerer, Wizard
5th Impaling Icicle Conjuration No No Cleric, Sorcerer, Wizard
5th Inferno Wave Evocation No No Druid, Sorcerer, Wizard
5th Miasma of Entropy Necromancy No No Druid, Sorcerer, Wizard
5th Razor Shards Conjuration No No Druid, Sorcerer, Wizard
6th Dimensional Cascade Abjuration No No Cleric, Sorcerer, Wizard
6th Lava Geyser Evocation No No Sorcerer, Wizard
7th Polar Ray Evocation No No Bard, Sorcerer, Wizard
8th Avalanche Conjuration No No Druid, Sorcerer, Wizard
9th Falling Glacier Conjuration No No Druid, Sorcerer Wizard
No Druid, Sorcerer, Wizard
No Druid, Sorcerer, Wizard

Spells of the Infinite Planes
120

New Spells Bloodlust

Analyze Portal 2nd-level enchantment
Casting Time: 1 action
2nd-level divination (ritual) Range: 60 feet
Casting Time: 1 action Components: V, S, M (small iron cube)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S, M (crystal lens and a small
mirror) You inspire allies with a lust for combat by
Duration: Concentration, up to 1 minute channeling the natural properties of Avalas, the first
layer of the Infernal Battlefield of Acheron. When
You detect the presence of any portals or gates you cast this spell, choose up to five creatures within
within the spell’s range, which appear faintly outlined range. Whenever a target reduces a creature to 0 hit
to you. If you find a portal or gate, you can touch it to points, it gains temporary hit points equal to 1d10 +
learn the following details: destination, whether it is your spellcasting modifier.
one-way or two-way, and the general function of how
it opens (if it uses a phrase, a physical key, or if it At Higher Levels. When you cast this spell using
requires a specific time or creature). You don’t learn a spell slot of 3rd level or higher, the temporary hit
the specific requirements of how the portal or gate points gained increases by 1d10 for each spell slot
opens, just the general requirement for opening it. above 2nd.

Avalanche Boreal Wind

8th-level conjuration 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (100-foot line)
Components: V, S, M (handful of white fleece) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

With this spell you summons forth a torrential By means of this spell the caster summons forth
downpour of snow to trap and freeze opponents. a line of icy wind and blowing snow 100 feet long
Within a 40-foot cube a massive amount of snow and and 10 feet wide from an outstretched hand. Each
ice shards fall immediately. Creatures in the area creature that starts its turn in the line suffers 2d6
must make a Constitution saving throw. A creature cold damage and must make a Strength saving
takes 10d8 points of cold damage on a failed save, or throw. On a success they are pushed back 5 feet,
half as much damage on a successful one. and on a failure they are pushed back 20 feet and
knocked prone.
The amount of snow summoned with an
avalanche spell buries the 40-foot affected area Any creature in the line must spend 3 feet of
completely up to 10 feet, containing roughly 16,000 movement for every 1 foot it moves when moving
square feet of snow. Any Large or smaller creature in closer to you. The wind disperses gas or vapor, and it
the area is buried in the snow and begins to suffocate in extinguishes candles, torches, and similar flames
immediately. in the area, including lanterns.

The snow from avalanche lasts until it melts As a bonus action on each of your turns before the
naturally. spell ends, you can change the direction in which the
line blasts from you.

Spells of the Infinite Planes
121

Cacophonous Wind Cloud of Flies

3rd-level conjuration 2nd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (small black stone) Components: V, S, M (handful of dead flies)
Duration: Instantaneous Duration: Concentration, up to 1 minute

You summon the howling winds of Pandemonium You summon a swarm of buzzing flies from
in a 30-foot cone. The wind disperses gas or vapor, Maladomini, the sixth layer of the Nine Hells of
and it extinguishes candles, torches, and similar Baator. The swarm fills a 5-foot-diameter sphere
unprotected flames in the area. Creatures in the within range, and it can occupy the same space as
area are deafened until the start of your next turn another creature. If a creature starting its turn in
and must succeed on a Strength saving throw or be the same space as the fly swarm suffers 2d4 psychic
knocked prone. damage, and if the creature is concentrating on an
effect, they must succeed on a Constitution saving
Chaos Storm throw or lose their concentration. On your turn, you
can use a bonus action to move the fly swarm up to
4th-level conjuration 30 feet.
Casting Time: 1 action
Range: 100 feet At Higher Levels. When you cast this spell
Components: V, S, M using a spell slot of 3rd level or higher, the damage
Duration: Instantaneous increases by 1d4 for each slot level above 2nd.

You unleash unpredictable forces from the depths of Crushing Despair
the Ever-Changing Chaos of Limbo. Each creature
in a 20-foot-radius sphere centered on a point you 5th-level enchantment
choose within range must make an Intelligence Casting Time: 1 action
saving throw. A target takes 5d8 psychic damage on Range: 300 feet
a failed save, or half as much damage on a successful Components: V, S
one. In addition, creatures failing the save are Duration: Concentration, up to 1 minute
teleported to an unoccupied space 1d6 x 5 feet away
in a random direction, though they cannot teleport You envelop a 30-foot cube in range with an intense
up or down relative to their starting position. despair normally only found in the darkest recesses
of the Shadowfell. Living creatures in the area when
At Higher Levels. When you cast this spell you cast the spell must make a Wisdom saving throw.
using a spell slot of 5th level or higher, the damage On a failure, they are overcome with despair over
increases by 1d8 for each slot level above 4th. their perceived problems. Their movement speed is
reduced by half, they cannot take reactions, and they
Chilly Gaze suffer disadvantage on Charisma, Intelligence, and
Wisdom saving throws and ability checks.
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: 1 round

You call upon a wellspring of frozen arcane power
dwelling within your mind and direct it to a single
target you can see within range. The caster fixes the
target with a gaze, who must make a Constitution
saving throw. On a failure the target’s movement
speed is reduced by half until the start of your next
turn.

Spells of the Infinite Planes
122

Deadwave Dimensional Cascade

3rd-level necromancy 6th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (scrap of flesh from a dead Components: V, S, M
humanoid) Duration: 1 round
Duration: Instantaneous
You attempt to send one creature that you can see
You reach into the Ethereal Plane to redirect a pulse within range through a series of dangerous planar
of necrotic energy known as a deadwave into your locations, running them through a grueling gauntlet
current plane. A crackling ribbon of 10-foot-wide of hazards for a short period of time. The target must
purple energy extends out from you to a distance of succeed on a Charisma saving throw or disappear
60 feet. Creatures caught in the ribbon’s path must through a planar vortex. Choose four damage
make a Wisdom saving throw. On a failure, they types from the following list: acid, cold, fire, force,
suffer 6d6 necrotic energy and are pushed back 10 lightning, necrotic, poison, psychic, radiant, and
feet. On a successful save they suffer half damage thunder. The target takes 12d10 damage (3d10 of
and are not pushed back. each chosen type in whatever order you choose), and
then at the start of its next turn it reappears in the
At Higher Levels. When you cast this spell space it last occupied. If that space is occupied, the
using a spell slot of 4th level or higher, the damage target reappears in the nearest unoccupied space of
increases by 1d6 for each slot level above 3rd. its choice.

Deep Freeze At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, you can target one
5th-level evocation additional creature for each slot level above 6th.
Casting Time: 1 action
Range: 120 feet Drowsiness
Components: V, S, M (small crystal ball worth 100
gp) Enchantment cantrip
Duration: Concentration, up to 1 minute Casting Time: 1 reaction
Range: 5 feet
You create a 40-foot-radius sphere of numbing cold Components: V, S, M (a bit of sand)
within range. Each creature in the sphere must Duration: 1 round
make a Constitution saving throw. A creature takes
3d8 points of cold damage on a failed save and is You fling enchanted sand into the face of the nearby
paralyzed for the duration. On a successful save they target. The target must succeed on a Wisdom
suffer half damage and have their movement reduced saving throw or become drowsy with magical sleep,
in half until the end of their next turn. A paralyzed suffering disadvantage on their next attack or saving
creature takes 3d8 points of cold damage at the start throw. The target succeeds on the saving throw
of each of its turns, and at the end of each of its turns automatically if it is immune to being charmed.
the target can make another Constitution saving
throw. On a success, the spell ends on the target but Elemental Gash
they have their movement speed reduced in half until
the end of their next turn. 4th-level evocation
Casting Time: 1 action
At Higher Levels. When you cast this spell using Range: 120 feet
a spell slot of 6th level or higher, you create a 10-foot Components: V, S, M
larger sphere for each slot level above 5th. Duration: Concentration, up to 1 minute

You tear open a hole in the multiverse leading
to the Inner Planes, spilling elemental force in a
20-foot-radius sphere originating at a point you
can see within range. The nature of the elemental
force changes; roll 1d6 to determine the elemental
damage when you cast the spell and at the start of
each of your turns.

Spells of the Infinite Planes
123

1d6 Elemental Damage Within 20 Feet of the Center Point. Any creature
or object directly beneath the iceberg takes 20d6
1 Lightning points of bludgeoning damage and 20d6 points of
cold damage and is buried in snow. Huge or smaller
2 Acid creatures begin to suffocate when buried in snow,
while Gargantuan creatures have their walking
3 Fire speed reduced to 0 feet.

4 Cold Between 20 Feet and 40 feet of the Center
Point. Creatures and objects in the middle section
5 Radiant of the area must make a Dexterity saving throw.
On a failure they suffer 20d6 points of bludgeoning
6 Necrotic damage and 20d6 points of cold damage, or half that
on a success. Creatures that fail the saving throw
Creatures starting their turn in the sphere must are buried in snow. Large or smaller creatures begin
make a Constitution saving throw, suffering 3d8 to suffocate when buried in snow, while Huge and
points of damage of the appropriate type on a failed Gargantuan creatures have their walking speed
save, or half as much on a successful one. On your reduced to 0 feet.
turn, you can use a bonus action to move the sphere
up to 10 feet. Between 40 Feet and 60 Feet of the Center
Point. Creatures in the outermost section must
At Higher Levels. When you cast this spell make a Dexterity saving throw. On a success, they
using a spell slot of 5th level or higher, the damage suffer 10d6 points of bludgeoning damage and 10d6
increases by 1d8 for each spell slot above 4th. points of cold damage, or half that on a success.

Emotional Spike Glacial Ward

3rd-level enchantment 4th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S, M Components: V, S, M (pinch of sulfur)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour

You tap into a wellspring of strong emotions in a A faint, shimmering reddish energy encases the
group of people to enhance their focus at the cost target’s body, granting resistance to fire damage. In
of other senses. Choose Charisma, Intelligence, addition, the target gains advantage on any saving
or Wisdom. Each humanoid in a 20-foot-radius throw versus any fire-related effects or spells.
sphere centered on a point you choose within range
must make a Charisma saving throw; a creature Icicle Spear
can choose to fail this saving throw if it wishes. If
a creature fails its saving throw, it gains advantage 2nd-level conjuration
on saving throws and ability checks of the chosen Casting Time: 1 action
type and disadvantage on saving throws and ability Range: 60 feet
checks of the other two types. Components: V, S
Duration: Instantaneous
Falling Glacier
You summon a trio of sharp, transparent icicle
9th-level conjuration spears and shoot them from your outstretched
Casting Time: 1 action fingertips. The icicle spears can be hurled at one
Range: 1 mile target or separate within range. Make a ranged spell
Components: V, S attack for each icicle spear. On a hit, the target takes
Duration: Instantaneous 2d6 cold damage.

You create a single large block of ice (40-foot cube) At Higher Levels. When you cast this spell using
that drops from the sky onto a spot you select in a spell slot of 3rd level or higher, you create one
range. The iceberg then shatters if it encounters a additional icicle spear for each slot level above 2nd.
solid surface. Enormous shards of ice scatter in all
directions, affecting nearby creatures based on how
far they from the center of the area.

Spells of the Infinite Planes
124

Icy Gaze Inferno Wave

3rd-level necromancy 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S, M (piece of charcoal)
Duration: Concentration, up to 1 minute Duration: Instantaneous

Your eye flares with an icy blue fire and you can fix You reach into the blazing depths of the Plane of Fire
your gaze upon a target creature within range each to unleash a wave of incredible destructive power. A
round. The target must make a Constitution saving 30-foot line of fire appears at a point you designate
throw. On a failure, the creature suffers a level of within range and then travels 60 feet in a direction
exhaustion. A creature cannot advance to 4 or more you choose. A solid object in the path blocks the
levels of exhaustion through the use of this spell. progress for the affected part of the line; if possible,
the rest of the line continues forward. Creatures
Impaling Icicle caught in the path of the wave must make a Dexterity
saving throw, suffering 6d8 fire damage on a failed
5th-level conjuration save, or half as much damage on a successful one.
Casting Time: 1 action Unattended, combustible objects in the path catch
Range: 120 feet fire and burn to ash in an instance.
Components: V, S
Duration: Instantaneous At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, the damage
You summon a massive, sharp icicle in a 100-foot increases by 1d8 for each spell slot above 5th.
line in front of you. The icicle shoots out, and any
creature in the line must make a Dexterity saving Lava Geyser
throw. On failure the affected creature suffers 4d6
cold damage and 4d6 piercing damage, or half that 6th-level evocation
damage on a successful save. Creatures that fail the Casting Time: 1 action
saving throw are pushed back along the path of the Range: 300 feet
icicle 20 feet. Creatures that succeed on the save Components: V, S, M (shard of obsidian)
must move to either side of the line (their choice) Duration: Concentration, up to 1 minute
immediately.
A roaring column of lava bursts forth from a point
The icicle is stopped by stone at least 6 inches within range, filling a 60-foot-high, 20-foot-diameter
thick and wood at least 1 foot thick, but has enough cylinder. Creatures in the cylinder when the spell
penetrating force to move through lesser materials. is cast are pushed to the nearest unoccupied space
Creatures pushed back by the icicle that collide with outside the cylinder of the creature’s choice and must
a solid object suffer 2d6 bludgeoning damage as make a Dexterity saving throw, suffering 8d8 fire
well. damage on a failed save, or half as much damage on
a successful one. A creature entering the cylinder’s
At Higher Levels. When you cast this spell using space must immediately make a Dexterity saving
a spell slot of 6th level or higher, the cold damage or throw, suffering 4d8 fire damage on a failed save, or
the piercing damage (your choice) increases by 1d6 half as much on a successful one.
for each slot level above 5th.

Spells of the Infinite Planes
125

Light of Mount Celestia Miasma of Entropy

1st-level evocation 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: 10 minutes Duration: Instantaneous

You channel the purifying energy of Mount Celestia You cause accelerated decay in all wood, leather,
to surround yourself with a nimbus of light. For the and other natural materials in a 30-foot cone.
duration of the spell, you shed bright light in a 30- Nonmagical objects of wood, leather, paper, and
foot radius and dim light for an additional 30 feet. other formerly living organic material are destroyed,
rotting in a slimy mass. Objects weighing more than
As a bonus action, you can expend some of the 10 pounds are not affected.
light’s energy in a beam to attack a foe within 60 feet.
Make a ranged spell attack, and if you hit the beam Polar Ray
inflicts 1d8 radiant damage plus your spellcasting
modifier. Undead and fiends suffer an additional 1d8 7th-level evocation
radiant damage. Each use of the beam reduces the Casting Time: 1 action
radiance of bright light and dim light by 10 feet. The Range: 120 feet
spell ends when the bright light radius is reduced to Components: V, S, M (small glass prism)
0 feet. Duration: Instantaneous

At Higher Levels. When you cast this spell using A pair of blue-white rays of arctic air and ice shoot
a spell slot of 2nd level or higher, increase the initial from your hand. The rays can target different
radiant damage by 1d8 for each spell slot above 1st. creatures or the same creature. Make a ranged spell
attack for each ray. On a hit, the target takes 6d10
Mechanus Mind cold damage.

2nd-level enchantment At Higher Levels. When you cast this spell
Casting Time: 1 action using a spell slot of 8th level or higher, you gain an
Range: Touch additional ray for each slot level above 7th.
Components: V, S
Duration: 10 minutes Psychic Wind

You imbue the target with cold logic stemming from 3rd-level enchantment
the Clockwork Nirvana of Mechanus, the plane of Casting Time: 1 action
ultimate law and order. The target is immune to Range: 120 feet
being charmed, and any charmed condition on the Components: V, S, M (length of silver chain)
target is suppressed for the duration of the spell. Duration: Instantaneous
When this spell ends, any suppressed effect resumes,
provided that its duration has not expired in the Psychic winds are a natural hazard of the Astral
meantime. In addition, the target receives advantage Plane, and you can harness its power to ravage a
on Intelligence saving throws and ability checks. 20-foot-radius sphere originating at a point you can
see within range. Creatures with an Intelligence
At Higher Levels. When you cast this spell using score of 3 or higher in the area suffer 2d6 psychic
a spell slot of 3rd level or higher, you can target one damage and must make an Intelligence saving throw.
additional creature for each spell slot above 2nd. On a failed save, they gain a short-term madness
lasting 1 minute. Roll on the Short-Term Madness
table in Chapter 8 of the Dungeon Master’s Guide to
determine the effect.

At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the damage
increases by 1d6 for each spell slot above 3rd.

Spells of the Infinite Planes
126

Razor Shards Soul Brand

5th-level conjuration 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S, M (shard of metal from Acheron) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

The fourth layer of Acheron, Ocanthus, is a danger- You attempt to mark a target with a blazing glyph
filled realm filled with razor-sharp shards of metal representing the pure goodness of the Upper Planes.
flying at high speeds through the air. You are able to The target must make a Wisdom saving throw or be
reach across the planar barriers to direct three of have a brilliant mark appear on their brow. The mark
those shards at targets of your choice within range. can take whatever shape and color you want. While
Each shard can be directed at a single target or marked, the target sheds bright light in a 20-foot
different targets, and each shard requires a ranged radius, and they suffer radiant damage equal to 1d6
spell attack roll, inflicting 2d10 piercing damage on + your spellcasting modifier at the start of each of its
a hit. The shards score a critical hit on a roll of 18 to turns. In addition, the target cannot gain the benefits
20. of being invisible.

At Higher Levels. When you cast this spell using At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, you create one a spell slot of 3rd level or higher, you can target one
additional shard for each slot level above 5th. additional creature for each slot level above 2nd.

Snow Cone Torrent of Slime

3rd-level evocation 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot cone) Range: 120 feet
Components: V, S, M (fir cone) Components: V, S, M (small clump of mud)
Duration: Instantaneous Duration: Instantaneous

A powerful, frigid blast of snow and ice flies from A gout of fetid slime wells up from the ground in a
your hands. Each creature in a 30-foot cone must 20-foot-radius circle originating at a point you can
make a Constitution saving throw, suffering 8d6 cold see in range. Creatures in contact with the ground
damage on a failed save, or half as much damage at this time must make a Dexterity saving throw,
on a successful one. In addition, any creature failing suffering 8d6 acid damage on a failure, or half as
their saving throw is knocked prone. much on a success. In addition, targets failing the
saving throw are restrained as the slime hardens
At Higher Levels. When you cast this spell around their feet. Restrained targets can repeat
using a spell slot of 4th level or higher, the damage the Dexterity saving throw at the end of their turns,
increases by 1d6 for each slot level above 3rd. ending the effect on themselves with a success.

At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, increase the
damage by 1d6 for each slot level above 3rd.

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127

Unmaking Smite Zone of Arctic Cold

2nd-level abjuration 2nd-level conjuration
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 120 feet
Components: V Components: V, S, M (small pack of snow)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack You create a zone of subzero cold within a 20-foot
during this spell’s duration, your attack deals an cube in range. Creatures starting their turn in the
extra 1d8 force damage. Additionally, if the target is zone suffer 1d8 cold damage.
a creature, it must make a Wisdom saving throw. If
it fails, the creature loses any damage resistances At Higher Levels. When you cast this spell
it possesses, and any damage immunities are using a spell slot of 3rd level or higher, you deal an
temporarily changed to damage resistances. The additional 1d8 cold damage for each slot level above
effect lasts until the end of your next turn. 2nd.

Winter Spray

1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

This spell allows the caster to extend a hand
forward and shoot a spray of icy wrath in a small
cone forward. Each creature in a 15-foot cone must
make a Dexterity saving throw, suffering 3d6 cold
damage on a failed save, or half as much damage
on a successful one. In addition, those that fail are
knocked prone by the force of the spray.

At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.

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128

Swarm of Abyssal Insects Swarm of Abyssal Insects

In the Abyss, insects are nasty, voracious creatures that Large swarm of Tiny beasts, chaotic evil
fear no demon or stranger. They gather in larger swarms
and move across the layers, eating indiscriminately and Armor Class 16 (natural armor)
leaving nothing living in their wake. Abyssal insects Hit Points 78 (12d10+12)
come in a variety of forms, each having their own special Speed 30 ft., climb 30 ft.
characteristics that match those of their Material Plane
brethren. You can use the sidebar in the Monster Manual STR DEX CON INT WIS CHA
for variant insect swarms on the statistics for the swarm 3 (-4) 19 (+4) 12 (+1) 3 (-4) 7 (-2) 1 (-5)
of abyssal insects, creating beetles, centipedes, spiders, or
wasps. Damage Resistances acid, bludgeoning, cold, fire, piercing,
slashing

Damage Immunities poison
Condition Immunities charmed, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained, stunned

Senses blindsight 60 ft., passive Perception 8
Languages --
Challenge 4 (1,100 XP)

Chaos Field. Any spell of 1st-level or higher cast by a creature in
the swarm’s space triggers a Wild Magic surge. Roll on the Wild
Magic Surge table under the Wild Magic sorcerer in the Player’s
Handbook after the spell resolves.

Magic Resistance. The swarm has advantage on saving throws
against spells and other magical effects.

Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
enough for a Tiny insect. The swarm can’t regain hit points or
gain temporary hit points.

Actions

Multiattack. The swarm makes one attack against every creature
in its space.

Bite. Melee Weapon Attack: +7 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 21 (6d6) piercing damage plus 21
(6d6) acid damage, or 10 (3d6) piercing damage plus 10 (3d6)
acid damage if the swarm has half of its hit points or fewer.

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