Circle of the River Summon the River
The River Oceanus is a powerful if subtle force of 6th-level Circle of the River feature
hope and renewal, with its course running through You can call upon the majestic River Oceanus to
several of the Upper Planes. It dominates the manifest physically for a short period. You learn the
landscape of Elysium, where it is said a traveler on wall of water spell if you did not know it already,
any layer is never out of sight of the majestic river. and it does not count against the total number of
The River Oceanus is a source of rejuvenation and druid spells you know. When you cast the wall of
healing, and the druids of the Circle of the River water spell using this feature it does not require
recognize its importance and learn to harness its concentration.
effects to renew themselves and their companions.
You must complete a long rest before you can use
While the River Oceanus is the best example of this feature again.
this kind of renewing force, many druids across the
multiverse see its presence in countless rivers and Abundant Life
streams. Circle of the River druids may not know
about the River Oceanus and instead choose to focus 10th-level Circle of the River feature
on the calming effect of a simple mountain brook. Life energy flows through you continually, mimicking
Regardless, the power wielded by these druids is the powerful flow of the River Oceanus. As long as
real and it can provide respite for a group of hardy you are above 0 hit points, at the start of your turn
adventurers anywhere in the multiverse. you regain 5 hit points, up to your maximum hit
points.
Circle Spells
Greater Resource Renewal
2nd-level Circle of the River feature
Your connection to the River Oceanus grants you 14th-level Circle of the River feature
the ability to cast certain spells. At 3rd, 5th, 7th, and 9th Your ability to renew resources of allies around you
level you gain access to circle spells. Once you gain increases. You can use the Renew Resources feature
access to a circle spell, you always have it prepared, as an action rather than spending 1 minute.
and it doesn’t count against the number of spells you
can prepare each day. If you gain access to a spell
that doesn’t appear on the druid spell list, the spell is
nonetheless a druid spell for you.
Circle of the River Spells
Druid Level Spell
3rd lesser restoration, prayer of healing
5th create food and water, mass healing
word
7th aura of life, death ward
9th greater restoration, mass cure
wounds
Renew Resources
2nd-level Circle of the River feature
You can call upon the natural energy of the River
Oceanus to refresh the resources of an ally. You
can spend 1 minute concentrating and then touch
a creature other than yourself. The creature
immediately gains the benefit of a short rest.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Classes of the Infinite Planes
50
Fighters
Conflict is one of the few constants throughout the On Ysgard, a housecarl is an honorific bestowed
multiverse, and open conflict is its most common upon the bodyguards of jarls, the clan leaders, and
expression. Battles rage across the planes over the Housecarls of Galdur take their names from
ideological differences, differences in belief or faith, the ancient jotun Galdur who supposedly crafted
or even simple misunderstandings, but the end result the first runestone in the multiverse. Whether this
comes out the same. Combat is engaged, and the is true or not is a matter of philosophical debate,
victor walks away while the loser usually doesn’t. but the rune knights know Galdur’s lost runestones
hold fantastic power. They scour the earthbergs of
Some see the multiverse in stark terms like Ysgard constantly for these lost tablets, and some in
these, and for them, the path of the fighter is the the order believe they have lost their way. Originally,
most obvious. A person who isn’t trained to use a they used their runic powers to protect the people of
weapon can still die when it is wielded against them, Ysgard from jotun and giant threats.
so better to be prepared than to face death empty-
handed. Many fighters thus go about the multiverse Now, they focus primarily on the capture of
with a mercenary-like attitude, perhaps even a runestones. Have the Housecarls of Galdur lost
nihilistic one, where they view their worth and their their way? Or is there a greater purpose in their
value only at the edge of their sword or tip of their searching?
spear.
Nameless Legion
But even for a fighter, there’s more to life than just
this. Think about how your character views the act The endless gray skies of Acheron are filled with
of combat itself. Is it a time-honored tradition dating enormous iron cubes, and their collisions ring out
back generations, perfected under the tutelage of throughout the plane almost loud enough to drown
great weapon masters and practiced in duels? Or is out the constant din of eternal battle waging across
it a matter of life or death, a means to survive against their surfaces. Acheron is known as the Infernal
foes in battle in order to stave off annihilation itself? Battlefield with good reason. Countless armies of
all sorts clash, fight, and wage war upon each other
Martial Orders in a never-ending battle for planar dominance.
Sometimes, a general or leader finds their forces
Fighters are no different beneath the surface than outmatched, and in these cases they may turn to
any other class, and many owe their training and mercenaries. And no mercenary company is more
upbringing to organizations dedicated to training renown than the Nameless Legion.
new recruits for some specific purpose. Not all
fighters are members of a martial order, but many These formidable soldiers draw their members
are, and it is a possibility to consider when you think from all across the multiverse. Celestials fight
about your character and their place in the infinite alongside slaadi who fight next to elves, dwarves,
multiverse. and countless other creatures. They are united in
purpose by the will of their leaders, the enigmatic
Housecarls of Galdur Paymasters, who strike deals with military leaders
in the great iron Storm Halls. When the bargain is
Ysgard is a plane of glorious battle, with countless struck, a unit of Nameless Legionnaires are sent
warriors living and dying amongst the earthbergs out to perform their duty, and rumors persist they
in a never-ending cycle of war, death, and bravery. never fail to fulfill the terms of their agreements. The
Most clans raid and pillage each other with no more Nameless Legion isn’t cheap, but for those that can
training than sword, axe, or spear, but some have pay the soldiers are second to none on the battlefield.
learned to harness different powers. The Housecarls
of Galdur are an order of knights who have studied
the runes of the ancient jotun celestials and now use
those runes in their fights against greater foes.
Classes of the Infinite Planes
51
Perfect Order Tower of Malec-Keth
Law and justice reign supreme on Arcadia, a plane Genies are an immortal race of elemental beings
of countless kingdoms. Conflicts are common at who dominate life and culture in the Inner Planes.
borders, but they are all kept in line by the laws On the Plane of Fire, the efreeti consider themselves
of the Lex, a sprawling judicial and legal system lords and masters of the entire plane, and their wills
governing all activities and actions on Arcadia. The are enforced by legions of warriors and slaves. The
laws of the Lex are written in the very fabric of the City of Brass is their stronghold and here stands
plane itself, but justice is meted out by the Perfect the greatest war college in all the Inner Planes and
Order – soldiers dedicated to upholding law at any perhaps beyond – the Tower of Malec-Keth, where
cost. eldritch knights loyal to the efreeti are trained to
become legendary janissaries.
Individual soldiers of the Perfect Order are
known as einheriar (not to be confused with the A janissary is an elite non-genie warrior trained
einherjar, the legions of undead warriors found on by the efreeti to act as bodyguard, soldier, and spy
Ysgard). They are divided into two distinct divisions. as the need arises. At the Tower of Malec-Keth,
The einheriar guard are the rank-and-file soldiers, janissaries practice blending magic with swordplay
keeping the peace amongst the kingdoms and to create a legion of eldritch knights feared
punishing the lawbreakers of Arcadia. The second throughout the Inner Planes. However, by some
division are the einheriar investigators who take ancient decree, the masters of the Tower of Malec-
on larger and more complex crimes, including Keth owe no fealty to the Grand Sultan nor any other
corruption and treason. While the Perfect Order efreeti lord. They are independent and kept that
is supposed to be a prime example of a fighting way only by the legendary skill of the Malec-Keth
force working in perfect harmony, the two divisions commanders.
regularly have disagreements over jurisdiction, and
many on both sides resent the other for various Twilight Blades
reasons.
The Queen of Air and Darkness is a powerful,
Rainbow Valkyries of Bifrost deceptive archfey who was banished from the
Plane of Faerie long ago. She found a new home in
Valkyries are powerful Ysgardian warriors blessed Pandemonium, in the howling depths of the endless
by the Aesir, the petty gods of the plane who usurped hungry darkness, and she took innumerable fey
the jotuns long ago. The valkyries, male and female, with her – many of whom transformed into fallen
are used as soldiers in the Aesir’s war against the creatures of fey shadow. For the ranks of the Twilight
jotuns and giants of the plane and many are sent on Blades, a company of loyal warriors, the fall was not
missions across the multiverse. Several specialized far however.
groups have been assembled in Ysgard, but few
garner as much respect as the Rainbow Valkyries of While the Queen was in the Feywild, the Twilight
Bifrost. Blades were her secret assassins and enforcers,
trained with a little magic but otherwise wholly
The Rainbow Valkyries are all supremely skilled dedicated to the utter elimination of any target. They
warrior women dedicated to protecting the Rainbow were mostly humans and elves enticed by the Queen
Bridge of Bifrost. They ride pegasus mounts on with promises of power, only to become ensnared
patrol within the realm of Asgard, and their mission in her web of deceit until there was no way forward
to protect the Bifrost can take them far and wide but the Twilight Blades. They serve the Queen still,
across Ysgard and beyond on missions to hunt down roaming across the multiverse on her errands,
threats. Many times, Odin and the other Aesir have striking at the archfey still planted in the Plane of
tried to trick the Rainbow Valkyries into becoming a Faerie.
hammer of the gods, but the pride of these warrior
women usually rebuffs such attempts.
Classes of the Infinite Planes
52
Martial Archetypes Fey Resistance
The following options are available to fighters at 3rd-level Greenblade feature
3rd level: Greenblade, Juggernaut, Mad Howler, and You gain advantage on saving throws against being
Stone Breaker. charmed or frightened.
Greenblade. The archfey are capricious creatures Charming Presence
of the Plane of Faerie, and sometimes they choose
to bestow boons upon a fighter who serves as their 7th-level Greenblade feature
agent in the planes. You can add half your proficiency bonus (rounded
up) to any Charisma or Wisdom check you make that
Juggernaut. Few warriors can match the heavily doesn’t already use your proficiency bonus.
armored juggernaut in sheer battlefield domination,
who utilize their armor to wage ultimate war. Dispelling Strike
Mad Howler. Wild, unpredictable, and chaotic, 10th-level Greenblade feature
the mad howler zigs when others think they’re going You can imbue your attack with a powerful dispelling
to zag, throwing opponents off balance while they force to remove magical effects. When you hit a
take advantage of arising situations. creature or object with a melee weapon attack, you
can choose to affect the target with the dispel magic
Stone Breaker. The lessons of stone are hard spell. Your spellcasting ability is Charisma.
and unyielding, but to the patient it can become a
crucible capable of producing perfectly timed strikes. You can use this feature a number of times
equal to your proficiency bonus, and you regain all
Greenblade expended uses when you finish a long rest.
Not all mortal servants of the archfey are warlocks. Surge of Protection
Many choose to honor warriors of great skill,
granting them boons in exchange for fealty and 15th-level Greenblade feature
an oath of service. These warriors are known as You are able to harness some of the natural energy
greenblades, though they can be found wielding generated by your Action Surge to protect yourself.
any weapon, and they are the martial agents of the When you use your Action Surge, you gain resistance
archfey across the multiverse. to all damage until the start of your next turn.
Powerful archfey that might take on the services Fey Transformation
of a greenblade include Titania, the Queen of
Summer; the Prince of Frost of the Winter Court; 18th-level Greenblade feature
King Oberon of the Autumn City; and powerful hags You take on several aspects of your archfey patron.
such as the Blighted Mothers. You gain the following abilities:
Boon Spells • You are immune to the charmed condition and
cannot be put to sleep against your will.
3rd-level Greenblade feature
Your fey patron grants you access to a small number • You have advantage on Wisdom and Charisma
of spells that you can cast without requiring material saving throws.
or somatic components. When you cast each spell
you cannot cast it again until you complete a long • You gain resistance to bludgeoning, piercing, and
rest. Your spellcasting modifier is Charisma, and slashing damage from nomagical weapons.
your spell save DC is equal to 8 + your proficiency
bonus + your Charisma modifier.
Greenblade Boon Spells
Fighter Level Boon Spell
3rd faerie fire, moonbeam
7th blink, greater invisibility
10th hold monster
15th true seeing
18th teleport
Classes of the Infinite Planes
53
Juggernaut Bull Rush
When the juggernaut takes the field of battle, 3rd-level Juggernaut feature
everyone notices. Masters of the heaviest armor, You can use the weight of your armor to bowl over
these iron-clad fighters are behemoths on the creatures and objects. While wearing heavy armor
battlefield, commanding their enemy’s attention. and taking the Dash action, you can attempt to
They can withstand an enormous amount of shove an adjacent target to you at any point in your
punishment and remain standing, and when they get movement using the normal rules for shoving. You
moving few things can stop their relentless charge. can attempt to shove a number of targets in a round
Juggernauts are the ultimate expression of the heavy using this feature equal to your proficiency bonus.
armor warrior.
Absorb Blow
Dwarven legionnaires are credited with
perfecting the art of the juggernaut first, but the 7th-level Juggernaut feature
skills have distributed widely since then. Hobgoblin When an attacker that you can see hits you with a
juggernauts on Acheron form elite units in the Army melee attack, you can use your reaction to halve the
of Maglubiyet, using the power of their heavy armor attack’s damage against you. You must be wearing
to great effect, and rumors abound of a warforged heavy armor to use this feature.
juggernaut that grows comparable skills naturally
from the steel and stone of its body. You can use this feature a number of times
equal to your proficiency bonus, and you regain all
Armored Presence expended uses when you finish a long rest.
3rd-level Juggernaut feature Strength of Armor
You are skilled in the use of armor. It takes you half
as much time to don and doff your armor as normal. 10th-level Juggernaut feature
In addition, if you are wearing armor, you can add You learn to harness your armor’s weight as a
your Strength modifier to Charisma ability checks. defensive strength. While wearing heavy armor,
you have advantage on Strength saving throws and
ability checks.
Weighty Step
15th-level Juggernaut feature
Starting when you take this archetype, you can shift
your stance around the battlefield in small ways. You
do not provoke opportunity attacks as long as you
move no more than 10 feet in a round.
Unstoppable
18th-level Juggernaut feature
You become the pinnacle of the juggernaut. While
wearing heavy armor, you ignore rough terrain. In
addition, if you do not move more than 5 feet on your
turn, you cannot be grappled or restrained.
Classes of the Infinite Planes
54
Mad Howler Zigzag
The Windswept Depths of Pandemonium carry 10th-level Mad Howler feature
howling winds through the endless miles of tunnels, You gain two uses of reaction in a round rather than
but these are more than just simple gales and just one.
breezes. A note of chaos and madness undercuts the
wind, cutting directly into the minds of creatures to Unnerving Movement
push them over the edge of sanity itself. The people
who live in Pandemonium live with this unending 15th-level Mad Howler feature
madness, but it manifests differently in different Your unpredictable movements throw your
users. opponents off balance. You do not provoke
opportunity attacks when you use your Madcap
For some, it can provide an unorthodox method feature to Dash.
of fighting meant to disorient opponents. Known
generally as mad howlers, these warriors learn to Howl of Madness
embrace the madness of Pandemonium’s winds to
alter their fighting style in strange ways. And while 18th-level Mad Howler feature
this method may have originated in the Windswept You can let loose an unnerving howl to disorient and
Depths, many have carried it far from that plane, confuse your opponents. Your Madcap feature gains
and in some places gates to Pandemonium can the following option:
push the howling winds out to affect new people in
unexpected ways. • Choose a creature within 60 feet that can hear
you. That creature is stunned until the start of
Madcap their next turn.
3rd-level Mad Howler feature
Your movements and actions are unpredictable. You
can use your reaction at the end of another creature’s
turn to do one of the following:
• Dash
• Dodge
• Make a single melee weapon attack.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Reckless Abandon
3rd-level Mad Howler feature
You can choose to throw caution aside and attack
recklessly. When you make your first attack on your
turn, you can decide to attack recklessly. Doing so
gives you advantage on melee weapon attack rolls
during this turn, but attack rolls against you have
advantage until your next turn.
Skillful Antics
7th-level Mad Howler feature
You are able to utilize your erratic movement
patterns to enhance your skills. Choose the Athletics
or Acrobatics skill. You gain proficiency in the chosen
skill if you did not have it already, and you can add
twice your proficiency modifier to ability checks
using the chosen skill.
Classes of the Infinite Planes
55
Stone Breaker Maximum Strike
Some warriors fight with a flurry of flashing blades 3rd-level Stone Breaker feature
and whirling steel, creating an intricate dance of You are able to focus your power into a single blow.
death with an open invitation towards their enemies. When you hit with a melee attack using a weapon
To the stone breakers, this is a waste of time and you are wielding in two hands, you can choose to
effort. A single, perfectly timed strike from a two- roll your weapon’s damage dice twice and add them
handed weapon ends most foes before they even together. If the attack was a critical hit, you roll your
know what hit them. The philosophy behind this weapon’s damage dice four times and add them
comes from an order of warriors who studied the together.
forms of earth elementals and their kin, and their
secrets have been passed down from master to You can use this feature a number of times
student for generations. The harnessing of a single equal to your proficiency bonus, and you regain all
two-handed attack with maximum effort can break expended uses when you finish a long rest.
the stone of the world, or so the stone breakers are
taught. Will of Stone
7th-level Stone Breaker feature
You have learned the patience and will of stone. You
gain proficiency in Wisdom saving throws.
Falling Rocks
10th-level Stone Breaker feature
You learn to harness your blows to greater effect.
When you use the Maximum Strike feature, the
target must make a Strength saving throw or be
knocked prone. The saving throw DC is calculated
as 8 + your proficiency modifier + your Strength
modifier.
Unmovable
15th-level Stone Breaker feature
You become unmovable like the stone. You have
advantage on Strength saving throws. In addition,
you cannot be pushed back against your will as long
as you are standing on solid ground.
Shockwave
18th-level Stone Breaker feature
You have mastered the stone breaker’s shockwave.
As an action while wielding a weapon in two hands
you can strike the ground with a single, perfect blow,
creating a rippling shockwave in a 30-foot cone in
front of you. Every creature in the shockwave must
make a Strength saving throw against your Falling
Rocks DC, suffering 8d6 force damage on a failure,
or half as much on a successful save. Creatures that
fail are also knocked prone. You must complete a
long rest before you can use this feature again.
Classes of the Infinite Planes
56
Monks
The multiverse is filled with ribbons of energy, The astral devas and monks of the Silvern
some visible but most running in invisible currents Lantern also monitor the activity of the githyanki and
throughout the fabric of the planes. These other nefarious forces who use the Astral Plane as a
undercurrents are powerful and shape reality in both staging ground for war. The Inn of the Silver Lantern
subtle and profound ways, from the primal power of is magically warded against aggressive intentions,
the Inner Planes to the philosophical underpinnings but recently they’ve seen increased incursions from
of the Outer Planes. the strange worm-like psurlons.
Monks all across the planes learn to sense these Library of Dumathoin
energy patterns, and then harness and redirect them
to serve their purposes. Most are content to study The Keepers Under the Mountain are a band
their effects in the various monasteries and temples of dwarven monks dedicated to preserving the
throughout the multiverse, many built at pivotal knowledge and secrets of their people from all
conjunctions where two or more energy currents across the multiverse. They maintain several
meet. The energy of the planes flows through reality storehouses, but the greatest is the Library of
and into the bodies of all living creatures, and monks Dumathoin, buried deep in a hidden vault in the very
are the ones to sense and control the energy to bedrock of the Plane of Earth. Here the dwarven
produce fantastic results. monks protect secrets both large and small, and
some are rumored could shake the very foundation
Planar Monasteries of dwarven life.
Many orders of monks build permanent buildings Accessing the Library of Dumathoin is by
referred to collectively as monasteries in places invitation only, and the master librarian monks are
where the ribbons of energy are strongest. These very careful to screen all visitors. Any dwarf monk
places often serve as training grounds for novices who believes in the tenets of Dumathoin could be
and acolytes wishing to learn the monk order’s invited to become a master librarian when they reach
secret, but many of these monasteries take on a certain age, and when they join the Keepers Under
unorthodox appearances. The below list includes the Mountain their lifespan extends dramatically –
some of the more unusual found in the multiverse. but only as long as they stay within their designated
monastic library.
Inn of the Silver Lantern
Monastery of Seven Flowers
The Silver Void of the Astral Plane is a vast empty
space, and it’s easy for travelers to become lost. On the slopes of Mount Celestia, peace is a difficult
In these cases, one of the best hopes is for a visit target to achieve, but ultimately serves as the goal for
from a member of the Silver Lanterns who dedicate many celestials and residents of the Seven Heavens.
themselves to guiding the lost and confused. These They are always vigilant against the forces of evil
helpful monks usually bring the lost traveler to the which seem to constantly harass and harangue them,
Inn of the Silver Lantern, an otherwise normal but that ultimate goal of restful peace remains firm
appearing establishment floating in the Astral Plane, in their minds.
where they provide food, rest, and direction.
On Solania, the fourth layer of Mount Celestia,
The Inn of the Silver Lantern functions as the a band of holy monks have built the Monastery of
monastery for the monks following the way of the Seven Flowers dedicated completely to achieving
Silver Lantern. They often travel far outside the peace in the multiverse. They defend themselves
Astral Plane on their missions to guide lost people, when necessary and are legendary warriors, but
and many hook up with adventuring parties to help the Grandmaster of Seven Flowers and their many
augment their own skills in their larger mission. The students work to realign their perspectives and those
Inn of the Silver Lantern is protected by astral devas around them to the simple goal of achieving peace.
as well who teach the monks many celestial secrets.
Classes of the Infinite Planes
57
That goal is routinely threatened by outside This adamantine citadel was built by Bur’lk’aas,
forces, yet the monks remain dedicated to it. They a githzerai anarch who taught ancient methods
have developed a path mirroring the slopes of Mount of patience to eager students. Unfortunately, the
Celestia itself, where each step is represented by anarch’s library was coveted by githyanki forces, who
a different flower and a new dedication towards descended upon the adamantine citadel in a surprise
harmony. The Grandmaster of Seven Flowers is raid with a host of red dragons. The fighting was
the only one to have reached the pinnacle, but as brutal and intense, but Bur’lk’aas saw the inevitable
the monks learn and resolve the conflicts of the fall of his great work. So, in a moment of sacrifice,
multiverse, they step ever closer to ultimate harmony. the githzerai anarch extended his power and the
whole Shining Monastery was consumed with light
Pool of Reflection in a moment. Everyone nearby, invader and defender,
disappeared, swallowed by the raw hunger of Limbo.
Deep gnome monks on Dothion, the wild and
untamed layer of Bytopia, tend a deep reservoir of It serves as a cautionary tale for the githzerai,
divination power known as the Pool of Reflection. but it’s also become known outside the walls of
The gnomes have built homes in the surrounding githzerai monasteries. Travelers in Limbo have
mountain valley and they protect the pool for any reported seeing the Shining Monastery at random
who would come to use the pool for nefarious or times, like a flickering image, in the roiling chaos of
selfish gains. The power of the Pool of Reflection Limbo, with sightings of fierce fighting continuing
is almost too fantastic to believe, with some stories unabated despite the passage of time. Is the Shining
claiming drinking its waters gives the imbiber a Monastery still out there somewhere, with its forces
vision of their death with knowledge on how to locked in a form of stasis? Was this Bur’lk’aas’
bypass it. ultimate goal or was it a fluke of a plane known for
flukes?
The monks live a simple life in the mountain, but
they take their protective duties seriously. They form Monastic Traditions
a non-familial group known as Clann Somachain,
which means “protective watchers” in the deep The following options are available to monks at 3rd
gnomish language. Rarely, a member of Clann level: Way of the Honed Mind, Way of Seven Flowers,
Somachain heads out from their mountain preserve, Way of the Silver Lantern, and Way of the Warrior
usually on missions to investigate visions granted by Soul.
the Pool of Reflection. By ancient decree, no deep
gnome of the valley can drink from the pool but the Way of the Honed Mind. Amidst the endless
divination power from the site is mysterious, and churning chaos of Limbo, monks who follow the Way
has been known to manifest as visions in the minds of the Honed Mind learn to calm their bodies and
of those around it. Some of these visions require achieve intense focus.
drastic action while others are far vaguer on the
details. Way of the Silver Lantern. The Astral Plane is
a vast unending Silver Void, and the monks of the
Shining Monastery of Bur’lk’aas Silver Lantern take up the task of aiding those lost in
their ways.
The githzerai of Limbo have dedicated their lives
to bending the very forces of creation to their will Way of the Warrior Soul. Acheron breeds
through patience, study, and devotion. Many of their iron-willed warriors, and some monks take this
members are monks of exceeding power who learn inspiration to perfect their inner warrior soul.
to manipulate the cosmic protomatter of Limbo
using their minds, and their psionic reputation
extends far beyond the Ever-Changing Chaos. They
have built countless citadels and outposts throughout
Limbo, but few are as famous as the Shining
Monastery of Bur’lk’aas.
Classes of the Infinite Planes
58
Way of the Honed Mind Psychic Flight
The githzerai are practiced monks who force order 6th-level Way of the Honed Mind feature
out of primordial chaos. They achieve this through You can use your mental focus to fly for a short
intense personal reflection and belief, focusing their period of time. As a bonus action you gain a flying
thoughts to line up perfectly with their bodies in all speed equal to your walking speed for 1 minute.
actions. Many githzerai monasteries across Limbo
teach a specialized form of this studious practice, but You can use this feature a number of times equal
to outsiders it is all known as the Way of the Honed to your proficiency bonus, and you regain all uses
Mind. after you complete a long rest.
Few githzerai masters are willing to teach their Precognition Sense
ways to non-githzerai, but over the generations
some students have risen to this lofted level. Those 11th-level Way of the Honed Mind feature
that study the Way of the Honed Mind blur the line Your mental focus grows to begin seeing possible
between monk-like focus and psychic powers. future events that affect your life. When you fail a
saving throw, you can immediately roll the saving
Mental Focus throw again with advantage.
3rd-level Way of the Honed Mind feature You can use this feature a number of times equal
You can use your ki to duplicate the effects of certain to your proficiency bonus, and you regain all uses
spells. As an action, you can spend 2 ki points to after you complete a long rest.
cast blur, calm emotions, detect thoughts, or see
invisibility, without providing material components. Third Eye
Additionally, you gain the mage hand cantrip if you
don’t already know it, and when you cast mage hand 17th-level Way of the Honed Mind feature
the effect is invisible. You have revealed your inner third eye that looks
out upon the multiverse with clear vision. You gain
truesight out to 60 feet.
Classes of the Infinite Planes
59
Way of the Silver Lantern Silver Beacon
On the Astral Plane, the monks of the Silver Lantern 17th-level Way of the Silver Lantern feature
have partnered with astral devas on a quest of The light of the Silver Lantern burns bright within
assistance. They do their best to monitor traffic in your body and you can use it to become a beacon of
the Silver Void, and they step in to help travelers who purity and hope. As an action, silver light flares from
find themselves lost or under attack by one of the your body for 1 minute, during which you gain the
many threats that wait in the Astral Sea. The guiding following properties:
principle of the Silver Lantern is to help others
whenever possible, and there are those that have left • Silver light equal to the daylight spell shoots out
the Astral Plane and sought to bring their mission to centered on you.
the rest of the multiverse.
• You and all friendly creatures you choose within
Some connect up with a group of adventurers, 60 feet are affected by the bless spell.
acting as a guardian angel in times of strife, while
others wander the planes in search of those in need • You and all friendly creatures you choose within
of help. Wherever they go, these monks carry the 60 feet are affected by the aid spell. This effect
light of the Silver Lantern and all that it represents lasts for 8 hours.
in their bodies, minds, and spirits.
You must finish a long rest before you can use this
Silver Lantern Bearer feature again.
3rd-level Way of the Silver Lantern feature
You can draw upon your training to aid others in
their struggles. You can spend 1 kit point to take the
Help action as a reaction with a range of 30 feet. In
addition, you gain the guidance cantrip if you don’t
already know it.
Silver Spirit
6th-level Way of the Silver Lantern feature
The power of the Silver Lantern flows through you
and protects you from harm for a short period. You
can use a bonus action to gain resistance to all
damage until the start of your next turn.
You must complete a long rest before you can use
this feature again.
Light of Purity
11th-level Way of the Silver Lantern feature
You can let your silver light shine upon those close to
you to invigorate and renew them. You can cast the
beacon of hope spell without having to concentrate
on it for its duration. You must complete a short or
long rest before you can use this ability again.
Classes of the Infinite Planes
60
Way of the Warrior Soul Advanced Fighting Stance
The past is filled with mighty warriors, cunning 11th-level Way of the Warrior Soul feature
generals, and brilliant tacticians. As a monk You have deepened your well of combat knowledge.
following the Way of the Warrior Soul, these fallen You can choose a second option from the Fighting
combatants transform into spiritual teachers Stance class feature.
imparting their skill to your combat abilities. You
learn to strike at an opponent’s weakest location to Extra Attack
cause maximum damage, and eventually you learn
advanced fighting stances from your warrior soul 17th-level Way of the Warrior Soul feature
teachers. You can attack three times, instead of twice,
whenever you take the Attack action on your turn.
Many of the skills taught by these warrior souls
have been lost to the ages, and they rely upon you
to keep their traditions and techniques alive. Some
become trusted colleagues, offering words of wisdom
in times of crisis, while others seek to control you
towards some nefarious purpose. You must always
be on your guard against letting the power of these
warrior souls take over completely.
Strike of the Champion
3rd-level Way of the Warrior Soul feature
Your unarmed attacks score a critical hit on a roll of
19 or 20.
Fighting Stance
6th-level Way of the Warrior Soul feature
You adopt a particular fighting stance learned from
one of your warrior soul teachers. Choose one of the
following options. You can’t take a Fighting Stance
option more than once, even if you later get to
choose again.
Aggressive Stance. You gain a +1 bonus to
damage rolls made with your unarmed strikes.
Alert Stance. You cannot be surprised. Your
passive Perception is 14 + your Wisdom (Perception)
modifier.
Commanding Stance. You can use a bonus action
to take the Help action.
Defensive Stance. While you are not wearing
armor, you gain a +1 bonus to AC.
Maneuvering Stance. You can use a bonus action
to take the Disengage action.
Protective Stance. When a creature you can
see attacks a target other than you that is within
5 feet of you, you can use your reaction to impose
disadvantage on the attack roll.
Classes of the Infinite Planes
61
Paladins
The frontline warriors in divine causes across A small legion of paladins have taken it upon
the multiverse are the paladins – shining beacons themselves to remove obstacles, physical and
upholding the tenets of their sacred oaths in magical, in order to present a clear view of the
countless battlefields and warzones. Most serve worlds. They trace their origins to a warrior lost
as the divine instruments of the gods, marshalling on the Plane of Ash, between the Planes of Air and
troops and commanding legions in the name of their Fire, where the chokeclouds obscure vision and dark
holy patrons. They wield fantastic power and have malevolent things flourish out of sight. The warrior
crushed enemies far greater than themselves after helped out a band of stranded travelers by providing
giving themselves to divine guidance. a beacon that pushed back the smoke, and after
word spread.
Paladins are renown for their combat prowess,
but they are also messengers and ambassadors for Paladins all across the multiverse began to take
their respective faiths. And many don’t owe their up the Oath of Clarity to fight obstruction, especially
allegiance to any single deity, choosing instead to in the form of illusions, by helping out each other
take up a cause or broader belief, and in doing so and standing tall as a beacon in the dark.
they draw divine power from their own convictions.
The phenomena has been documented time and End Necromantic Tyranny
again all across the planes, though scholars debate
the exact nature of this non-entity divine power. Death rules over the plane of Hades as surely as any
king or tyrant in the Material Plane rules over their
Regardless, paladins are stalwart allies – at least realm. The Triumvirate of the Grave represents the
as long as their allies line up with the tenets of their three most influential death deities in the multiverse
chosen oath. Whether the oath is dedicated to the – Hel, Arawn, and Hades himself. They work to
cause of a deity, a philosophical ideal, or something capture souls from all across the multiverse in order
even more abstract is up to the individual paladin. to increase their own influence.
Causes and Crusades To these three gods, necromancy is viewed as a
direct assault on their domain. Whether it’s willful
Gods of all kind sponsor paladins, granting them or not, a soul belongs in the realm of the dead, and
power and abilities through divine influence. Across stealing one away to serve in a mortal shell is against
the planes, however, some warriors have dedicated the principals of the Triumvirate of the Grave. They
themselves so strongly to a cause that they manifest don’t sponsor paladins directly, but their crusade
paladin powers outside of divine influence. The list has secretly inspired many warriors with divine gifts
below includes examples of the larger causes and meant to fight the undead and return their souls to
crusades that can inspire a paladin, but don’t feel Hades.
beholden to just these ideas. Consider your paladin’s
role on the grander stage and whether they have a These paladins have the same abilities as an
dedicated deity or simply believe strong enough in a Oathbreaker paladin but most are not evil. They
specific cause. follow what they know as the Oath of the Dead,
but the traits and features are the same as the
Clarity Through Compassion Oathbreaker.
The nefarious forces of the multiverse constantly Follow the White Flame
seek to confuse and befuddle mortal creatures in
order to entice them into taking the wrong decision. Those with an eye on the multiverse understand
It could be as straightforward as a decision to go left the threat posed by fiends, especially demons of the
instead of right, or as philosophical as the decision to Abyss. This roiling, unending horde of chaos and
take up arms in a revolution or abandon a nation as evil seems intent on simply destroying everyone all
a lost cause. Without a clear view of the facts, these across the planes, and the demon lords in command
decisions become muddled and more difficult. would like nothing more than to sit upon empty
planes on thrones constructed of bones and skulls.
Classes of the Infinite Planes
62
The White Flame understands this. It burns in Tenets of Anarchy
the Abyss to light the way for a crusade dedicated
to ending the threat of demonic invasion at its very The tenets of the Oath of Anarchy are less direct
source. It has called brave paladins and warriors edicts and more general principles that help guide
from all across the multiverse to join in this most the paladin through their duties.
holy mission, and it grants them powers to help
combat the fiendish forces surrounding them at all Chaos is Natural. Everything breaks down
times. Some planar sages believe the crusade of the eventually, so be ready for the unexpected. Prepare
White Flame is doomed to fail, that the demonic and anticipate for events to devolve and people to
hordes of the Abyss are as infinite as the planes. change so that you will not be surprised when they
happen.
This doesn’t stop the paladins from trying,
however. The White Flame is a physical Change is Constant. The only constant in the
manifestation but it doesn’t possess any special multiverse is change, and nothing lasts forever.
divine powers. The paladins who take up its oath Dynasties crumble, empires fall, and oceans drink
believe strong enough in their cause that they the land only to be boiled by the sun. Be the agent of
manifest powers outside of a divine influence. change or suffer at the hands of fate.
Paladin Oaths Own Your Choices. There is no fate but what
you make. People and creatures choose their path,
The following options are available to paladins at 3rd or choose not to leave it, and consequences are the
level: Oath of Anarchy, Oath of Clarity, and Oath of result of that choice. Fate is just a pretty word people
the White Flame. use to get out of responsibility. Own your choices.
Oath of Anarchy. The multiverse is in a constant
state of flux, and the paladins who adhere to the
Oath of Anarchy strive to make sure it stays that way.
Oath of Clarity. In order to confront a problem,
the problem must be seen. The Oath of Clarity
pushes to make sure everyone can see clearly in an
endless multiverse.
Oath of the White Flame. Demons and fiends
represent not only a physical danger but an
existential threat to everyone, everywhere, and
they must be stopped at any cost. The White Flame
illuminates the ways to stop these creatures of pure
evil and chaos.
Oath of Anarchy
Change is the only constant in the multiverse, and for
paladins who take the Oath of Anarchy that change
is the banner behind which they rally. They move
towards revolution, chaos, and turmoil, believing that
the only way forward for people is through the ashes
of the old and existing. Tear down the walls to build
a road, break up the road to build a home, demolish
the home to learn what truly matters, and then start
it all over again.
To this end, paladins of the Oath of Anarchy
believe strongly in protecting those who cannot
protect themselves from rigid laws and unjust
rulings. They fight against sorcerers, wizards,
warlocks, and anyone else who would seek to use
magical power to usurp the natural chaos of the
multiverse.
Classes of the Infinite Planes
63
Oath Spells Agent of Anarchy
3rd-level Oath of Anarchy feature 20th-level Oath of Anarchy feature
You gain oath spells at the paladin levels listed in the You gain the ability to pull energy from the chaos of
Oath of Anarchy table. See the Sacred Oath class the multiverse into yourself. As an action, you can
feature for how oath spells work. magically become an agent of anarchy, gaining the
following benefits for 1 minute:
Oath of Anarchy Spells
Paladin Level Spells • Attacks made against you have disadvantage.
• Your movement speed is doubled.
3rd chaos bolt, sleep • You can use a bonus action to teleport up to 60
5th mirror image, misty step feet to an unoccupied space you can see.
9th enemies abound, haste Once you use this feature, you can’t use it again until
you finish a long rest.
13th dimension door, freedom of
movement Oath of Clarity
17th mislead, seeming The path to true understanding is clouded by
the smoke of temptation, worry, and fear. For the
Channel Divinity paladins who adhere to the Oath of Clarity, pushing
away these clouds reveals a deeper understanding,
3rd-level Oath of Anarchy feature not only for themselves but for others as well.
You gain the following two Channel Divinity options. Cutting to the truth of issues creates a beacon
for others to follow, so these paladins often find
Cloak of Chaos. You can use your Channel themselves leading groups with their singular focus
Divinity as an action to cloak yourself in a brilliant, and dedication to removing obstacles. The Oath
scintillating mantle that protects you from spells. of Clarity offers guidance to paladins who seek
For 1 minute, you have advantage on saving throws enlightenment through their actions and allows them
against spells and other magical effects. to focus and gain greater vision of life and what lies
beyond.
Harness Momentum. When you miss with a
melee weapon attack, you can use your Channel The first paladin to take up the Oath of Clarity
Divinity to store the momentum. Your weapon can be traced to a noble warrior who wandered the
crackles with chaotic energy for 1 minute, and multiverse. She answered many distress calls, but
the next time you hit on an attack with that her true calling came when she traveled to the Plane
weapon before the duration ends you inflict bonus of Ash on a rescue mission. The smoke and embers
psychic damage equal to your paladin level as the choked her, but she pushed through, and through
momentum is released. When you use this Channel sheer determination and grit she gained the clarity
Divinity, any unused momentum is immediately lost. to see through to her ultimate goal. Some say this
model paladin still wanders the multiverse, helping
Aura of Discord those who need guidance to see through troubled
times.
7th-level Oath of Anarchy feature
Your affinity with chaos and anarchy interferes with Tenets of Clarity
magic around you. Any spell attack against you and
friendly creatures within 10 feet are made with The paladin who first answered the Oath of Clarity
disadvantage. did not write down the principles that guided her
hand, but in the intervening years other warriors
At 18th level, the range of this aura increases to 30 have taken up the oath as well, following in her
feet. footsteps.
Defiant Soul Look Ahead. See what lies ahead and know that
there are many paths to get there. The only true path
15th-level Oath of Anarchy feature is the one that you walk with confidence.
You gain resistance to spell damage. Look Around. Be aware of your surroundings and
be mindful of the world around you. Others seek to
move you from your path to their own, but do not be
swayed by them.
Classes of the Infinite Planes
64
Look Behind. Know where you came from and let Channel Divinity
it guide you in your path forward. Learn from your
history and know that everyone grows as they move 3rd-level Oath of Clarity feature
ahead clearly on their path. You gain the following two Channel Divinity options.
Look Inside. Know who you are and what you Dispel Illusions. As a bonus action, you speak a
need. Listen to yourself and be mindful of what your word of command and choose a creature, object, or
body is telling you. magical effect within 60 feet. Any illusion spells of 3rd
level or lower on the target end.
Be the Guide. Everyone gets lost, and it’s up to
you to be the guide and light the way forward. Your Sightless Vision. As an action, you present your
path may keep with others for a time, but know that holy symbol and speak a prayer of vision. For a
everyone keeps to their own path. duration of 1 minute you have blindsight out to 60
feet.
Oath Spells
Aura of Sight
3rd-level Oath of Clarity feature
You gain oath spells at the paladin levels listed in the 7th-level Oath of Clarity feature
Oath of the White Flame table. See the Sacred Oath You and friendly creatures within 10 feet of you gain
class feature for how oath spells work. advantage on Wisdom (Perception) saving throws
and initiative rolls while you are conscious.
At 18th level, the range of this aura increases to 30
feet.
Shed False Truths
15th-level Oath of Clarity feature
Your ability to cast away illusion spells when you
speak the command word for Dispel Illusions grows
more potent. When you choose to use your Channel
Divinity to Dispel Illusions, you can choose to affect
a single target and dispel all illusions of 7th level or
lower, or dispel all illusion spells of 3rd level or lower
in a 30-foot radius centered on you.
Vision of the Paragon
20th-level Oath of Clarity feature
As an action, you can call upon a powerful sense of
divine clarity to enhance your vision. For 1 minute,
you can see into and through solid matter. This
vision has a radius of 60 feet. To you, solid objects
within that radius appear transparent and don’t
prevent light from passing through them. You ignore
penalties for darkness and lighting.
In addition, any Wisdom (Perception) check you
make for the duration, you can take a result of 20
instead of rolling.
Once you use this feature, you can’t use it again
until you finish a long rest.
Oath of Clarity Spells
Paladin Level Spells
3rd divine favor, faerie fire
5th locate object, zone of truth
9th daylight, dispel magic
13th freedom of movement, locate
creature
17th commune, greater restoration
Classes of the Infinite Planes
65
Oath of the White Flame Channel Divinity
Evil festers in the Abyss. Not just the evil of petty 3rd-level Oath of the White Flame feature
tyrants or wicked bandits, but the truest form of evil You gain the following two Channel Divinity options.
and chaos. Demons and other fiends are creatures
born of evil and chaos, and the White Flame calls Censure Fiend. As an action, you use your
to the righteous paladins to take up arms against Channel Divinity to call down the power of the White
them in a great crusade. The Righteous Army has Flame against a fiend. Choose a fiend within 30 feet
established a beachhead on the Abyss, fighting with of you. The target must succeed on a Wisdom saving
every ounce of power they have, and much of that throw against your spell save DC or be stunned until
power stems from the White Flame, the magical the end of your next turn.
crystal that sends a siren song across the planes.
Fury of the White Flame. You can use your
Tenets of the White Flame Channel Divinity to imbue your weapon with the
fires of the White Flame. As an action, one weapon
The White Flame is a relatively new oath and its you are holding becomes sheathed in brilliant white
tenets reflect the dedication and ferocity necessary flames for 1 minute, shedding light in a 60-foot
to drive out demons and their kind. radius. It is considered a magical weapon for the
duration if it was not already. Your next attack that
Stand No Demon to Live. All demons are evil hits a fiend within the duration using the chosen
incarnate and none should be left to terrorize weapon inflicts extra radiant damage equal to 2d8 +
another day. your paladin level. Once used, the white flame loses
its radiance and power as the duration immediately
Know the Work of Demons. Always demons seek ends.
to corrupt the hearts and minds of mortals. Learn to
recognize this corruption. Aura of the White Flame
A Pure Soul Blinds Demons. Keep your body 7th-level Oath of the White Flame feature
and mind clean of all foulness, for the first weapon in You and friendly creatures within 10 feet of you have
the war on demonkind is a pure soul. resistance to bludgeoning, piercing, and slashing
damage from fiends while you are conscious.
Law Breaks Demon Chaos. As creatures
of chaos and evil, demons cannot stand simple At 18th level, the range of this aura increases to 30
order and lawfulness. A regimented life leaves no feet.
opportunity for demonic influence.
Purity of the White Flame
Oath Spells
15th-level Oath of the White Flame feature
3rd-level Oath of the White Flame feature You are always under the effects of a protection from
You gain oath spells at the paladin levels listed in the evil and good spell.
Oath of the White Flame table. See the Sacred Oath
class feature for how oath spells work. Beacon of the White Flame
Oath of the White Flame Spells 20th-level Oath of the White Flame feature
Paladin Level Spells You gain the ability to summon the power of the
White Flame to envelop you with its blinding
3rd protection from evil and good, radiance. As an action, you become a beacon of the
wrathful smite White Flame, gaining the following benefits for 1
minute:
5th lesser restoration, magic weapon
• You have advantage on all saving throws.
9th magic circle, protection from • Whenever a creature hits you with an attack, it
energy
takes radiant damage equal to your paladin level.
13th banishment, locate creature • If a fiend starts its turn within 30 feet of you, it
17th banishing smite, dispel evil and must succeed on a Constitution saving throw
good against your spell save DC or be blinded until the
start of your next turn.
Once you use this feature, you can’t use it again until
you finish a long rest.
Classes of the Infinite Planes
66
Rangers
The multiverse is filled with dangerous stretches Many of them are elves from Nasselaithess,
of wilderness across a staggering variety of biomes the elven realm designed to blend into the natural
and climates. Most planes are covered in largely surroundings perfectly, and the elven rangers
unknown or unexplored territories, marked only by a keeping watch over the borders of Nasselaithess
handful of known points to help guide travelers and regularly meet at watchpoints to discuss news and
locals. It is in these environments the ranger shines. events.
The ranger is the master of exploration, and Aquallor, Arborea’s second layer, is a freshwater
the infinite varieties of terrain and weather make ocean as endless as the forests of Arvandor. A band
exploration a key component of the planar tapestry. A of rangers known as the Ocean Shadows keep
ranger makes an excellent survivor in these unusual sahuagin and other threats from spilling out and
terrains, whether it’s the crimson desert of Minethys threatening the sea elf and locathah communities.
on Carceri, the Swamp of Oblivion on the Plane of The Ocean Shadows include many tortle rangers
Ooze, or the rugged peaks of Eronia on Elysium. among their ranks as well, who take it upon
themselves to keep watch over the islands of
When you think about your ranger, think about Aquallor as well.
the associated terrain they would have been exposed
to. Many planes and planar layers are strongly The third layer of Arobrea is Mithardir, an infinite
dominated by a single geographic feature, and desert of blowing white sand. A mysterious force
depending on the campaign structure that plane may known only as the White Watcher has been seen
play a prominent role in the unfolding storyline. As hovering over the white desert at irregular intervals.
always, it’s best to work with your DM to understand No one really knows what the White Watcher is, but
the nature of the campaign so that your choice of the White Eagles are a group of rangers who have
class features doesn’t become a trap. decided to take on the mantle of Mithardir protectors
in the name of the strange force. They face the blight
Ranger Enclaves giants and other undead monsters lurking in the
sparkling opalescent sand dunes.
Rangers across the multiverse often congregate into
small bands known collectively as enclaves. These Rangers of the Beastlands
are usually informal gatherings, perhaps nothing
more than irregular meetups in the wilderness, The untouched and savage wilderness of the
where rangers of the area can share stories, lore, and Beastlands is the home to more animals than
information about what’s happening in their region. humanoids. However, a large population of shifters
Not all rangers belong to an enclave, and there are and lycanthropes travel through the jungles of
many in the planes outlined below who reject the Krigala, Brux, and Karasuthra, forming an informal
idea of the gathering for one reason or another. enclave of rangers and scouts called the Wylders.
They are the most reliable guides to the dangers of
Does your ranger consider themselves part of an the vast planar jungle, and the muddy streets and
enclave? The enclaves described in the three planes dirty buildings of Signpost along the River Oceanus
blow (Arborea, Beastlands, and Elysium) represent are filled with their representatives. Many Wylders
only a small fraction of the possibilities, so you can form smaller teams specializing in regions of the
use these as templates to develop your own enclave. Beastlands associated with the powerful Animal
Lords of the plane.
Rangers of Arborea
The Glorious Conclave is a ranger enclave
The Olympian Glades are full of natural beauty and interested only in exploiting the natural resources of
intoxicating wonder. The lush forests of Arvandor the Beastlands for their own vanity. They are hated
hold some of the oldest trees in the multiverse, and by the Wylders and Beastland animals as poachers
the rangers who patrol the layer take their duty of and hunters who kill for sport, and their lodges
protection seriously. regularly come under siege by the forces of the
Animal Lords and Beast Councils.
Classes of the Infinite Planes
67
Rangers of Elysium Arcane Warden
The River Oceanus is a defining feature of the The Plane of Faerie was populated by a race of
Elysium, where the natural splendor of the Blessed ancient elves, known as eladrin, that built great
Fields sits in harmony with feelings of welcome cities across the Feywild. They helped construct
and contentment. Many bands of rangers patrol the Mithrendane and Cendriane, among others, but
banks of the River Oceanus, serving as guides to their numbers have steadily dwindled over the
travelers and protecting the many settlements from centuries. The defense of these ancient elven sites
fiendish raiders seeking to plunder the wonders of and practices was placed in the hands of an order of
Elysium. Drabanu the Floating City maintains its rangers known as arcane wardens. Blending arcane
own force of aasimar rangers to help protect the magic with ranger practices, they were capable,
city from danger and keep it abreast of any dangers, determined, and gifted in the arts of sorcery and
natural or otherwise, ahead on the river. tracking.
Elysium’s second layer, Eronia, plays host to Few arcane wardens still patrol the Plane of
a large number of retired rangers in the rugged Faerie, as they were hunted down by the foes of the
mountain peaks and valleys. These rangers have eladrin, but some still wander the multiverse, using
formed an informal enclave called the Old Goats, the tools of their trade to further the cause of their
and many mountaineers from across the multiverse ancient elven benefactors.
look to join their ranks when they decide to retire.
The Old Goats watch over River Oceanus traffic, and Arcane Warden Magic
many offer services as river guide to help navigate
some of the more troublesome rapids. 3rd-level Arcane Warden feature
You learn additional spells as you advance in level, as
Belierin is the third layer of Elysium and its shown in the Arcane Warden Spells table. The spell
most mysterious as well. It is a vast endless swamp counts as a ranger spell for you, but it doesn’t count
fed by the waters of the River Oceanus, and long- against the number of ranger spells you know.
standing legends say an ancient and potentially
world-ending power is imprisoned somewhere in
the fog-enshrouded marsh. One of the largest and
most formal ranger enclaves in the multiverse are
the Lighthouse Watchers who keep watch over
the lurking dangers of Belierin. They maintain
the pivotal lighthouses along safe routes through
Belierin, and they take their duty very seriously.
New Ranger Archetypes
The following options are available to rangers at 3rd
level: Arcane Warden, Demonskin, Unicorn Knight,
and Windrunner.
Arcane Warden. Arcane wardens are the
warriors and scouts of the Plane of Faerie, using the
power of ancient elven magic to attack and defend.
Demonskin. Demonskin rangers use the power of
demons against their foes.
Unicorn Knight. The Unicorn Knights are
noble defenders of goodness and justice across the
multiverse, harnessing unicorn-like powers to aid in
their endeavors.
Windrunner. Windrunners move with the speed
of the wind wherever they go, and few are better than
they at navigating difficult terrain.
Classes of the Infinite Planes
68
Arcane Warden Spells Demonskin
Ranger Level Spell
For some, demons and other fiends are creatures
3rd magic missile to be admired. They are tough, often smart, and
imbued with natural resistances to elemental attacks
5th invisibility and magic. It is no wonder that some would seek
to emulate them, and a demonskin ranger works to
9th lightning bolt hone that emulation to perfection.
13th polymorph Many are troubled wanderers, traveling the
multiverse and trying to use their demonic powers
17th cone of cold for the betterment of their fellows. They hunt
demons and other fiends wherever they hide,
Spellstrike learning their tricks and turning their own tools
against them. Some fall victim to the corruption they
3rd-level Arcane Warden feature dabble in, becoming dark and terrible foes in the
You learn to tap into the fabric of magic to strike at darkness.
foes both near and far. As long as you have at least
one spell slot available, you can use a bonus action to The process used by a demonskin ranger is
fire a bolt of magical energy at a creature you can see a mixture of gory hunting practices, alchemical
within 60 feet. The bolt strikes unerringly but can be reagents, and sheer willpower. Some study the Black
blocked as if it were a magic missile spell. Your bolt Scrolls of Ahm, unlocking terrible powers from the
inflicts 1d4+1 force damage. At 11th level you gain pages of the secret texts, while others stumbled upon
a second bolt that can target the same or different the power by accident.
creature.
Arcane Shield
7th-level Arcane Warden feature
You can raise an arcane shield to deflect incoming
spell attacks. You can use your reaction when
targeted by a spell to impose disadvantage on the
spell attack roll, if any, and you gain resistance to
force damage until the start of your next turn.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Arcane Eyes
11th-level Arcane Warden feature
You can use your action to increase your powers of
perception, similar to a divination wizard. Choose
one of the following benefits, which lasts until you
are incapacitated or you take a long or short rest. You
can’t use the feature again until you finish a short or
long rest.
Darkvision. You gain darkvision out to a range of
60 feet.
Ethereal Sight. You can see into the Ethereal
Plane within 60 feet of you.
Greater Comprehension. You can read any
language.
See Invisibility. You can see invisible creatures
and objects within 10 feet of you that are within line
of sight.
Magic Resistance
15th-level Arcane Warden feature
Your affinity to magic grants you advantage on saving
throws against spells and other magical effects.
Classes of the Infinite Planes
69
Demonskin Magic Aura of the Balor
3rd-level Demonskin feature 15th-level Demonskin feature
You learn an additional spell when you reach certain The power of the mighty balor becomes yours to
levels in this class, as shown in the table below. The command. At the start of your turn, each creature
spell counts as a ranger spell for you, but it doesn’t within 5 feet of you takes fire damage equal to 3d6 +
count against the number of ranger spells you know. your Dexterity modifier, and flammable objects in the
aura that aren’t being worn or carried ignite. You can
Demonskin Spells suppress or ignite the aura with a bonus action.
Ranger Level Spell
Unicorn Knight
3rd armor of Agathys
Unicorns are considered blessed celestial creatures
5th misty step by most who wander the wilderness. Witnessing
one can be a life-altering experience on any plane,
9th fly as they are reclusive and rare. In the Beastlands, a
chance for such an encounter draws all manner of
13th stoneskin goodly people in search of a mystical grove on the
plane’s third layer, Karasuthra. There, the spirit of
17th hold monster a powerful unicorn lingers and blesses those with
goodness and kindness in their hearts. Many of those
Skin of the Dretch that bear witness to the spirit of the unicorn Arryn
walk away with renewed purpose. They become
3rd-level Demonskin feature Unicorn Knights.
You can call upon the defensive skin of the dretch,
one of the lowest forms of demonkind on the Abyss, These stalwart defenders of goodness and
to protect yourself. As a reaction just before you natural beauty take to the multiverse, protecting
suffer damage, you gain resistance to cold, fire, and the weak, aiding the just, and standing up to tyrants
lightning until the start of your next turn. and fearmongers wherever they may stand. The
exact number of Unicorn Knights isn’t known, and
You can use this feature a number of times most rely on like-minded companions to aid in their
equal to your proficiency bonus, and you regain all missions. They return occasionally to the Grove
expended uses when you finish a long rest. of the Unicorn in the Beastlands to honor Arryn,
the spirit of the unicorn that supports, guides, and
Rage of the Barlgura inspires the loose band of rangers.
3rd-level Demonskin feature Unicorn Knight Magic
The reckless rage of the barlgura demon is yours
to command. At the start of your turn, you can gain 3rd-level Unicorn Knight feature
advantage on all melee weapon attack rolls you make You learn an additional spell when you reach certain
until the end of your turn, but attack rolls against you levels in this class, as shown in the Unicorn Knight
have advantage until the start of your next turn. If Spells table. The spell counts as a ranger spell
you hit a creature using this feature, you inflict 1d6 for you, but it doesn’t count against the number of
extra damage. You can deal this extra damage only ranger spells you know.
once per turn.
Unicorn Knight Spells
Speed of the Marilith Ranger Level Spell
7th-level Demonskin feature 3rd detect evil and good
You have mastered the agility of the marilith to block
attacks with lightning speed. As a reaction, add 4 to 5th pass without trace
your AC against one melee attack that would hit. To
do this, you must see the attacker and be wielding a 9th beacon of hope
melee weapon.
13th aura of life
Screech of the Vrock
17th dispel evil and good
11th-level Demonskin feature
You are able to unleash a sound similar to that of a
vrock. As an action, you emit a horrific screech. Each
creature within 20 feet of you that can hear it must
succeed on a Constitution saving throw against your
spell save DC or be stunned until the end of your
next turn.
You must complete a long rest before you can use
this feature again.
Classes of the Infinite Planes
70
Healing Touch
3rd-level Unicorn Knight feature
You learn the gift of healing that all unicorns
possess. You have a pool of healing energy equal to
your ranger level x 3. The healing pool replenishes to
maximum after you take a long rest.
As an action, you can touch a creature and draw
power from the pool to restore a number of hit points
to that creature, up to the amount remaining in your
pool. The amount healed is subtracted from your
pool.
Unicorn Charge
3rd-level Unicorn Knight feature
You can charge towards an opponent with a weapon
poised to strike in a manner similar to a unicorn. If
you move at least 20 feet towards a target and then
hit it with a melee weapon attack on the same turn,
the target takes an extra 1d10 damage. This feature
can only be used once per round. When you reach
11th level in this class, the extra damage increases
to 2d10.
Shimmering Shield
7th-level Unicorn Knight feature
At the end of your turn or the turn of another
creature, you can use your reaction to summon a
shimmering, magical field around yourself or another
creature you can see within 60 feet. The next attack
against the target suffers disadvantage.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Unicorn Gallop
11th-level Unicorn Knight feature
Your walking speed increases by 10 feet, and
opportunity attacks against you suffer disadvantage.
Teleport
15th-level Unicorn Knight feature
You have been blessed by the horn of a unicorn. You
can harness that blessing to cast the teleport spell.
You must finish a long rest before you can use this
feature again.
Classes of the Infinite Planes
71
Windrunner Pathlore
Whether it’s out in the open plain or across a 6th-level Windrunner feature
dungeon floor, few creatures can match the You know the windrunner art of pathlore, which
windrunner ranger for sheer speed and agility. They is the sense of direction allowing them to find the
move with the swiftness of a morning breeze, and shortest route through terrain. When traveling in
many seem to catch and ride a wild wind as they wilderness, you can take 10 minutes and make a
blow past their opponents in a blur. Wisdom (Survival) check against a DC based on
the terrain’s size. On a success, you are able to find
Windrunner Magic the shortest route through the terrain, cutting travel
time in half for you and up to eight other traveling
3rd-level Windrunner feature companions.
You learn an additional spell when you reach certain
levels in this class, as shown in the Windrunner Pathlore DC
Spells table. The spell counts as a ranger spell Terrain Size 12
for you, but it doesn’t count against the number of
ranger spells you know. Small (<25-mile radius) 14
16
Windrunner Spells Medium (25-50-mile radius) 18
Ranger Level Spell Large (51-100-mile radius) 20
Huge (101-200-mile radius)
3rd zephyr strike Enormous (>200-mile radius)
5th gust of wind Once you use this feature, you must complete a long
rest before you can use it again. You can only attempt
9th fly to use Pathlore on a specific stretch of terrain once
in a 24-hour period.
13th freedom of movement
Burst of Speed
17th control winds
11th-level Windrunner feature
Windrunning You learn to focus the wind around you to move at
an incredible pace for a short period. You can cast
3rd-level Windrunner feature the haste spell as a bonus action without requiring
You learn the art of windrunning, the secrets of material components, targeting only yourself.
which have been passed down from ranger to ranger
for generations. You gain the following benefits when You must finish a long rest before you can use this
you are wearing light armor or no armor: feature again.
• Your base walking speed increases by 10 feet. Evasion
• In a round in which you move at least 10 feet,
15th-level Windrunner feature
you gain a +2 bonus to your AC until the start of You can dodge and weave out of certain area effects
your next turn. as effortless as a breeze. When you are subjected to
• While traveling at a fast pace, you do not suffer an effect that allows you to make a Dexterity saving
the usual penalty to your passive Wisdom throw to take only half damage, you instead take no
(Perception) score. damage if you succeed on the saving throw, and only
• While traveling in a forced march, you only need half damage if you fail.
to make the Constitution saving throw at every
other hour (at hour ten, twelve, etc.), and the DC
is affected in the same way (DC 11 at hour ten,
DC 12 at hour twelve, etc.).
Classes of the Infinite Planes
72
Rogues
The planes of existence offer adventure The current guildmaster is a drow elf named
opportunities without end across a staggering Xune Olonrae. She was once the captain of her own
variety of environments, but one constant is the skyship but lost it in a risky gamble with an efreeti
lure of excitement and danger. Many find this lure pirate, so she turned her impressive business skills
irresistible, and the rogues of the multiverse are towards running the Calypso Guild of Thieves.
among the first to seize upon these opportunities Under her leadership, the guild has flourished, and
regardless of the risks – or perhaps because of them! they control most activity in the docks. They offer
protection, for a fee of course, and keep the peace
Whether skulking in the alleys of the great better than any other organized force in Calypso.
planar cities such as the City of Brass on the Plane Xune is an honorary member of the Confederation of
of Fire or Madhouse in the Windswept Depths of Calypso, and few skyship captains would go against
Pandemonium, or navigating the bizarre dungeons her will.
in search of fabulous treasure, rogues are capable
adventurers who often find themselves presented Hall of Fate and Luck
with an array of dangerous scenarios. Finding the
safest route is their job and rogues of all kind are Luck is a fickle mistress, as any adventurer can
adept at just such endeavors. tell you, but for some it can prove to be profitable.
The halflings of the Highroller clan learned this
Think about your rogue’s place in the multiverse generations ago when they found luck to perpetually
and where they learned their trade. Are they part of be on their side, and they used that talent to build
a guild? Or are they independent from any official the largest gambling hall in Limbo, perhaps even
organization? How did they pick up their skills? in all the multiverse. The Hall of Fate and Luck is a
great sphere floating in the Elsewhere of Limbo, with
Thieves’ Guilds countless rooms serving clientele from across the
planes in a large variety of gambling games.
All across the planes, thieves and rogues have
gathered together in guilds to harness their collective The Highrollers have ridden their luck for a
powers, often for the sake of maximizing profit long time and it seems to show no sign of stopping.
and minimizing risk. Most thieves’ guilds in the The halfling clan has spread out considerably, with
multiverse are based in one of the major cities, but cousins, uncles, aunts, nephews, and nieces popping
occasionally, they encompass the entire city, such up regularly to claim part of the Highroller family
as the Palace of Thieves on the volcanic slopes of fortune. The patriarch of the family is the venerable
Gehenna. Sharzu Highroller, an aged halfling who has lived
long beyond his expected lifespan – but somehow
Calypso Guild of Thieves has managed to cheat death itself. He runs the Hall
of Fate and Luck with clockwork precision and treats
Calypso, City of Clouds, is no stranger to pirates his family well.
and cutthroats of all kind. Hundreds of skyships on
the Plane of Air pass through the Calypso docks on Hellbreakers
a regular basis, and the City of Clouds has grown
in response to the increased level of traffic. This The Nine Hells of Baator contain some of the worst
includes the city’s rogues organizing officially into evils in all the planes. The devils who make up the
the Calypso Guild of Thieves. Many members are Nine Hells are conniving, controlling, scheming
former pirates and sailors who had to give up the fiends born of pure darkness and evil, and their
sailing life, at least temporarily, serving now as homes amidst fire and brimstone reflect these traits
bodyguards, trap experts, and assassins. across all nine horrible layers. Whether it’s in the
iron city of Dis with its multitude of foreboding
structures, the frozen glaciers of Stygia hiding
ancient vaults, or the apocalyptic wastelands of
Maladomini, devils keep their secrets and treasures
away from prying eyes.
Classes of the Infinite Planes
73
Unfortunately for them, the Hellbreakers The Shadow Hand Guild is one of the largest
specialize in thwarting these defenses and breaking thieves’ guild in the multiverse, with operates and
into the secret vaults of the devils. They are a loose safehouses in cities all across the planes. They keep
organization of thieves who have broken into more tabs on events through a series of mirrored scrying
infernal palaces than any other group, and the devil portals in the Sightless Hall, one of the secret places
lords of Baator are keenly aware of how good these kept by the Shadow Hand wizards in the sewers
rogues are at beating their best defenses. Part of of Gloomwrought. The guild serves as information
the success story of the Hellbreakers is their loose brokers, spies, and assassins, but they usually careful
structure. They don’t meet regularly, they don’t to avoid any direct entanglements with local rivals.
have a meeting hall, and they take jobs on no set They have a long standing rivalry with House Dimir
schedule. Getting in touch with them is difficult as of Ravnica, and the Dimir spymasters make sure to
well, but most planar sages believe they are housed keep tabs on Shadow Hand operatives at all times.
somewhere in the war-torn layer of Avernus.
Thieves’ Guild of Sung Chiang
Scaly Dog Irregulars
Gehenna is a dangerous plane of volcanic fury. It has
There are few safe havens in Pandemonium, where become home to the yugoloths, a fiendish race of
the howling winds and consuming darkness are malevolent mercenaries, but there are plenty of other
enough to drive most beyond the brink of sanity. unusual residents and sites of the volcanic slopes.
The isolated community of Windglum is not one The Palace of Thieves is among the most unique,
of these safe havens, located as it is in the bowels serving as the home to cutthroats and rogues from
of the plane’s third layer, and the residents are all across the planes, who come to hone their skills,
all dangerously suspicious of any outsiders. They prove their mettle, and build connections with like-
usually point such travelers to the Scaly Dog Inn, minded individuals, all under the secretive gaze of
a safe enough place for outsiders to get a drink,
information, and meetup with the Scaly Dog
Irregulars.
There are few groups in all the multiverse that
are as good with portals and gates as the Scaly Dog
Irregulars. These canny rogues are the epitome
of survivors and they come from all across the
planes to settle down in Windglum and offer their
services to the various clientele making their way
to Pandemonium. The leader of the rough band
is Rhislare, an aasimar with ashen skin and a
clockwork arm, and it is rumored she knows how to
reach every layer of every known plane. Rhislare and
the Scaly Dog Irregulars are the best gatecrashers
around, but their skills and expertise do not come
cheap.
Shadow Hand Guild
Thieves and shadows stick together like flies
and rotting meat, so it’s no surprise the Plane of
Shadow holds one of the largest thieves’ guild in
all the planes. The Shadow Hand Guild is based in
Gloomwrought, City of Midnight, serving as secret
masters over the rest of the residents. They operate
in the extensive sewer systems of Gloomwrought, but
their accommodations are anything but poor – many
high-ranking thieves have lavishly appointed offices
and chambers in the sewers, and even the lowest
members can count on clean homes as long as they
remain in good standing.
Classes of the Infinite Planes
74
the Thieves’ Guild of Sung Chiang. Fire Dancing
The Thieves’ Guild of Sung Chiang watch over the
3rd-level Fire Dancer feature
halls and vaults of the Palace of Thieves with a keen You are able to start a routine that mimics and
if mysterious eye, and identifying individual members summons fire. You can use your bonus action
is difficult at best. They serve as enforcers of the to begin fire dancing. While fire dancing, your
palace’s secret treasures, for the ancient decree they movement becomes unpredictable. Your walking
maintain says no thief may steal from another thief speed increases by 30 feet and opponents suffer
while within the palace. Most believe Sung Chiang disadvantage on melee attacks against you. In
is a god of thieves, but others say it is just a name addition, the first melee attack you make that hits a
passed down through generations to keep the pact of target in your round inflicts extra fire damage equal
the palace alive. to your rogue level. The fire dance lasts until the start
of your next turn.
Roguish Archetypes
You can use this feature a number of times
The following options are available to rogues at 3rd equal to your proficiency bonus, and you regain all
level: Fire Dancer, Gatecrasher, Luckspinner, and expended uses after you finish a long rest.
Mind Stalker.
Touched by Fire
Fire Dancer. Blending beauty and danger, the
fire dancer weaves a delicate balance using fire to 9th-level Fire Dancer feature
enhance their natural talents. You have exposed your body to so much heat that you
gain resistance to fire.
Gatecrasher. The multiverse is riddled with
gates and portals, and the gatecrasher specializes in Advanced Fire Dancing
finding these paths and exploiting them for their own
personal gain. 13th-level Fire Dancer feature
You hone your fire dance into a delicate routine of
Luckspinner. Luck is a fickle mistress, but it’s not deadly attacks. When you using the Fire Dancing
an untamable one. The luckspinner grabs luck, good feature, you have advantage on your first melee
and bad, and captures it for later use. attack you make on your turn. In addition, your
fire dance lasts a number of rounds equal to your
Mind Stalker. Illithids and other aberrations are Dexterity modifier (minimum of 1).
scourges of reality wherever they are found. The
mind stalker specializes in hunting them down and Whirlwind of Flame
turning their telepathic powers against them.
17th-level Fire Dancer feature
Fire Dancer You have mastered the pinnacle art of the fire
dancer – the Whirlwind of Flame. As an action, you
Fire has an almost seductive dance to its form as can spin furiously, summoning fire from the very
the flames leap and writhe, but to most people the air and sending it out in a vortex of flames. Every
movement is chaotic and without purpose. To the fire creature within a 30-foot sphere centered on you
dancer, the flames are a blueprint for how to move, must make a Dexterity saving throw against a DC
and by doing so they are able to harness and control of 8 + your Dexterity modifier + your proficiency
some of that seductive power. Many fire dancers hide modifier. Creatures suffer fire damage equal to your
their art behind entertainment, dancing for kings sneak attack damage and are pushed back 10 feet
and sultans across the land, but when faced with a on a failure, or half as much on a success and no
threat they are able to blend movement and fire into pushback.
a dangerous storm.
You must complete a long rest before you can use
Elegant Moves this ability again.
3rd-level Fire Dancer feature
You gain proficiency in the Performance skill, if
you didn’t already, and you can add your Dexterity
modifier to Charisma (Performance) checks you
make involving dancing and movement.
Classes of the Infinite Planes
75
Gatecrasher Dimensional Slide
Troubleshooters, free agents, and portal masters 3rd-level Gatecrasher feature
– a gatecrasher is all of these things and more. There are secret pathways throughout the
They are experts at exploiting secret pathways multiverse, and your experience with them allows
running through the multiverse and are invaluable you to tap into small cracks on any plane. You can
at traveling the planes. Their knowledge of gates use your Cunning Action feature to teleport up to 10
and how to use them is unparalleled, but most use feet to an unoccupied space you can see.
their gifts for larcenous intent. Diving between the
planes, planning out heists, and escaping under Crack Portal
extreme circumstances – this is the life of a typical
gatecrasher. 9th-level Gatecrasher feature
Closed portals are a mere minor obstacle to you. You
Analyze Portal can spend a short rest to force open a portal without
the need of the required key. The portal remains
3rd-level Gatecrasher feature open for 1 minute but otherwise functions the same
You have a knack for detecting and studying portals. as the portal normally would.
You can sense the presence of a portal or gate to
another plane within 60 feet. In addition, if you You can also try to force open a portal in a shorter
study a portal or gate for 1 minute you learn how it time frame. You can spend an action to try and crack
functions – what plane it leads to, whether it requires open a portal by making an Intelligence (Sleight
a key or not, and whether it’s a one-way or two-way of Hand) check. A typical portal is against DC 20,
portal. If the portal requires a key, you learn what but especially complex or difficult portals may have
type of key would be required to open it. higher DCs to crack (as determined by the DM). If
you fail three times, the target portal shuts down and
ceases to function for 1 day.
Magic Resistance
13th-level Gatecrasher feature
Your constant exposure to the pathways of the
multiverse grants you advantage on saving throws
against spells and magical effects.
Planar Dampening
17th-level Gatecrasher feature
You learn to not only sense the planar pathways
around you, but to shut them down as well in a field
around you. While this dampening field is active, you
cannot be transported or teleported against your will
while you are conscious, and creatures within 10 feet
of you cannot teleport or travel the planes, including
against their will through spells like banishment. You
can suppress or resume this dampening field as a
bonus action on your turn.
Classes of the Infinite Planes
76
Luckspinner Fortunate Moves
All rogues know that success is a blend of luck and 9th-level Luckspinner feature
skill, though the ratio between the two is a subject You learn to utilize your stored luck to get out of
of great philosophical debate (among those that sticky situations. You can spend 1 spin point to take
care, at least). For rogues who take up the mantle the Dodge or Disengage action as part of another
of luckspinner, however, luck and skill become one action.
and the same, and they wield each as the opportunity
arises. Luckspinners tend to live carefree lives, Play the Odds
relying on their innate ability to manipulate the
strands of chance to adjust situations in their favor. 13rd-level Luckspinner feature
You recognize situations where luck can be used to
The commonly held gambling phrase says the greater benefit. You can spend a spin point after you
house always wins, but the luckspinner is there to make an ability check, attack roll, or saving throw to
make sure they are never on the losing side. add 5 to the total result.
Gambling Expert Skilled Luck
3rd-level Luckspinner feature 17th-level Luckspinner feature
You gain proficiency with two gaming sets and the Your mastery over the fickle whims of luck and fate
Perception skill. Your proficiency bonus is doubled increases to a supreme level. You gain 1 spin point
for any ability check you make that uses your gaming after you finish a short rest, and the maximum
set proficiency. number of spin points you can have increases to 6.
Luck Spinning
3rd-level Luckspinner feature
You gain the ability to spin and redirect the fickle
whims of luck. When you roll a 20 on an ability
check, attack roll, or saving throw, you can capture
that energy for later use. Reroll the die, taking the
new result, and gain a spin point.
You can also capture the bad luck of others
around you. When a creature other than yourself you
can see within 60 feet rolls a 1 on an ability check,
attack roll, or saving throw, you can use your reaction
to capture that fickle luck. The target rerolls the die,
taking the new result, and you gain a spin point.
You can possess up to three spin points at any
given time. Unused spin points are lost after you
finish a long rest. You can use a spin point to gain
advantage on an ability check, attack roll, or saving
throw that you make. Alternately, you can use a spin
point to cancel another creature’s advantage on an
ability check, attack roll, or saving throw. The target
must be in sight and within 60 feet of you.
You can also spend a spin point to discover among
your equipment a common item of your choice that
you did not otherwise possess. The item cannot
exceed 5 pounds in weight, cannot be a weapon,
and the DM has final decision on whether or not the
item is common enough to qualify. Examples include
lantern, chalk, a mirror, or a bag of flour.
Classes of the Infinite Planes
77
Mind Stalker Telepathic Sense
The githyanki hate mind flayers more than any other 9th-level Mind Stalker feature
species. Long ago, the mind flayers enslaved the You gain an innate sense for telepathic monitoring.
ancient gith race, and for their crimes the githyanki You automatically detect the presence of any
hunt them down relentlessly. A special caste of creature with natural telepathy within 120 feet of
secret assassins called the glat’tha’nak specialize in you. This feature does not give you their precise
illithid hunts, and they have gone so far as to train location, only a general direction.
other races in the ways of resisting and fighting mind
flayers. The result is a mind stalker, a rogue who is Lucid Buffer
trained in the githyanki ways of the glat’tha’nak. The
skills used in tracking and stopping mind flayers 13rd-level Mind Stalker feature
is versatile, however, so some mind stalkers never You have hardened your mind against enchantments
encounter the foe their training was designed to and psychic attacks. You have advantage against any
defeat. saving throw to be charmed or frightened. You also
gain resistance to psychic damage.
Dwarves hate mind flayers almost as much
as githyanki, and mind stalkers are known as Mind Rip
caradhaker among dwarven clans. Some legends say
the ways of the caradhaker came from the githyanki 17th-level Mind Stalker feature
originally, but most dwarves scoff at this claim. You have honed a mental attack passed down
through generations of mind stalkers. As an action,
Aberration Hunter you can target a creature within 60 feet that you can
see. The target suffers psychic damage equal to your
3rd-level Mind Stalker feature sneak attack damage.
You are adept at hunting aberrations. You have
advantage on Wisdom (Survival) checks to track You must complete a short or long rest before you
aberrations, as well as on Intelligence checks can use this feature again.
to recall information about them. You also learn
one language of your choice that is spoken by an
aberration, if they speak one at all.
Psychic Feedback
3rd-level Mind Stalker feature
You have created mental traps for any creature trying
to read your thoughts. Anytime your mind is being
read by a creature, such as with the detect thoughts
spell, you can use your reaction to force the creature
to make an Intelligence saving throw against a
DC equal to 8 + your proficiency modifier + your
Intelligence modifier, suffering your sneak attack
damage dice in psychic damage on a failure, or half
as much on a success.
Classes of the Infinite Planes
78
Sorcerers
Magic is a powerful force capable of shaping and This spark can manifest in many different ways,
reshaping the very fabric of the multiverse. Wizards but the most recognized one is known as the Blood
study its power, learning to direct and harness its of Heroes. Sorcerers manifesting magic from this
infinite energies, while clerics and warlocks channel source carry a legacy of gods and demigods, and
magic from gods and other powerful beings. But their powers reflect supernatural feats and skills
for some, magic is more spontaneous, emerging beyond the ken of most arcane practitioners. The
seemingly out of nowhere at the fingertips of powers of Mount Olympus had worshippers all
sorcerers all across the planes. across the multiverse so the Blood of Heroes can
manifest on nearly any plane, and it can lay dormant
For these unusual magical practitioners, magic for generations while waiting for the right candidate.
is as much an accident of birth and circumstance as
it is a deliberate choice. Some sorcerers can trace Draconic Heritage
their magical heritage back through generations,
while others simply receive the spark of magic from It is without argument that dragons are among the
some unknown arcane wellspring around them. most powerful and magical beings in all the planes.
They learn to manipulate the weave of magic woven They are long-lived, fearsome in all regards, and
into the multiverse in ways most wizards and clerics command vast amounts of magic on a scale nearly
simply cannot understand. unthinkable to most mortal creatures. They often
take a keen interest in the affairs of humanoids,
How does your sorcerer view the source of their sometimes setting themselves up as kings and
power? Is it a treasured gift passed down from queens or secret controllers, and many become
generations? Or is it an accident you are struggling enchanted with the lesser creatures they rule over or
to understand and control? Think about how your work with. Whether through romantic engagements
arcane origin may manifest across the infinite or some other magical process, dragons can leave
planes, and how you first learned of your sorcerous an indelible mark on a humanoid family, and that
abilities. The below suggestions offer some guidance mark may manifest down through the generations as
in this regard, but feel free to change or come up powerful draconic sorcery.
with your own. The possibilities are infinite.
Are you able to trace your draconic magic to a
Magical Sources dragon interacting with your family in the past? Or
perhaps you were a direct protégé of a dragon and
Each sorcerer draws their arcane power from some now bear their legacy after some calamitous event?
magical source tied to their origin. You may not Bahamut and Tiamat, the gods of dragonkind,
be directly aware of how or why, but the arcane are themselves immensely powerful beings who
manifestation can offer some hints to the original command magic both divine and arcane. Do you
source of the power. The below list provides some trace your magical abilities to one of these gods in
examples of how the sorcerer origin can directly some way?
connect to a magical source somewhere in the
multiverse. Does your sorcerer’s power have such a Elemental Tempest
connection?
The Inner Planes are filled with the building blocks
Blood of Heroes of existence, and each plane spawns immense
manifestations of raw elemental power in unique and
Once, long ago, a great pantheon of gods dwelled surprising ways. The Elemental Tempest is one of
upon Mount Olympus on the plane of Arborea. the better documented of these events. It originates
Perhaps they still live there now, though a dangerous on the Plane of Air but it can reach into any plane
storm shrouds the peak and prevents visitors from through spontaneous gates in the heart of powerful
accessing the realm of these ancient powers, but storms. The raw energy contained within the
their legacy can be found all over the planes. The Elemental Tempest can touch individuals in strange
gods of Mount Olympus played a more direct role in ways, sparking potent storm magic to channel the
the lives of lesser creatures, and many sired children magic of the Inner Planes.
carrying the spark of godhood in their lineage.
Classes of the Infinite Planes
79
Not all storm sorcerers can trace their magic abilities. Is there something still hidden in the tombs
back to the Elemental Tempest, but it is one of the of these once powerful arcane practitioners? The
most known events to create users of this potent and secrets may lay in the sorcerers bearing their marks
volatile source. How the Elemental Tempest was to this day.
triggered could serve as the origin for your character.
Perhaps you were struck by lightning as a result of Shadowborn
the storm’s manifestation on your plane, or perhaps
you actively sought to understand the Elemental The Shadowfell is dark, sinister place, a foreboding
Tempest and were simply caught up in the forceful echo of the Material Plane where light and darkness
magic in an arcane accident. hang in perpetual balance. It is always there, at the
edge of vision, hiding in the shadows of ancient
Font of Wildest Magic forests and gloomy mountains, and there are some
who say sinister powers constantly work to invade
Where does wild magic come from? It is one of the the Material Plane. The vanguard of this shadowy
strangest, most chaotic arcane sources studied invasion may be the shadownborn – people who
throughout the multiverse, but planar sages are manifest magical abilities tied to the dark echo.
divided as to its actual source. One of the most
convincing theories points to a site on Limbo known Are your powers a result of shadowy manipulation
as the Font of Wildest Magic, which constantly in your soul in preparation of some great invasion
spews chaotic magic in an unending outpouring in the future? Or were you simply touched by the
of cosmic power. Portals and gates spontaneously Shadowfell in a strange and unique way, leaving you
appear from Limbo to all other planes of existence, marked but able to harness the shadows for your
so it’s not too much of a stretch to think of the font own purposes? What about the Dark Powers said to
reaching out through one of these portals to touch a dwell in the Plane of Shadow, watching over mortals
person and ignite the spark of wild magic. and pulling them into prisons populated by their
endless cruelty?
The College of Elemental Chaos on Limbo has
whole teams dedicated to studying the Font of
Wildest Magic, and they welcome any wild magic
sorcerers to help them document and understand
the chaotic power contained within the planar
site. Most sorcerers are less concerned with such
academic studies, however, preferring instead to
relish in their abilities.
Legacy of the Ooze Lords
The Plane of Ooze sits at the junction between the
Inner Planes of Water and Earth. It is a stinking
morass stretching into infinity aptly known as the
Swamp of Oblivion, but beneath its mucky surface
hides a wealth of buried secrets and treasure. An
orc wizard sought to uncover those secrets, and in
the process became the first of the Ooze Lords to
dig through and dredge up the power of the Plane of
Ooze.
Ultimately, the Ooze Lords in their vast stinking
city were swallowed whole by the swamp, but not
before their influence was spread out across the
planes. Several Ooze Lords uncovered ancient
power in the Swamp of Oblivion, and then used that
power to establish bases elsewhere in the multiverse.
They often experimented upon “lesser” creatures
in horrific attempts to master previously lost arcane
practices, and the results were often left to wander
on their own. Some of these produced spontaneous
ooze magic reminiscent of the Ooze Lords’ own
Classes of the Infinite Planes
80
Sorcerer Origins Glittertouched Spells
Sorcerer Level Spells
The following options are available to sorcerers at 1st
level: Glittertouched, Hero Blood, and Ooze Magic. 1st color spray, silent image
Glittertouched. The residents of Bytopia 3rd blur, phantasmal force
recognize the strange but brilliant power of glitter,
a heritage passed down from the gnome gods of the 5th hypnotic pattern, major image
Golden Hills.
7th dimension door, Leomund’s secret
Hero Blood. Arborea is a plane of heroes and chest
gods, and while much of their former glory has
passed, their legacy continues in these competent 9th creation, seeming
sorcerers.
Glitter Dust
Ooze Magic. Oozes slither and crawl through the
dark places of the multiverse. Long ago, a band of 1st-level Glittertouched feature
powerful wizard-lords on the Plane of Ooze sought You conjure a cloud of fine, golden particles in a
to tame their power, and the legacy of their meddling 10-foot cube centered on a point you can see within
extends far beyond the lost city. 60 feet as an action. Creatures completely in the
radius are covered by the particles, which remain
Glittertouched for 1 minute; a creature only partially in the radius
is not affected. Covered creatures have disadvantage
Mineral glitter is a strange and wondrous substance on Dexterity (Stealth) checks and cannot gain the
found originally on the plane of Bytopia, specifically benefits of being invisible. Any attack roll against a
in special veins running beneath the Golden Hills. covered creature has advantage if the attacker can
The gnomish gods and their petitioners live in see it.
the Golden Hills, and they’ve been mining this
extraordinary glitter for centuries. It is sparkling, You can use this feature a number of times
captures light in unusual ways, and is receptible to equal to your proficiency bonus, and you regain all
magical power, especially from the school of illusion. expended uses when you finish a long rest.
Gnomish craftsman work glitter into countless
objects. Spark of Glitter
Over time, the glitter can also somehow seep 6th-level Glittertouched feature
into a person’s very being, unlocking a wellspring You learn to manipulate the glittering dust once
of magical power along with the ability to summon it covers a creature. As a bonus action, choose a
bursts of glitter from the very air. Gnomes of Bytopia creature covered in glitter from your Glitter Dust
refer to these individuals as glittertouched, and while feature. The glitter flares to life in a brilliant eruption,
it may have originated in the Golden Hills the trade blinding the creature until the end of their next turn.
of glitter-infused jewelry extends out across the Creatures without sight are immune to this effect.
multiverse – along with the spread of glittertouched
individuals. Gift of Glitter
Glitter Magic 14th-level Glittertouched feature
When you use your Glitter Dust feature, you regain 2
1st-level Glittertouched feature sorcery points (up to your normal maximum).
You learn additional spells when you reach certain
levels in this class, as shown on the Glittertouched Glitter Burst
Spells table. Each of these spells counts as a
sorcerer spell for you, but it doesn’t count against the 18th-level Glittertouched feature
number of sorcerer spells you know. You are able to summon and use more glitter as the
connection to your mysterious magic increases. The
Whenever you gain a sorcerer level, you can radius of your Glitter Dust feature increases to a 30-
replace one spell you gained from this feature with foot cube.
another spell of the same level. The new spell must
be a conjuration or illusion spell from the sorcerer,
warlock, or wizard spell list.
Classes of the Infinite Planes
81
Hero Blood
In a time long passed into distant memory, the
titans and gods that dwelled upon the fabled Mount
Olympus meddled in the affairs of the Material Plane
on a regular basis. They birthed and sired multiple
children, each possessing a portion of their godly
lineage, and they in turn passed it to their children.
Ancient legends and tales call these descendants
demigods but most refer to them as simple heroes.
Your bloodline traces back to these powerful
beings descended from the gods of Mount Olympus,
or other places where powerful deities dealt directly
in the lives of mortals on the Material Plane. The
same power that infuses your magic gives you an
advantage in areas normally reserved for the strong
or courageous, and you are a surprisingly competent
warrior.
Heroic Magic
1st-level Hero Blood feature
You learn additional spells when you reach certain
levels in this class, as shown on the Heroic Spells
table. Each of these spells counts as a sorcerer spell
for you, but it doesn’t count against the number of
sorcerer spells you know.
Whenever you gain a sorcerer level, you can
replace one spell you gained from this feature
with another spell of the same level. The new spell
must be a divination or enchantment spell from the
sorcerer, warlock, or wizard spell list.
Heroic Spells Spells Heroic Resolve
Sorcerer Level command, heroism
1st augury, enthrall 6th-level Hero Blood feature
3rd clairvoyance, enemies abound You are immune to being frightened. Also, each time
5th confusion, divination you spend one or more sorcery points, you gain
7th dominate person, legend lore temporary hit points equal to your sorcerer level.
9th
Speed of the Hero
Weapon of the Hero
14th-level Hero Blood feature
1st-level Hero Blood feature Your walking speed increases by 10 feet. In addition,
When you choose this subclass, select a melee or you gain a swimming speed or climbing speed equal
ranged weapon. You are proficient in the weapon’s to your walking speed (choose one).
use and you start play with it at no cost. In addition,
you can use your Charisma modifier for attack and Heroic Status
damage rolls using your chosen weapon rather than
the normal attribute. 18th-level Hero Blood feature
Your Charisma score increases by 4, up to a
Heroic Deed maximum of 24.
1st-level Hero Blood feature
You can call upon the power latent in your bloodline
to perform a heroic deed. When you make an ability
check, you can spend 1 sorcery point to add your
Charisma modifier to the check along with any
normal modifiers.
Classes of the Infinite Planes
82
Ooze Magic Malleable
Your magic originates from the Plane of Ooze, 14th-level Ooze Magic feature
where the elemental forces of water and earth Your body becomes malleable and more slime-like.
come together to create constant bubbling change. You can move through a space as narrow as 1 inch
Perhaps you can trace your lineage back to the Slime wide without squeezing. In addition, you gain a
Lords that now lie entombed beneath the swamp, climbing speed equal to your walking speed and
as those practitioners of magic experimented with a when you use your Touch of Slime feature your reach
great deal of creatures across the multiverse and not extends to 15 feet.
all were trapped with them. Juiblex, Demon Lord of
Oozes, can also be a source of your sorcery, perhaps Slime Form
either as a punishment or a gift for cultist ancestors
somewhere in your lineage. 18th-level Ooze Magic feature
You can wholly transform yourself into a being of
Slithery Face ooze and slime for a short period. As an action,
you become more ooze-like and gain the following
1st-level Ooze Magic feature benefits for 1 minute:
The magic of ooze and slime runs through your
body, and you have learned to manipulate it to your • You are immune to acid, cold, lightning, and
advantage. You can add double your proficiency slashing damage.
bonus to any ability check you make to disguise
yourself physically. • You are immune to being blinded, charmed,
deafened, exhausted, frightened, or prone.
Touch of Slime
• A creature that hits you with a melee attack
1st-level Ooze Magic feature while within 5 feet of you takes acid damage
You can control the ooze flowing through your body equal to 1d6 + your Charisma modifier.
to create an effect through your hand. As a bonus
action, choose one of the effects from the list below. • You can climb difficult surfaces, including upside
The Touch of Slime lasts until the start of your next down on ceilings, without needing to make an
turn. ability check.
Black Ooze. Your hand is infused with black You must complete a long rest before you can use
dripping acid. You can make a melee spell attack to this feature again.
strike a target, inflicting acid damage equal to 1d10 +
your sorcerer level on a successful hit.
Brown Ooze. Your hand is coated with brown
mold. You can make a melee spell attack to strike
a target. On a hit, the target’s movement speed is
reduced by 15 feet until the start of your next turn.
Gelatinous Ooze. Your hand is infused with
clear gelatinous slime. You can make a melee spell
attack to strike a target. On a hit, the target suffers
disadvantage on attack rolls until the start of your
next turn.
Phosphorescent Ooze. Your hand drips with
green glowing slime. Any object you touch is affected
by the light spell for 1 minute.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses after you complete a long rest.
Ooze Affinity
6th-level Ooze Magic feature
You begin to become more attuned to the ooze
and slime in your body. You gain resistance to acid
damage. In addition, you can spend 1 sorcery point
when you use your Touch of Slime ability to extend
the duration to 1 minute.
Classes of the Infinite Planes
83
Warlocks
The multiverse is no stranger to ancient and Archfey
powerful beings. Some are gods, others are simply
creatures who have attained the level of a god The greatest domain of the archfey is the Plane of
without the divine spark, through trickery, sacrifice, Faerie, also known as the Feywild, where the archfey
or simple luck. Some are born into their lot as a lords and ladies rule over vast swaths of vibrant,
result of cosmic forces beyond their understanding, ever-changing wilderness. The best known of these
while others fought and worked to attain their are the members of the Courts of the Archfey, such
influential status. as Queen Titania of the Court of Summer and the
twins Elias and Siobhan Alastai of the Court of
Most of these powerful entities reached their Coral.
status by utilizing the works of others, willingly or
unwillingly as the case may be, and they recognize The Queen of Air and Darkness rules over
one of the keys to staying in power is to rely on the Gloaming Court, but she and her loyal forces
the actions of servants from all across the planes. were banished from the Plane of Faerie long ago.
One of the key tools in their arsenal is the gifting of She rules a domain in the Windswept Depths of
magical power to individuals, transforming them Pandemonium now, and she has become reliant
into warlocks and pawns of the greater being on the upon warlocks and other operatives to serve as her
multiverse stage. In exchange for arcane knowledge eyes and ears across the planes.
and hidden powers, these warlocks agree to serve
the will of their patron. Celestial
Are you a willing servant of your patron, taking up Celestial beings on the Upper Planes have just as
missions and tasks with no remorse or regret? Or much reason to have servitors and operatives across
were you tricked into your position, forcing you to the multiverse as the fiendish forces of the Lower
make an impossible choice in order to save someone Planes. Their relationship with the warlock is usually
or something you loved? The relationship between a more friendly and amiable, though the methods of
warlock and their patron is often complicated, with some powerful celestial beings blur the moral line at
most warlocks possessing a love-hate bond with times. The most prominent of the celestial patrons
their supernatural benefactor. It’s important to think are the solars of Mount Celestia, such as Gabriel of
about your warlock’s relationship with their patron the Dragon Horn and Aesthma the Radiant Star.
and how it may play out, especially in a campaign set
amongst the infinite planes. The other classes of celestials may sponsor a
warlock, however. The guardinal lords of the Six
Planar Patrons Companions on Elysium have been known to make a
pact with a mortal in exchange for power, especially
The warlock’s power is granted by their patron, considering the vast task of defeating evil across
who is often a powerful source of magic found the planes set before themselves. On Ysgard, the
somewhere in the multiverse. In a campaign set in jotuns are celestial precursors to giants ruled over
the infinite planes, the warlock’s patron may become by powerful emotions, and the greatest of their
more active in their adventurer’s life. The below list kind form the Jotundrott. The jotuns are chiefly
includes each patron type for warlocks to choose concerned with facing off against the Aesir all across
along with suggestions on how and where they might the multiverse, and in their mission they have been
show up in the multiverse. known to sponsor teams of warlocks to aid in the
struggle.
When choosing your patron, consider your
alignment and how it has shaped your relationship
with your patron. For some, such as the Fiend,
your alignment may line up with the general type
of fiendish lord granting your power – a chaotic
warlock is more likely to be drawn to a demonic
patron, while a lawful one is more likely linked to
a devil lord. Things don’t have to line up, however,
and there is great story potential for having a patron
who represents the darker impulses of your heart,
constantly tugging to steer you off your chosen path.
Classes of the Infinite Planes
84
Fathomless Genie
The seas of the multiverse hold monstrous powers Genies are the masters of the Inner Planes, or
without end, and some of those powers reach out at least that’s how they see themselves. They do
with tentacles into the minds and lives of warlocks. represent the most sophisticated culture in the
They promise watery power though most try to elemental planes, but ultimately their command over
hide their true intentions as well as their location. their realms is in name only. Whether it’s the efreet
Perhaps the fathomless patron of your warlock of the Plane of Fire, marid of the Plane of Water, dao
dwells in the dark sea of Stygia, the fifth layer of the of the Plane of Earth, or djinn of the Plane of Air,
Nine Hells, or in the Darkened Depths of the Plane genies the planes over love to make bargains and
of Water. deals with mortals.
Not all fathomless patrons need to be sinister evil The trick is making sure you’re not on the
beings lurking in the deep oceans of the multiverse, losing side of the bargain. Genies are wily, skilled
however. Hhallashaa the Great Jellyfish lives in negotiators, with centuries of experience behind
a trench on Thalasia, the fourth layer of Elysium them and alien concepts of fairness and honesty.
and source of the River Oceanus, and its tentacles The most powerful are the nobles and lords of
can reach far and wide to touch the minds of many the Inner Planes, and these are the ones that may
potential servants. Sea elves on Aquallor, the second actively seek out a potential servant to grant powers
layer of Arborea, may honor a powerful being in the to in a longform plot. Ultimately, the goal of your
ocean depths that defies easy categorization but genie master may be convoluted and beyond mortal
serves the greater good of the elves and oceans alike. understanding, but they never forget a bargain once
struck.
Fiend
Great Old One
The quintessential warlock patron is the fiend,
whether a devil prince of the Nine Hells, a demon The multiverse is filled with ancient and powerful
lord of the Abyss, a yugoloth general of Gehenna, beings, some of which have withstood the test of
or some other dark and malevolent being. These time, existing in one form or another for as long as
creatures represent evil in its purest and most history has been recorded. However, there exists
natural form, and they offer power to mortals in planes beyond the known multiverse where the
exchange for dangerous pacts and unwavering accepted laws of life and reality simply don’t apply,
loyalty. and this is the home to a class of entity known as the
Great Old One. The Far Realm is their home, and
A warlock who enters into a pact with a fiend their utterly alien minds seem bent on conquering
should try and understand as much about their the known multiverse for some unknown and
patron as possible, though often times this is dangerous purpose.
done after the fact. Demons represent the chaotic,
unpredictable power of untampered evil, and while Warlocks entering into a pact with a great old
the Abyss is their playground their ultimate goal one take a great risk, perhaps a greater risk than
is the total annihilation of every living soul in the any other patron. Their source of power is an
multiverse, so they can pop up almost anywhere. entity whose existence baffles the mind and bends
Likewise, devil princes serve in the Nine Hells at the the very laws of existence. They are alien gods
leisure of Asmodeus, but many have been exiled over outside of time and space, and they have little use
the centuries to other planes. for permanent mortal servants. On Pandemonium,
the great old ones once held a beachhead, but
Perhaps your fiendish patron is imprisoned in something happened and their access was shut
Carceri, and needs warlock servants to help free off. Is your patron lurking somewhere in Agathion,
itself in exchange for a portion of its power. Another Pandemonium’s hidden fourth layer? Or perhaps
potential location for the fiendish patron is Agathion, they’ve been banished to an inhospitable region,
the lowest layer of Pandemonium, where entities such as the Plane of Ice or the endless abyss of the
deemed too strong for existence have been exiled in Darkened Depths on the Plane of Water?
isolated pockets.
Classes of the Infinite Planes
85
Hexblade Other patrons of this type would include Surtur,
the god of fire giants, who views himself as the
Sentient weapons are rare items even in the infinite favored child of Annam the god of all giants. Surtur
wonders of the multiverse, but rarer still are those is constantly seeking to expand his influence, and
carrying the taint of dread power capable of imbuing he has turned towards granting powers to warlocks
wielders with strange and dark abilities. The sword in exchange for a small measure of his power to
Blackrazor, forged of pure darkness from the depths achieve this end. Imix, lord of fire elementals, and
of the Shadowfell, is the best known of these fell its good-aligned brother Luzzur may also grant a
weapons, but others exist as well. warlock boons in hopes of expanding their power
base in the multiverse.
The githyanki of the Astral Plane tell of the legend
of Yar’az’atha, a blade of white starmetal holding the Undying
undead force of the Lich-Queen’s loyalist cult known
as the ch’r’ai. In Zoronar, City of Razors on the most Death comes for everyone eventually, but the patrons
dangerous layer of Acheron, a cult of bladelings under the Undying category believe they can thwart
worship a powerful sentient sword called Horror’s it longer than they should. Vlaakith the Lich-Queen
Fall that is rumored to hold the intelligence of a of the githyanki is one of the best examples of this
bladeling god. patron, and she has legions of loyal cultists serving
her whim across the Astral Plane and into the planes
Metal Master beyond. Mellifleur the Lich-Lord on the icy slopes of
Krangath in Gehenna is another example.
Hidden somewhere on Acheron, amid the floating
cubes, is a voice barely more than a whisper. Most Also falling under this category are the trio of
cannot hear it, but for those that can the tales it death gods known collectively as the Triumvirate of
weaves promises power and glory in a world of the Grave on Hades. These three powerful entities
metal and strength. This whisper is known as – Hel, Arawn, and Hades – are constantly seeking to
the Iron Voice and it can penetrate the fabric of steal souls away and keep them in their own gloomy
the multiverse to reach nearly anyone if they are realms, and they may offer boons to warlocks who
sensitive to its words and attuned to its senses. choose not to take on the full duties of a priest.
What is the Iron Voice? Warlocks among the
warforged of Acheron say that it promises their
people an answer to their most basic questions
– what are they? What is their purpose? But to
others, its words of steel and metal speak to a great
immovable strength, a powerful core that runs
through the invisible center of the worlds. It teaches
warlocks how to manipulate metal, becoming one
with iron, and how to break it down when used
against them.
While not truly evil or good, the Iron Voice
advocates strength and rigidity above all else. That
strength can form the backbone of tyranny or justice
depending on how it’s used, or simply as a bulwark
against the uncaring outside world.
Scorched
The River of Rage flows through the Plane of
Magma, a powerful and enigmatic force that seems
to have a will of its own. It moves against currents
and through rocks, creating dangerous pools for
a short time before it bursts free in an explosive
rush of destructive power. Some creatures across
the multiverse are in tune with the River of Rage
in a way that few can explain. It doesn’t speak, at
least not in words that creatures understand, but its
ruthless desire to destroy creates a promising lure
some find too irresistible to pass up.
Classes of the Infinite Planes
86
Otherworldly Patrons Power of Rust
The following options are available to warlocks at 1st 6th-level Metal Master feature
level: the Metal Master and the Scorched. You can use your metal gift to affect other metallic
objects with a rusting effect. As a bonus action,
The Metal Master. A being made of metal, such choose a metal object you can see within 60 feet.
as a powerful golem or golden god, has need of an The object must be able to be held in one hand, such
agent across the planes. as a weapon or armor, or must be smaller than a
5-foot cube. Nonmagical weapons and armor corrode
The Scorched. Your pact is made with a creature instantly – weapons deal half damage and armor
of passionate fire, burning rage, and relentless fury. provides half its normal bonus. Other metal objects
become brittle and can break with little effort. The
The Metal Master rusting effect lasts for 1 hour.
You have made a pact with a being made of a Once you use this feature, you can’t use it again
metallic substance, such as iron, steel, or even gold. until you finish a short or long rest.
Such entities are rare and powerful, and include
sentient golems like inevitables and modrons along Liquid Metal
with ancient metal gods in the planes of Mechanus
and Acheron. Some Metal Masters keep their 10th-level Metal Master feature
motivations hidden while others marshal great The Metal Master imbues your flesh and blood with
armies across the planes. Most require agents liquid metal. Outwardly nothing changes, but you
to help them realize their agendas, and few have cannot be grappled or restrained against your will
peaceful intentions. and you can squeeze into a space small enough for
a creature one size category smaller than yourself
Expanded Spell List without suffering penalties. In addition, you have
resistance to force and bludgeoning damage.
1st-level Metal Master feature
The Metal Master lets you choose from an expanded Word of Metal
list of spells when you learn a warlock spell. The
following spells are added to the warlock spell list for 14th-level Metal Master feature
you. You can summon the power of the Metal Master
to lay low foes. As an action, you speak a word of
Metal Master Spells unbearable power in a metal, grating voice. All
creatures in a 60-foot cone must succeed on a
Spell Level Spells Strength saving throw against your warlock spell
save DC. On a failed save, they are knocked prone
1st absorb elements, shield and pushed back up to 20 feet.
2nd heat metal, magic weapon Once you use this feature, you can’t use it again
until you finish a long rest.
3rd protection from energy, slow
The Scorched
4th fabricate, freedom of movement
You have entered into a pact with a creature of
5th animate objects, passwall burning, passionate rage, usually buried deep in the
heart of a volcano somewhere in the multiverse.
Metal Gift Terrible and unknown powers dwell beneath the
volcanic slopes of Gehenna, creatures who have
1st-level Metal Master feature existed long before the yugoloths came to the
Your patron grants access to a source of metallic plane, and they long for fiery vengeance against
power from another world. This power manifests those who wronged them. Other examples include
itself physically on your body in some way – a flexible fire elemental lords on the Plane of Fire, immortal
iron hand, liquid gold eyes, molten silver tattoo, or phoenix spirits, gods and demigods of the fire giants,
other minor and easily concealable mark. You can and ancient fire whales swimming in the Plane of
call upon your gift as a reaction before you suffer Magma.
damage to encase your body in magical metal, and
until the end of your next turn you have resistance to
all damage.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Classes of the Infinite Planes
87
Expanded Spell List Force of the Fire
1st-level Scorched feature 1st-level Scorched feature
The Scorched lets you choose from an expanded You learn the control flames or fire bolt cantrip,
list of spells when you learn a warlock spell. The which counts as a warlock cantrip for you. Any
following spells are added to the warlock spell list for eldritch invocation you learn that applies to eldritch
you. blast applies the same to fire bolt.
Scorched Spells Spells Scorched Fury
Spell Level burning hands, earth tremor
1st earthbind, scorching ray 1st-level Scorched feature
2nd erupting earth, fireball You can channel the fury inherent to the Scorched
3rd stone shape, wall of fire into your actions. As a bonus action, you gain
4th immolation, transmute rock advantage on all attack rolls and saving throws you
5th make, but attacks against you have advantage. This
effect lasts until the start of your next turn.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Magma Retribution
6th-level Scorched feature
You can call upon the Scorched to burn opponents
that attack you. When you take damage, you can use
your reaction to create a gout of magma that bursts
forth from your body and strikes a target within 10
feet. The target suffers fire damage equal to your
warlock level and must succeed on a Strength saving
throw against your warlock spell save DC or be
knocked prone.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Veins of Lava
10th-level Scorched feature
The power of the Scorched begins to truly flow
through your veins. You have resistance to fire
damage, and you have advantage on saving throws
against being knocked prone.
Eruption
14th-level Scorched feature
You can summon a portion of the Scorched to erupt
in an explosion of magma and molten stone capable
of destroying creatures and objects. As an action,
choose a target you can see within 60 feet of you.
The River of Rage pierces the planes and pours out
onto the target. If the target is a creature, it must
make a Dexterity saving throw against your warlock
spell save DC. On a failed save, it takes 10d10 fire
damage, or half as much on a successful save. For
this effect, creatures that are immune to fire damage
are treated as being resistant to fire damage instead,
and creatures that are normally resistant to fire
damage are treated as having no resistance.
Once you use this feature, you can’t use it again
until you finish a long rest.
Classes of the Infinite Planes
88
Wizards
Arcane magic is a powerful tool, and there are Arrathalass Conclave
many believe that the root of its power lays in the
hidden weave binding the multiverse together. Elves are naturally in tune with many arcane powers,
Understanding the intricate structure of this and their long lives assure them ample time to
weave can take a lifetime of dedicated study, and study and work with magic on many levels. In the
the wizards of the planes are the ones who have Arborean realm of Nasselaithess, often regarded as
dedicated their lives to that study. the original home of the elves in the multiverse, the
Arrathalass Conclave serves as the highest order of
Unlike sorcerers who spontaneously develop wizards. Their numbers are small but they work with
their powers, and clerics and warlocks who receive the most powerful of arcane magic, simply referred
their magic from a powerful entity, wizards study to as elven high magic, and the terrible power they
and research the latent arcane magic of the realms wield could lay low whole civilizations if they fell into
around them. They usually divide their arcane the wrong hands.
science into schools, with individual wizards
focusing on one of the specializations representing There are numerous checks on the Arrathalaess
an aspect of how arcane magic interacts with Conclave to prevent such calamitous events from
existence. transpiring, and membership applicants must go
through a long scrutiny before they are allowed
The most common grouping of arcane magic access to the group’s highest secrets. The members
is by magical effect, which produces the eight of the conclave are all elves who have attained near
basically understood schools – abjuration, immortality through their link to the weave of magic
conjuration, divination, enchantment, evocation, itself. This gives them a unique if inflexible view on
illusion, necromancy, and transmutation. However, history and the use of magic.
there are other ways to break up magic, and one
gaining prominence among certain wizardly Bleak Academy
institutions divides magic by its relationship with
a core elemental force – air, earth, fire, and water. Long ago, a trio of vampire wizards established a
Ice magic, or cryomancy, is an offshoot of this necromantic college in the Material Plane called the
philosophy. Bleak Academy. It was built on the site of the original
Tomb of Horrors, the resting place of Acererak the
Your wizard’s specialty helps to identify the arcane demilich, but a band of adventurers and an army
philosophy they most closely identify with. Consider of knights laid the place low. Not to be deterred,
what theories your wizard believes in, and don’t be the vampires fled to the Plane of Shadow and
afraid to develop theories that don’t make a lot of reconstructed the Bleak Academy, and in the process
sense – magic itself is a largely unknown, nearly they built it up using gifts from the Dark Powers of
uncontrollable power that can bend the laws of the Shadowfell.
reality in new and profound ways!
The Bleak Academy stands now as a grim college
Arcane Institutions dedicated to the study and practice of necromantic
magic. The Tenebrous Cabal, established by those
Studying magic requires patience and resources, vampire wizards, runs the academy and accepts
and both can be augmented through organizing prospective students, who range from mortals
with likeminded individuals. Wizards and sages to undead monsters. Much of the legacy of the
have established a number of arcane institutions Tenebrous Cabal and the Bleak Academy can be
across the planes, both to aid one another and share traced back to Acererak the demilich, though most
secrets and information. Some take on students or of their current focus is on the advancement of
apprentices while others keep their membership necromantic magic, both divine and arcane, and in
closed. this effort they have made great strides.
Classes of the Infinite Planes
89
College of Elemental Chaos Prismatic Order
Magic is a wild, tempestuous power, and the Wizards on the Plane of Air have banded together
Speakers of Xaos is a group focused on harnessing to form the Prismatic Order, which is focused on
that unpredictable power for their own ends. studying the effects of magic as they relate to the
They established the College of Elemental Chaos color spectrum. Spells such as prismatic spray and
on Limbo, a plane of ultimate chaos, in hopes of chromatic orb are commonplace in the spellbooks of
understanding the underlying nature of magic. powerful wizards, but the members of the Prismatic
Students come from across the multiverse to study Order believe these are simply the surface of a world
at the college and join the Speakers of Xaos, which of arcane power yet to be unlocked.
unlocks access to the vast, unorganized collection in
the college library. The Prismatic Fortress stands as the home to
the wizards of the Prismatic Order, with seven
The library and smaller rooms form the bulk of enormous citadels seemingly constructed of colored
the College of Elemental Chaos, while two large crystal representing the seven colors of the prismatic
adjacent wings provide research chambers for the spectrum – red, orange, yellow, green, blue, indigo,
senior members of the Speakers of Xaos. Explosions and violet. Each citadel plays host to a master mage
and transmutations are common throughout the of the corresponding color, though most have dozens
halls of the arcane school, so visitors and students of lesser mages and wizards serving beneath them.
should be prepared to face almost anything within its Rivalries between the various citadels are intense
walls. Which sometimes aren’t walls at all. but they are kept in check by the Prismatic Master
who watches over from the Rainbow Tower in the
Classes of the Infinite Planes Prismatic Fortress’ center.
90
Arcane Traditions
In addition to the options in the Player’s Handbook,
the following options are available to wizards at 2nd
level: School of Aeromancy, School of Cryomancy,
School of Geomancy, School of Hydromancy, School
of Nomomancy, School of Oneiromancy, and School
of Pyromancy.
School of Aeromancy. Air is arguably the most
common element across the planes, and the wizards
of aeromancy capture and harness its power to
create wondrous effects.
School of Cryomancy. The frozen magic of
the Plane of Ice is the domain of the School of
Cryomancy.
School of Geomancy. Earth and stone are the
playgrounds of the School of Geomancy, who keep
their feet on the ground and can summon powerful
elemental forces.
School of Hydromancy. The flowing power of
water itself is at the beck and call of the School of
Hydromancy. Summoning and stealing water are all
part of their magical repertoire.
School of Nomomancy. Magic is a powerful force
that obeys its own set of ubiquitous laws. The School
of Nomomancy seeks to understand those laws, and
by doing so they learn to manipulate magic in new
ways.
School of Oneiromancy. The Plane of Dreams
is a wondrous, strange realm, and the School of
Oneiromancy is concerned with capturing the dream
magic latent in that plane to power their spells and
effects.
School of Pyromancy. Fire burns, and the School Improved Flight
of Pyromancy studies that burn with intense scrutiny.
Their fire magic is second to none. 6th-level School of Aeromancy feature
You add the fly spell to your spellbook if it is not
School of Aeromancy there already. When you cast fly it is considered to be
using a spell slot one higher than the actual spell slot
For the wizard, the element of air is a mystery to be you are using, allowing you to target more willing
unraveled. It is wild and chaotic, but bends to its own creatures. In addition, targets affected by your fly
set of rules. It can be more malleable than water, have the following additional benefits:
more forceful than earth, and more unpredictable
than fire, and its natural abundance makes research • Advantage on Dexterity saving throws while
a breeze. Aeromancers are the wizards who dedicate flying.
their arcane pursuits to the full understanding of the
air element, and they are quick to point out that it’s • Gain the benefit of the feather fall spell once the
more than just the ability to fly. fly spell ends if they are not on the ground.
Gust You can also cast fly without expending a spell slot (it
counts as a 3rd-level spell slot for the purposes of this
2nd-level School of Aeromancy feature feature). You must complete a long rest before you
You learn the gust cantrip if you didn’t have it already, can do so again.
and it does not count against the number of cantrips
you know. Controller of Winds
Create Zephyr 10th-level School of Aeromancy feature
You add the control winds spell to your spellbook if it
2nd-level School of Aeromancy feature is not there already. When you cast control winds you
You can use your mastery over elemental air to can switch between effects as a bonus action rather
create a 5-foot sphere of swirling wind called a than an action. You can move the area of effect as an
zephyr. Creating a zephyr is an action, and you can action up to 30 feet in any direction.
create it in any unoccupied space within 30 feet.
A zephyr has an effective Strength score equal to You can also cast the control winds spell without
your Intelligence and it can be used to push objects using a spell slot. You must complete a long rest
as if it were a creature. You can move the zephyr before you can do so again.
on your turn as a bonus action up to 30 feet, with a
maximum range of 100 feet from your position. The Greater Zephyr
zephyr lasts for as long as you are concentrating, up
to 1 minute. 14th-level School of Aeromancy feature
You learn to create bigger and more effective zephyrs
You can also use the zephyr to strike Medium from the air around you. Zephyrs you create using
or smaller creatures by moving it into an occupied the Create Zephyr feature are now 10-foot diameter
space. The zephyr ceases moving for the round spheres, and you can move them up to 40 feet per
and the target must make a Strength saving throw round as a bonus action. The greater zephyr can
against your spell save DC. On a failure, you can affect Large or smaller targets, and when it moves
choose to either knock the target prone or push the into a creature’s space, you can choose one of the
target up to 10 feet away. following effects to occur:
You must complete a long rest before you can use • Restrain. The greater zephyr ceases all
this feature again. movement for the round and the target must
make a Strength saving throw against your spell
save DC. On a failure, the target is restrained.
Restrained targets move with the greater zephyr,
and there can be a maximum of 1 Large target or
4 Medium or Small targets in the greater zephyr.
At the end of the restrained target’s turn it can
attempt a Strength saving throw against your
spell save DC to escape. On a success, they enter
an unoccupied adjacent space.
• Knock Down. The target is knocked prone. The
greater zephyr can continue moving, but the only
effect it can perform for the rest of the round is
Knock Down.
Classes of the Infinite Planes
91
• Defenestrate. The greater zephyr ceases all 2nd Level
movement for the round and the Large or Gust of wind
smaller target must make a Strength saving Icicle spear*
throw against your spell save DC. On a failure, Snilloc’s snowball swarm
the target is hurled 50 feet into the air and then Zone of arctic cold
comes back down, suffering 5d6 bludgeoning
damage from the fall. If the target encounters 3rd Level
a solid surface before reaching the 50 feet in Icy gaze*
height, it suffers 1d6 bludgeoning damage per 10 Sleet storm
feet difference. For example, a target flung into Snow cone*
the air 30 feet that encounters a ceiling suffers
2d6 bludgeoning damage when it hits the ceiling. 4th Level
Boreal wind*
• Push Back. The greater zephyr ceases all Glacial ward
movement for the round and the Large or Ice storm
smaller target must make a Strength saving
throw against your spell save DC. On a failure, 5th Level
the target is pushed back up to 20 feet and Cone of cold
knocked prone. Control winds
Deep freeze*
School of Cryomancy Impaling icicles*
In the frozen north, wizards learn to harness the 6th Level
power of the world around them – snow, frost, ice, Investiture of ice
and cold. They manipulate these elements, learn Otiluke’s freezing sphere
to control them and bend them to their wills, but in Wall of ice
doing so many of them lose touch with the world
itself. The more powerful cryomancers grow distant 7th Level
and remote in their dealings with others, shuttering Polar ray*
themselves away in frozen towers and keeping the
years at bay through constant study and focus on 8th Level
their art. Many seek out the solitude of the Plane of Avalanche*
Ice, where the coldest and most powerful ice magic
in all the multiverse can be found. Rivers of coldfire 9th Level
cut through ancient glaciers there, and the true Falling glacier*
power of ice and snow is unveiled for all to see.
Frozen Magic
Cryomancy Savant
2nd-level School of Cryomancy feature
2nd-level School of Cryomancy feature Wizards who specialize in cryomancy learn to weave
Beginning when you select this school at 2nd the power of frost and cold into all of their spells.
level, the gold and time you must spend to copy Spells you cast ignore resistance to cold damage.
a cryomancy spell into your spellbook is halved. In addition, whenever a creature is damaged by
Cryomancy spells are as follows (those marked with a spell you cast that deals cold damage or fails a
an asterisk are detailed afterwards). saving throw against a spell you cast, you can choose
to imbue the spell with a burst of cold energy. The
Cantrip creature’s walking speed is reduced by 10 feet until
Chilly gaze* the start of your next turn. Creatures immune to cold
Frostbite are immune to this ability.
Ray of frost
Ice Skin
1st Level
Chromatic orb 6th-level School of Cryomancy feature
Ice knife You have worked with cryomantic power long
Winter spray* enough to be physically affected by its numbing
powers. You have resistance to cold damage.
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92
Piercing Cold Improved Sand Wall
10th-level School of Cryomancy feature 6th-level School of Geomancy feature
You learn to tap into a source of unbelievably You add the wall of sand spell to your spellbook if it
powerful cryomantic magic. Spells you cast that deal is not there already. When you cast wall of sand, you
cold damage ignore cold immunity. are immune to the effects of the wall while inside of
it. In addition, you can choose one of the following
In addition, when you roll damage for a spell you additional effects to occur when you cast it:
cast that deals cold damage, you add +1 to each die.
• Creatures that start their turn inside the wall’s
Cryomancy Master space suffer 1d8 piercing damage from the
shredding sand.
14th-level School of Cryomancy feature
You can increase the potency of your cryomancy • You double the length, height, or thickness of
spells. When you cast a spell from the Cryomancy your wall for the duration.
Savant list, you can impose disadvantage on a single
target’s saving throw affected by the spell. You can • You can change the shape of the spell to form a
use this ability a number of times equal to 3 + your 20-foot radius cylinder, 20 feet high, centered on
Intelligence modifier. You regain all spent uses after a point you choose within the spell’s range.
a long rest.
School of Geomancy
Geomancers are wizards who study and learn to
control the powers of elemental earth. They tend
towards solitude, living in caves or deep below
ground, surrounded by the comforts of stones and
rocks. They are skilled at manipulating earth to
do their bidding, including creating powerful sand
storms and tremors to knock opponents off of their
feet. The dao genies of the Plane of Earth view
geomancers as magical thieves seeking to claim
ownership over a power they do not own, and most
dao attack immediately any known geomancer.
Dwarf and deep gnome geomancers are well
regarded among their kin as master wizards of the
highest order.
Mold Earth
2nd-level School of Geomancy feature
You learn the mold earth cantrip if you didn’t have it
already, and it does not count against the number of
cantrips you know.
Disturb Earth
2nd-level School of Geomancy feature
You gain the ability to disrupt earth and stone
enough to make it difficult for people to travel on. As
an action, you can choose a 30-foot square location
within 120 feet that you can see made up of earthen
or stone materials (natural or worked, it doesn’t
matter). The ground in the chosen area becomes
difficult terrain. This effect lasts for 1 hour.
You must complete a long rest before you can use
this feature again.
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93
Tremor Shape Water
10th-level School of Geomancy feature 2nd-level School of Hydromancy feature
You learn to create vibrations in earth and rocks You learn the shape water cantrip if you didn’t have it
to localize small tremors. As a bonus action, you already, and it does not count against the number of
choose a point on the ground in sight within 60 feet. cantrips you know.
The ground begins to tremble violently in a 10-foot
square centered on that point and any creature Hydromancy
standing in the area must make a Strength saving
throw against your spell save DC or fall prone. 2nd-level School of Hydromancy feature
Concentrating creatures must make a concentration Your knowledge of hydromancy gives you a greater
check against your spell save DC or lose their understanding of magic that manipulates water in all
concentration. This tremor has a duration of forms. You learn the shape water cantrip if you didn’t
instantaneous. know it already. You also automatically gain spells
upon gaining specific levels as noted in the below
You can use this feature a number of times list. Once you gain a hydromancy spell, you always
equal to your proficiency bonus, and you regain all have it prepared, and it doesn’t count against the
expended uses after you finish a long rest. number of spells you can prepare each day.
Earth Shaper Hydromancy Spells
Wizard Level Spell
14th-level School of Geomancy feature
You have learned to manipulate the earth quickly 2nd create or destroy water
and decisively. You add the move earth spell to your
spellbook if it is not there already. When you cast the 5th wall of water
move earth spell, the spell has the following changes
and features: 9th maelstrom
• Changes to dirt, sand, or clay take 1 minute to 15th Abi-Dalzim’s horrid wilting
complete rather than 10 minutes.
You can cast a spell on the hydromancy list that you
• You can change natural stone using the spell know without expending a spell slot or requiring
using the same restrictions as dirt, sand, or clay, material components, but you must complete a short
but such changes require 1 hour to complete. rest before you can use this feature again.
• You can trap creatures standing in dirt, sand, Watery Fist
clay, or natural stone by making a sudden change
to the area. Every creature standing in the 6th-level School of Hydromancy feature
affected area must make a Strength saving throw Your arcane mastery over water extends to
or be restrained. Using this ability immediately controlling waves to do your bidding. If you are
ends the spell but creature’s stuck are restrained within 30 feet of at least 5 cubic feet of water, as
until they break themselves free using an action an action you can focus a rush of water at a single
and a successful Strength saving throw. creature within 30 feet of that water. The target must
make a Dexterity saving throw against your spell
In addition, you can cast the move earth spell save DC. The target takes 6d6 bludgeoning damage
without expending a spell slot. You must complete a on a failed save, or half as much on a successful one.
short rest before you can do so again. Regardless of the save, if the target is size Large or
smaller they are knocked prone.
School of Hydromancy
Once you use this feature, you can’t use it again
To some wizards, water is more than just one of the until you finish a long rest.
four elements – it is the most vital of all the elements
and a key component to life itself. Most living Watery Defense
creatures require water to live, and without it a land
is dry, parched, and mostly dead. By understanding 10th-level School of Hydromancy feature
water and its many effects, the hydromancer is able You learn to summon a temporary bubble of water
to control it, rivalling a druid for their mastery over around yourself that can protect you from harm. As
this fundamental element. Hydromancers scoff at a reaction when you take damage, you can summon
pyromancers as being nothing more than glorified a shield of water around yourself that grants you
evokers. resistance to one type of damage you are taking. The
shield dissipates immediately.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses after you complete a long rest.
Classes of the Infinite Planes
94
Greater Hydromancy Metamagic
14th-level School of Hydromancy feature 2nd-level School of Nomomancy feature
Your skill at the hydromancy spells grows When you choose this school, your understanding
considerably. The casting time for the spells in the of the laws of magic allows you to infuse spells with
Hydromancy feature is 1 bonus action for you. special variants. Normally the domain of sorcerers,
you are able to tap into the power of metamagic.
School of Nomomancy Choose one of the metamagic powers presented
under Nomomancy Metamagic. When you cast
The laws that govern the use of magic are complex, a spell, you can use a bonus action to add one
mysterious, and at times seemingly contradictory, but metamagic power that you know to the spell’s effect.
there is an underworking that binds it all together.
Nomomancy is the study of that underworking, and At 6th and 10th level you learn another metamagic
by learning to truly understand the inherent rules of power.
magic, nomomancers are able to make changes to
their magic in ways other wizards cannot. In many You can use this feature a number of times
ways, nomomancers resemble sorcerers, who tap equal to your proficiency bonus, and you regain all
into that underworking of magic without training, but expended uses after you finish a long rest.
these wizards take a more measured and studious
approach to the power. Magic Manipulation
6th-level School of Nomomancy feature
You are able to reach into the raw weave that binds
arcane magic together to duplicate spell effects.
You can cast a spell you have prepared without
expending a spell slot, though you cannot use a
metamagic power with it.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses after you finish a long rest.
Advanced Metamagic
10th-level School of Nomomancy feature
Your understanding of the laws of magic allows you
to increase the potency of a spell you are casting.
When you cast a spell, you can increase its effective
spell slot by one without expending the higher-level
slot. You must have the ability to prepare spells of the
higher level.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses after you finish a long rest.
Spell Resistance
14th-level School of Nomomancy feature
You have advantage on saving throws against
spells and magical effects. Furthermore, you have
resistance against the damage of spells.
Nomomancy Metamagic
Distant Spell
When you cast a spell that has a range of 5 feet or
greater, you can double the range of the spell. When
you cast a spell that has a range of touch, you can
make the range of the spell 30 feet.
Classes of the Infinite Planes
95
Elemental Spell Dream Reach
When you cast a spell that inflicts acid, cold, fire, or 6th-level School of Oneiromancy feature
lightning damage, you can change the damage type Starting at 6th level, you learn to reach into the
to acid, cold, fire, or lightning. minds of intelligent creatures to draw upon their
unconscious dreams to invoke a specific effect. As
Empowered Spell an action, choose a target within 60 feet that you can
see with an Intelligence of 4 or greater. The target
When you roll damage for a spell, you can reroll a must succeed on a Wisdom saving throw against
number of the damage dice up to your Intelligence your spell save DC. If they fail, you reach into their
modifier (minimum of one). You must use the new mind, targeting their dreams, and can invoke one of
rolls. the following effects.
Extend Spell Charm. You pull up pleasant dreams of
satisfactory fulfillment. The target suffers
When you cast as spell that has a duration of 1 disadvantage on Charisma saving throws and ability
minute or longer, you can double its duration, to a checks for 1 minute.
maximum duration of 24 hours.
Fear. You dredge up a nightmare from the target’s
Subtle Spell dreams. The target suffers disadvantage on Wisdom
saving throws and ability checks for 1 minute.
When you cast a spell, you can cast it without any
somatic or verbal components. Knowledge. You manipulate images and
memories within the target’s dreams, twisting what
School of Oneiromancy they think they know. The target suffers disadvantage
on Intelligence saving throws and ability checks for 1
The Plane of Dreams holds an untapped well of minute.
potential power, or so claim the wizards who study
the school of oneiromancy. There, the dreams and Whether the saving throw succeeds or fails the
nightmares of all creatures converge, forming a target is unaware of the dream manipulation. You
swirling vortex of potential energy just waiting to must complete a short rest before you can use this
be harnessed and controlled. Stradling the border feature again.
between illusion and enchantment, wizards who
focus on oneiromancy seek to capture the latent Slumbering Arcana
dream energy that leeches into the Material Plane
for their own purposes. They may start out as 10th-level School of Oneiromancy feature
specialists in sleep, but eventually their power grows When you target a sleeping or unconscious creature
to encompass and realize the unlimited potentiality using a spell or class feature that requires a
of dreams and nightmares. Charisma, Intelligence, and Wisdom saving throw,
the target makes the saving throw with disadvantage.
Drowsiness
Dream State
2nd-level School of Oneiromancy feature
You earn the cantrip drowsiness if you did not know 14th-level School of Oneiromancy feature
it already. It does not count against the number of You can move bodily into a dream state that
cantrips you know. straddles the line between your plane and the Plane
of Dreams. As an action, you enter the dream state.
Sleep Master The dream state lasts for 1 minute, or until you end
it early or you become unconscious, and while in the
2nd-level School of Oneiromancy feature dream state you gain the following features:
You can utilize the sleep spell to greater effect
than other wizards. You add the sleep spell to your • You become invisible. You can use a bonus action
spellbook if it was not there already, and your casting to become visible or invisible again.
time for the sleep spell is 1 bonus action. When
rolling affected hit points for the sleep spell add your • You can use the Dream Reach feature as a bonus
wizard level to the total result. action once per round, choosing different targets
for each round.
Additionally, when you cast sleep you can choose
to take the maximum result of affected hit points • Targets with an Intelligence of 4 or higher suffer
rather than roll, adding your wizard level to the total. disadvantage on any saving throw made against
You must finish a long rest before you can use this one of your spells.
part of the feature again.
You must complete a long rest before you can use
this feature again.
Classes of the Infinite Planes
96
School of Pyromancy Pyrotechnics
The Inner Planes are composed of the building 2nd-level School of Pyromancy feature
blocks of existence, and to those that study them You can utilize your knowledge of elemental fire
the secrets of the multiverse can be unlocked with to manipulate an existing flame. You can use a
enough study and understanding. As a pyromancer, bonus action to create an effect that mimics the
you focus your energy on the element of fire. This pyrotechnics spell. This does not count as casting a
versatile element is more than just a source of spell. The spell save DC for the effect is the same as
damage – it can be used to heal, illuminate, and your spellcasting spell save DC.
create. You can often be mistaken for a simple evoker
who harnesses fire energy for purely destructive You can use this feature a number of times
purposes, but there is so much more to the element equal to your proficiency bonus, and you regain all
of fire that people don’t understand. expended uses after you finish a long rest.
Produce Flame Ignite Embers
2nd-level School of Pyromancy feature 6th-level School of Pyromancy feature
You learn the produce flame cantrip if you didn’t have You can cause embers from a previous fire to flare
it already, and it does not count against the number to life, damaging an opponent. You can use your
of cantrips you know. reaction to target a creature within 60 feet that has
suffered fire damage since the start of your last turn.
The remnants of that fire damage ignite, dealing
fire damage equal to your Intelligence modifier. You
can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain
all expended uses when you finish a long rest.
Potent Flames
10th-level School of Pyromancy feature
You learn to tap into the primal power of the Plane
of Fire with your spells. When you cast a spell that
deals fire damage, targets who are immune to fire
are instead resistant to fire. If a target was resistant
to fire originally, they now suffer full damage from
your fire spells.
Shield of Fire
14th-level School of Pyromancy feature
You are able to quickly summon fire to protect you.
You can use your reaction to cast the warm version
of the fire shield spell. This does not use up a spell
slot but otherwise functions as the spell.
You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses after you finish a long rest.
Classes of the Infinite Planes
97
Backgrounds of the Infinite Planes
In a multiverse filled with people, no two individuals have the New Backgrounds
exact same upbringing. Even siblings brought up in the same
household can have vastly different personal experiences, Presented here are six new backgrounds available
experiences that shape them into absolutely unique and for a character to select.
fascinating individuals. Coupled with the infinite nature of the
planes themselves and there are truly no two people exactly the Astral Drifter
same. However, similarities exist, and finding someone who can
relate to even a few of your own experiences is a treasure worth You have wandered across the multiverse, drifting
traveling the planes for. from plane to plane without ever settling in one
location. The most common drifters find themselves
Lillandri the Moon Mage in and around the Astral Plane, which connects
all of the known multiverse. Such a life could have
A character is more than just a race and class. started when you escaped capture from githyanki
Each character exists as the culmination of years slavers and managed to elude them in the Silver
of experience spent existing, whether that involved Void, or perhaps you fled some tragedy that befell
traveling, working, or simply living in a family. The your original home and stumbled into a portal by
multiverse is a vast, infinite expanse, and there are accident. The timeless nature of the Astral Plane and
countless ways a character could have been shaped its position as a nexus means you could have come
in the planes to become the person they start play as. from almost any time and any plane, for any reason.
The backgrounds presented in the Player’s Few stranded travelers last long anywhere in
Handbook represent a good if generic mix of options, the multiverse, however, so it’s likely you received
any one of which could be suitable for a planar aid. Astral devas and monks of the Silver Lantern
campaign. They provide useful tables to help flesh could serve as excellent guides and anchor points,
out a character’s ideals, flaws, bonds, and personality but many other possibilities exist as well. A
traits. disenfranchised githyanki soldier, a reclusive wizard
hiding from the troubles of the planes, or even a gang
Presented here are six new backgrounds of astral raiders could all have served as friends and
representing archetypes that don’t easily fit into benefactors for your time spent drifting in the Astral
the list in the Player’s Handbook. These include Plane.
Astral Drifter, Deep Miner, Dream Savant, Former
Slave, Planar Agent, and Vacated. Each of these Skill Proficiencies: Investigation, Survival
six backgrounds are detailed in full under New Languages: Any one planar language
Backgrounds. Equipment: Simple clothing, large sack tied to a
Also included are more than two dozen modified wooden pole, token of your original homeland,
backgrounds. Each of these is a variation on one of astral way finding stone (rock), 12 gp
the core backgrounds from the Player’s Handbook,
offering a different background feature and Feature: Astral Sanctuary
starting information without adjusting the traits,
ideals, bonds, and flaws. For example, a Calypso The time you spent in the Astral Plane was not
Confederate represents a sailor with a specific tie to always on the move. You found a sanctuary away
the Plane of Air, while the Nameless Legionnaire is a from the prying eyes of monsters and raiders, a
soldier from a specific organization on Acheron. home away from home to call your own. Perhaps you
shared it with others, perhaps you lived alone, but
These modified backgrounds offer only a glimpse it was a space you could rest and relax comfortably.
into the possible premutation options available when This sanctuary still sits in the Astral Plane, and the
a plane-based focus is applied. Work with your DM to nature of travel in the means it’s always just a few
come up with alternates fitting your campaign theme hours away - assuming you can find a portal to the
and style. Astral Plane in the first place.
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98
Suggested Characteristics d6 Bond
Few people take to the Astral Plane willingly, so the 5 While on the Astral Plane a band of raiders
types of characters that take up the life of an astral saved me, and I’m forever in their debt.
drifter can vary wildly. Some seek solitude, others
seek safety, but all can belong in the Silver Void. 6 My weapon has saved my life more times
than I can count. It must be magical by
d8 Personality Trait now!
1 I’m constantly looking over my shoulder. d6 Flaw
2 When I find a place to rest I sleep because
1 All githyanki are evil tyrants that deserve no
you never know when you’re going to rest mercy. All of them.
again.
3 I save every last scrap of food. 2 I rush to judge others harshly without
4 My memories of my first home keep me waiting for all the facts.
sane.
5 I keep my opinions to myself and expect 3 Fancy talkin’ is for fancy folks, and I ain’t no
others to do the same. fancy folk.
6 I have no respect for personal space.
7 I hum songs from my childhood when I’m 4 I have nightmares about the event that
nervous. drove me into the Astral Plane.
8 I always have a crazy scheme going or
ready to go. 5 Nothing is good enough to match the life I
had before I was in the Silver Void.
d6 Ideal
6 I constantly put down other people to make
1 Regretful. I’m haunted by my past and the myself feel strong.
calamity only I escaped. (Any)
Deep Miner
2 Fellowship. Friends are more important
than any treasure in the multiverse. (Good) You are a miner, working in tunnels below ground,
but you have gone deeper than most of the others
3 Carefree. Worrying only makes you think you work with. You’ve gone into the deep recesses of
about how bad things are. Don’t worry! the mines and have seen the dangers and wonders
(Chaotic) contained therein, and perhaps you’ve even slipped
into the Plane of Earth without knowing it. Or
4 Deceitful. I lie to keep others from knowing perhaps you did know it, and you’ve been searching
who I really am. (Chaotic) for a way back to that wondrous realm of eternal
stone and endless veins of valuable ore.
5 Envious. Other people have the good life,
and I will do anything to take it from them. Skill Proficiencies: Athletics, Survival
(Evil) Tool Proficiencies: Miner’s tools
Languages: Undercommon
6 Dutiful. I need to correct some past wrong. Equipment: A shovel or miner’s pick, a block and
(Lawful)
tackle, a climber’s kit, a set of common clothes,
d6 Bond and a belt pouch containing 5 gp
1 I was picked up by a kindly mentor in the Feature: Underground Sense
Astral Plane to whom I owe my life.
You are used to navigating the deep places of the
2 All that I have left of my original home is earth. You never got lost in caves or mines if you have
the token I keep with my at all times. either seen an accurate map of them or have been
through them before. You are also able to scrounge
3 The Silver Void is a lonely place, and I need fresh water and food for yourself and as many as five
my people to keep me from going insane. other people each day if you are in a mine or natural
cave.
4 I tell the stories of my original home as a
way to keep the memory alive.
Backgrounds of the Infinite Planes
99