Explorers of the
MULTIVERSE
E
very adventurer feels the call to
explore new lands, but some wont settle
for finding out whats beyond the next
hill. These adventurers leave the Material Plane
behind to travel the multiverse in search of
adventure. Below are two new archetypes for
planesfaring adventurers. The Planar Explorer
is a new archetype for rangers who cross the
boundaries between worlds and hunt the most
dangerous creatures in the multiverse. The second
new archetype is the Way of Infinite Worlds, a
new monastic tradition for monks who wish to
transcend this plane of existence.
Planar Explorer
(Ranger Archetype)
The Planar Explorer is a new ranger archetype
that specializes in traveling and mapping the
Inner and Outer planes. Their specialized abilities
grant them the power to combat the denizens of
the planes whether they are celestial, elemental, or
fiendish.
The first lesson that a Planar Explorer learns
is that the barriers between the planes are not
impregnable. Ancient wizards and other beings
have left permanent planar portals that bold
travelers can use. Other portals occur naturally,
and whether these are permanent or temporary,
they offer doorways to distant planes. Planar
Explorers use these pathways to travel the planes,
exploring areas where most rangers dare not go. writing Anthony Jennings
Planar Explorers journey across the Inner and color art Ellis Goodson
Outer Planes learning the skills necessary to editing James J. Haeck
survive in realms as exotic as the landless, infinite layout Eric Life-Putnam
sky of the Elemental Plane of Air or the fiery
EN World EN5IDER | Explorers of the Multiverse
rivers of the Hells. They find work as guides for Plane Identification
inter-dimensional merchants or as bounty hunters Type of Plane Difficulty
tracking down the dangerous creatures that Your Home Plane 5
inhabit the planes. The Inner Planes 10
The Outer Planes 15
Planar Spells Another Material Plane 20
Traveling across the planes requires more than A Demiplane 25
quick wits and a strong sword arm. Planar
Explorers must regularly contend with dangers Planar Savant
that most rangers never encounter. In your Starting at 7th level, your familiarity with the
exploration of the planes, youve learned inhabitants of the Inner and Outer Planes gives
additional spells to aid you in your travels. you insight into not only their strengths and
At 3rd, 6th, 10th, 14th, and 18th level, you weaknesses, but also their behavior. When you
acquire additional spells and add them to the interact with a creature not native to the Material
ranger spell list. Once you acquire a planar spell, Plane, you double your proficiency bonus on all
you always have it prepared. These spells do not Charisma (Deception), Charisma (Persuasion),
count against the number of spells that you can and Wisdom (Insight) checks.
prepare daily. These spells are considered ranger Once per turn, when you hit a celestial,
spells for you. elemental, or fiend with a weapon or spell attack,
you may deal extra damage equal to your ranger
Planar Explorer Bonus Spells level as a bonus action.
Ranger Level Spells
3rd comprehend languages, protection from Planar Cartographer
evil and good At 11th level, your journeys across the planes
6th alter self, see invisibility have exposed you to a wide variety of portals,
10th fly, tongues gates, and other means of travel between the
14th banishment, locate creature planes. You have learned to recognize the
18th contact other plane, planar binding presence of hidden portals and gates as well as
weaknesses in the fabric of the planes. If you are
Step into the Unknown within 30 feet of a portal or gate, you may make a
At 3rd level you have only started your DC 15 Wisdom (Perception) check to identify the
exploration of the planes, but the beings who planar gate.
inhabit the planes are as familiar to you as wolves If the portal is barred to youeither because
and deer are to other rangers. Instead of using the portal requires a special key or other method
Intelligence (Arcana) to identify the celestials, to activateyou may make a DC 15 Intelligence
elementals, or fiends, you may use an Intelligence (Arcana) check to learn the method to open the
(Nature) check to recall lore about the planes portal as well as the plane to which the portal
themselves or their inhabitants. leads.
Through hard-won experience and the stories of
fellow travelers, youve learned to identify which Unearthly Strike
plane you are on just by studying the fauna, flora Also at 11th level, your experience combating
and terrain around you. You may make a Wisdom the residents of the Inner and Outer Planes have
(Survival) check to identify the plane that you are made you a dangerous opponent. Your weapon
currently on. The type of plane determines the attacks against celestials, elementals, and fiends
difficulty of the check. now score a critical hit on a roll of 19 or 20.
Explorers
Explorersofofthe Multiverse||EN
theMultiverse ENWorld EN5IDER
World EN5IDER
Boundless Travels Bonus Proficiencies
Beginning at 15th level, you are no longer reliant When you begin your studies of the Way of
on other spellcasters or locating gates or portals to Infinite Worlds you gain proficiency in the Arcana
travel the planes. You gain the ability to cast plane skill.
shift without expending a spell slot. In order to
use this ability you must meet the requirements of Fist of Three Worlds
the spell by crafting a tuning fork aligned to the When you select this path at 3rd level, you can use
plane to which you want to travel. For example, your ki to empower your attacks with the very
if you do not have a tuning fork attuned to the essence of the multiverse. Whenever you deal
Elemental Plane of Water, you cannot travel there. damage to a celestial, elemental, or fiend with an
Clever Planar Explorers often use this spell to unarmed strike, you may spend 1 ki to do an extra
dispatch beings too powerful to be defeated in 1d6 damage (no action required).
combat by using this ability to banish the creature This attacks damage increases by 1d6 when
to another plane. you reach 8th level (2d6), 13th level (3d6), and
After you use this ability you must complete a 18th level (4d6).
long rest before you can use it again.
Fury of the Planes
At 6th level, you have reached a greater
Way of Infinite Worlds understanding of the nature of the multiverse and
(Monk Tradition) the connections between the planes and all beings.
The path to enlightenment is not necessarily an You have learned to focus your ki and turn your
inward journey. A monastic life filled with endless understanding of the planes into a weapon. You
meditation and the rote practice of martial arts gain the ability to make a a ranged spell attack
is too oppressive for some monks. Overcome with a range of 120 feet against a creature, at will.
by wanderlust, these monks leave behind their You are considered proficient with this attack and
schools and set off to learn the ways of the it uses the same die as your Martial Arts attacks.
multiverse. Monks who follow the Way of Infinite You add your Dexterity modifier to the attack roll
Worlds believe that all planes and all beings are and damage roll.
interconnected and that enlightenment is only When you make this attack you select the
possible through experiencing every facet of type of damage it does. At 3rd level, you may
existence. They believe that the lessons learned choose between the following types: fire, cold,
from the denizens of Hell are just as important as and lightning. At 8th level and every two levels
understanding the grace of the celestials. thereafter you may select one additional type of
The monks of this tradition embark on damage that the attack can do. Those types are:
pilgrimages that take them beyond the Material acid, force, necrotic, radiant, or thunder.
Plane and into the Inner and Outer Planes. They
use planar gates, portals, or magic items to step One with the Planes
between the many worlds. Eventually, they Starting at 11th level, you may spend 2 ki points
learn to access the Astral Plane and project their as a bonus action to create a connection between
consciousness across the multiverse. yourself and one of the Outer Planes. This
Monks who study the Way of Infinite Worlds connection allows you to infuse your body with
attempt to travel to each plane at least once the essence of that plane. When you activate
during their lifetimes. Completing this pilgrimage this ability, select one of the following planes to
is a significant step along their personal journey to channelthe Abyss, Elysium, Heaven, the Hells,
enlightenment. Limbo, or Utopiaand gain abilities based on
EN World EN5IDER | Explorers of the Multiverse
the nature of that plane for one hour. You must itself. You also gain regeneration, which
complete a short or long rest before you can use allows you to regain 5 hit points at the start
this ability again. of each of your turns so long as you have at
The Abyss. When you channel the entropic least 1 hit point, up to half of your maximum
power of the Abyss, you become resistant hit points.
to fire, cold, and lightning damage. You also Utopia. When you channel the powers of the
gain an aura of fire that burns anyone near Lawful Neutral plane of Utopia, you gain
you. At the start of each of your turns each immunity to psychic damage and resistance
creature within 5 feet of you must make a to bludgeoning, piercing, or slashing damage
Dexterity saving throw versus your ki save from weapons that arent magical. Your form
DC or take 2d6 damage on a failed save. The becomes unchangeable, and you are immune
creature takes half damage on a successful to any spell or effect that would change your
save. form.
Elysium. When you channel the Neutral
Good plane of Elysium, you gain advantage Astral Pilgrim
on saving throws against spells and other By 17th level, you have learned to travel the
magical effects. You are also immune to the planes unfettered by your physical form. You may
following conditions: charmed, exhaustion, use the astral projection spell to send yourself and
frightened, poisoned, and stunned. your companions into the Astral Plane. From there
Heaven. When you channel the powers of you can use Astral Color Pools (see the GMs core
Heaven, you are resistant to radiant damage rulebook) to travel anywhere in the multiverse.
and immune to necrotic damage. Until this Once youve used this feature you must complete
power ends, you grow a pair of feathery a long rest before you can use it again.
angelic wings and gain a fly speed of 60 feet. You have also learned how to tap into the
The Hells. When you channel the powers very essence of the planes and use that energy to
of the Hells, you gain immunity to fire and empower your unarmed attacks. You can spend
resistance to poison damage. You receive 3 ki points when you make a successful unarmed
Devils Sight, as the invocation of the same attack against a celestial, elemental, or fiend.
name. (You gain darkvision to a range of The creature must make a saving throw versus
120 feet. If you already have darkvision, its your ki save DC or take 4d10 additional damage
range increases to 120 feet. Magical darkness on a failed save and the creature is banished to
no longer impedes your vision.) Your either the Astral Plane or the Ethereal Plane (your
melee attacks deal an additional 1d6 poison choice) for 1d6 rounds. On a successful save, the
damage. creature takes half the additional damage and is
Limbo. When you channel the chaotic realm not banished. You may choose the type of damage
of the Limbo, you gain resistance to acid, that this attack does from the following list: acid,
cold, fire, lightning, and thunder damage as cold, fire, force, lightning, necrotic, radiant or
your form becomes as mercurial as the plane thunder.
Explorers
Explorersofofthe Multiverse||EN
theMultiverse ENWorld EN5IDER
World EN5IDER