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The Multiversal Collection

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47 views17 pages

The Multiversal Collection

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Multiversal Collection

 
3rd-level Rift Maker feature
The Rift Maker is a unique artificer that is able to use their

tinkering abilities to create and manipulate gaps in space. A You can use your planar abilities to open a portal and pull out
Rift Maker can pull out objects from other dimensions and objects from other realities. As an action, you can use
quickly teleport creatures in short bursts. cartographer’s tools to conjure one nonmagical item of your

choice. This item takes up one use of your Magical Tinkering


 feature.
3rd-level Rift Maker feature
An item created in this way appears in your hand, or in an

unoccupied space you can see within 10 feet of you that is on


You gain proficiency with cartographer’s tools. If you already
a surface or in a liquid that can support it. The gp value of the
have this tool proficiency, you gain proficiency with one other
item can't be more than 20 times your artificer level, and the
type of artisan's tools of your choice.
item must be Medium or smaller. The item shimmers with

 minute planar energy, and may sport subtle variations that

make it different from other items you would find in your


3rd-level Rift Maker feature
world. For examples of items you can create, see the

You always have certain spells prepared after you reach equipment chapter of the Player's Handbook.

particular levels in this class, as shown in the Rift Maker Once you create an item with this feature, you can't do so

Spells table. These spells count as artificer spells for you, but again until you finish a long rest. You can have only one item

they don't count against the number of artificer spells you created by this feature at a time; if you use this action and

prepare. already have an item from this feature, the first one

immediately vanishes. The item also vanishes if you use your

Rift Maker Spells Magical Tinkering feature when you are already at your

Artificer Level Spell maximum. Otherwise, the item lasts indefinitely or until you

die.
3rd chaos bolt, tenser's floating disk
The size of the item you can create with this feature

5th mirror image, misty step increases by one size category when you reach 6th level

(Large) and 15th level (Huge).


9th haste, thunder step
13th banishment, dimension door
17th teleportation circle, wall of force

1
 
5th-level Rift Maker feature Barbarians who walk the Path of Graviturgy are able to

manipulate the forces of what drives and repels objects. They


You are able to create quick, temporary portals to help move
might have received their abilities after experiencing a harsh
your allies away from danger. When you or a creature you can
planar event or a moment of intense magical stress.
see within 30 feet of you is damaged by an attack or harmful
Whatever the reason, the powers of graviturgy are now
spell, you can use your reaction to teleport the target to an
entwined with their rage.
unoccupied space that you can see within 30 feet of you. You

must have cartographer’s tools in your hand to use this



feature.
3rd-level Path of Graviturgy feature
You can use this feature a number of times equal to your

Intelligence modifier (minimum of once), and you regain all You can use your graviturgic abilities to empower your

expended uses when you finish a long rest. attacks. Once on each of your turns, while you are raging,

immediately after you hit a target with a melee weapon


 attack, you can deal an extra 1d6 force damage to the target.

9th-level Rift Maker feature


You can cause your body to become unstable in its current
6th-level Path of Graviturgy feature
plane of existence. You always have the blink spell prepared,

and it doesn’t count against the number of artificer spells you Your rage distorts the space around you. While raging, the

prepare. You can also cast it once without a spell slot, and you area around you in a 10-foot radius becomes difficult terrain.

regain the ability to do so when you finish a long rest. This area is centred on you and moves with you. You can

Whenever you start casting the spell, you can modify it so choose any number of creatures to be unaffected.

the spell has a range of touch. If you do, you must In addition, you can use a bonus action and force a

concentrate on maintaining the spell’s effects on the target. creature you can see within 10 feet of you to succeed on a

Strength saving throw (DC equal to 8 + your proficiency


 bonus + your Constitution modifier) or be moved 5 feet

15th-level Rift Maker feature toward you or away from you. A creature can willingly fail this

save.
You have a better feel for manipulating spatial rifts and what

you want to conjure from them, gaining the following



benefits:
10th-level Path of Graviturgy feature

You are no longer limited by gp value when conjuring


You have gained finer control over your own gravity. You can
items with your Rift Armory feature.
cast either feather fall and jump on yourself without
You can use your Rift Armory feature to conjure a magic
expending a spell slot or using any material components.
item. You choose from the Replicable Items table under
You can use this feature a number of times equal to your
the Replicate Magic Items artificer infusion. If an item has
proficiency bonus, and you regain all expended uses when
prerequisites, you must meet them to conjure it.
you finish a long rest.
You can cast arcane gate and plane shift without

expending a spell slot or material components, provided



you use cartographer’s tools as the spellcasting focus.
14th-level Path of Graviturgy feature
Once you cast either spell with this feature, you can't cast

that spell with it again until you finish a long rest. You are able trap creatures in your gravity. The first time you

hit a creature with a melee weapon attack on your turn while

raging, you can make it succeed on a Strength saving throw

(DC equal to 8 + your proficiency bonus + your Constitution

modifier) or be restrained until the end of its next turn.

2

3rd-level College of Heroes feature

As a member of this college, you learn to summon the

essence of a hero to accompany you on your travels.

At the end of a long rest, you can summon an ancient hero

from the distant past. It is friendly to you and your

companions, and it obeys your commands. See this creature's

game statistics in the Ancient Hero stat block, which uses

your proficiency bonus (PB) in several places. When you

summon your ancient hero, choose the type of spirit you

summon: Healer, Mage, or Warrior. Your choice of spirit

determines certain traits in its stat block

In combat, the ancient hero shares your initiative count,

but it takes its turn immediately after yours. It can move and

use its reaction on its own, but the only action it takes on its

turn is the Dodge action, unless you take a bonus action on

your turn to command it to take another action. That action

can be one in its stat block or some other action. If you are

incapacitated, the defender can take any action of its choice,

not just Dodge.

When you reach 11th level in this class, the hero’s damage

and healing dice increases by one. The hero perishes when it

drops to 0 hit points, when you summon a new ancient hero,

or when you die. When the hero perishes, its spirit returns to

the plane where it was brought to rest.


6th-level College of Heroes feature

Your bond with the ancient hero has enhanced the flavour of

your stories. Your Bardic Inspiration gains certain benefits

depending on the hero summoned.

Healer. When you give a creature a Bardic Inspiration die,

 it gains temporary hit points equal to the maximum number

of the die. In addition, when the die is used, the creature

Inspiring stories and heroic tales are aplenty, but it is a bard’s regains hit points equal to the number rolled.

skill in regaling such fantastical tales that make them truly Mage. When a creature rolls a Bardic Inspiration die to

come alive and rouse audiences to action. The bards of the add to their ability check or saving throw, it can roll twice and

College of Heroes go about from tavern to tavern, spreading use the higher number.

these exhilarating fables to empower and inspire the masses. Warrior. When a creature rolls a Bardic Inspiration die to

Some even have the privilege of having an audience with a add to their attack roll and hits, it can add the same number
royal court to put on such performances, or perhaps help to its damage roll.
weave their own royal tale of heroism.

Storytelling isn’t the only skill of the bards of this college. 
So finely attuned they are to the lore and legends of heroes 14th-level College of Heroes feature

past, they can summon their essence to aid them. Creativity

is best taken from its source, and who better to talk to than Your performances of inspiration always leave a strong

the actual heroes of old? impression on your audience. When a creature rolls one of

your Bardic Inspiration dice to add to its ability check, attack

roll, or saving throw, it can keep the die. It is expended the

next time it rolls the die. Once a creature does so, it cannot

benefit from this feature again until you finish a long rest.

3
Summoning A Hero

Feel free to discuss with your DM the particulars of


the ancient hero being summoned to your
campaign. What heroic deeds did they do in life?
Which plane were they laid to rest? Did they end
up among the adored figures in Elysium? Damned
in the Nine Hells? Or subjected to eternal chaos in
Limbo?
For the hero, it would be centuries since they
last saw the lands you now walk. They will have
their own thoughts and feelings regarding being
brought back, how their home has changed, as well
as the reason as to why you are adventuring.
Keeping an ancient spirit tethered to the Material
Plane takes a lot of magic. As such, the hero would
only be able replicate a fascimile of the feats it
once had in life. Your progression in this subclass
represents your increased mastery of supplying the
hero with magical energy so they can better fight.

 Spellcasting (Mage Only). The hero is a spellcaster. Its


spellcasting ability is your own spellcasting modifier. It
Medium Humanoid
has the following spells prepared:
Cantrips (at will): fire bolt, shocking grasp
Armor Class 14 (natural armour) + 2 (Warrior only)
Hit Points 5 + five times your bard level (the hero has a
number of Hit Dice [d8s] equal to your bard level)
Actions
Speed 30ft. Fire Bolt (Mage Only). Ranged Spell Attack: your spell
attack modifier to hit, range 120 ft., one target. Hit:
1d10 fire damage. A flammable object hit by this spell
STR DEX CON INT WIS CHA ignites if it isn't being worn or carried.
15 (+2) 11 (+0) 15 (+2) 13 (+1) 14 (+2) 11 (+0) Innate Healing (Healer Only, 3/Day). The hero chooses
one creature it can see within 30 feet of it to regain
Saving Throws Int +2 plus PB, Wis +2 plus PB 1d6 + PB hit points. This has no effect on undead or
Skills Athletics +2 plus PB (Warrior only), Arcana +1 constructs.
plus PB (Mage only), History +1 plus PB, Medicine Shocking Grasp (Mage Only). Melee Spell Attack: your
+2 plus PB (Healer only), Perception +2 plus PB spell attack modifier to hit (with advantage if the target
Condition Immunities charmed, exhaustion is wearing armour made of metal), range 5 ft., one
Senses darkvision 30ft., passive Perception 12 + PB target. Hit: 1d8 lightning damage, and the target can't
Languages speaks and understands the languages you take reactions until the start of its next turn.
speak
Challenge − Proficiency Bonus (PB) equals your bonus Spirit Sword (Warrior or Healer Only). Melee Weapon
Attack: your spell attack modifier to hit, reach 5 ft., one
Ancient Fortitude. If damage reduces the hero to 0 hit target you can see. Hit: 1d8 + PB force damage.
points, it can make a Constitution saving throw with a
DC of 10 or 5 + the damage taken (whichever is Reactions
higher), unless the damage is from a critical hit. On a Protection (Warrior Only). The hero imposes
success, the hero drops to 1 hit point instead. disadvantage on the attack roll of one creature it can
see that is within 5 feet of it, provided the attack roll is
Healing Aura (Healer only). The hero emits a soothing against a creature other than itself.
aura. Each creature of its choice within 10 feet of it
regains an extra 1d4 hit points when it regains hit
points.

4

Time is one of the most foundational cruxes of existence, and

the gods that oversee this domain are some of the most

uncompromising in their respective pantheons. These gods

ensure that the flow of time continues onward for all other

beings, whatever the cost. The Time Deities table contains

some examples of gods associated with this domain.

Clerics of this domain vigilantly watch over the procession

of time and take care of any anomalies that might disrupt this

flow. Many of these threats are often extraplanar or deific in

nature, and as such, these clerics hone themselves in fighting

against them.

Time Deities

Example Deity Pantheon


Chronos Greek
Huh Egyptian
Labelas Enoreth Elven 
2nd-level Time Domain feature
Primus Forgotten Realms
Skuld Norse You can use your Channel Divinity to isolate a moment in

time. When a creature you can see makes an ability check,

 attack roll, or saving throw, you can use your reaction to save

the rolled number. The creature can use this number in one
1st-level Time Domain feature
roll it makes of the same type before the end of its next long

rest. The creature can choose this number after making the
Your training has given you proficiency with martial weapons
roll, but before knowing the result. If it doesn't choose to use
and heavy armour.
the same number before the end of its next long rest, the

 effect is wasted. A creature can only be affected by this

feature once at any one time.


1st-level Time Domain feature

You gain domain spells at the cleric levels listed in the Time 
Domain Spells table. See the Divine Domain class feature for 6th-level Time Domain feature

how domain spells work.


Your powers with time allow you to alter the sequence of

Time Domain Spells events. After all creatures make their initiative rolls, you can

Cleric Level Spell designate one creature of your choice to start first or last in

the first round of combat. In the next round, the initiative


1st alarm, bless order continues as normal.

3rd darkvision, see invisibility Once you use this feature, you can't do so again until you

finish a long rest


5th haste, slow
7th freedom of movement, staggering smite 
8th-level Time Domain feature
9th banishing smite, steel wind strike
You gain the ability to infuse your weapon strikes with divine

 energy. Once on each of your turns when you hit a creature

1st-level Time Domain feature with a weapon attack, you can cause the attack to deal an

extra 1d8 force damage. When you reach 14th level, the extra

You can magically exert limited control over the flow of time damage increases to 2d8.

around a creature. As an action, you can choose one creature

within 30 feet of you that you can see to make a Constitution 
saving throw against your spell save DC. On a failed save, 17th-level Time Domain feature

that creature loses its action on its next turn.


You are able to magically speed up time around a person. As
Once you use this feature, you can’t use it again until you
an action, you can choose a creature within 30 feet of you to
finish a short or long rest.
use its reaction to take an extra turn, interrupting the current

turn order. When you do, your turn immediately ends and you

become incapacitated until the end of your next turn.

Once you use this feature, you can't do so again until you

finish a long rest.

5

Druids of the Circle of the Horizon are the frontline

guardians of life on the Material Plane, protecting them from

otherworldly threats. These druids show fond closeness to

the good-aligned inhabitants of the Feywild, with cooperation

between them being a regular occurrence.


2nd-level Circle of the Horizon feature

Your training grants you proficiency in martial weapons and

heavy armour, and you ignore limitations for using armour or

shields made of metal. You also learn to speak, read, and

write Sylvan.


2nd-level Circle of the Horizon feature

Your time spent on the border between planes has granted

you the ability to change your humanoid form. As a bonus

action, you can expend a use of your Wild Shape to transform

into a fey, rather than transforming into a beast.

While in this form, your creature type becomes Fey, you are

immune to being charmed, and you can use your Wisdom

modifier for your attack and damage rolls with weapons

you’re proficient in. This form lasts for 10 minutes. It ends

early if you dismiss it (no action required), you die, or use this

feature again.

Whenever you transform into a fey, you can choose a fey

form; your choice grants you certain benefits while in the

form:

Pixie. Your adopt a pixie's tricksy tendencies. As an action,

you can magically turn invisible for up to 1 minute (as if

you were concentrating on a spell). The effect ends early if

you make an attack or cast a spell, or you change your 


form. 10th-level Circle of the Horizon feature

Quickling. Your quickling form allows you to take to high


Your affinity with your fey forms have grown stronger. While
speeds. You can take the Dash action as a bonus action.
transformed, your weapon attacks can deal radiant damage.
You can also add a bonus to your ability checks that use
Your transformations also gain extra benefits, as shown
Dexterity equal to your Wisdom modifier (minimum of +1).
below:
Satyr. You draw on a satyr's revelry. As an action, you can

force a creature you can see within 30 feet of you to make a


Pixie. Your invisibility no longer ends if you make an attack
Wisdom saving throw against your spell save DC. On a
or cast a spell. You must still concentrate to maintain the
failed save, the target is charmed by you for 1 minute. The
effect.
effect ends early if the target takes any damage, if it
Quickling. When you take the Attack action on your turn, you
witnesses you attacking or damaging any of its allies. or if
can make an additional weapon attack as part of the same
you change your form. Additionally, you gain proficiency in
action.
the Performance and Persuasion skills.
Satyr. You have advantage on saving throws against spells,

 and magic can't put you to sleep.

6th-level Circle of the Horizon feature Moreover, at the start of each of your turns while you're

transformed, you can change your form's transformation.


You fight using a blend of both might and magic. You can

attack twice, instead of once, whenever you take the Attack 
action on your turn. Moreover, you can cast one of your
14th-level Circle of the Horizon feature
cantrips in place of one of those attacks.

When you reach 17th level, you can make one weapon You can turn a lush environment into an imposing fortress.

attack as a bonus action after using an action to cast a spell. You always have the druid grove spell prepared. You can cast

this spell once without expending a spell slot, and you must

finish a long rest before you can cast the spell in this way

again (you can still cast this spell using spell slots you have of

the appropriate level).

6
 
10th-level Multiversal feature
The Multiversal is a clairvoyant fighter of quick wits. Their

ability to peer into the near future and select the best You can see where an enemy will strike and react accordingly.
outcome during battles make them almost untouchable to all When a creature you can see makes an attack roll against
but the most unpredictable and reckless of combatants. you, you can use your reaction to impose disadvantage on the

roll. If the attack still hits, you take half damage from the
 attack.
3rd-level Multiversal feature
You can use this feature a number of times equal to your

Intelligence modifier (minimum of once), and you regain all


Your efforts to train your mind have allowed you to better
expended uses when you finish a long rest.
harness your knowledge. You can add half your proficiency

bonus to any ability check that requires Intelligence, as long

as it doesn't already include your proficiency bonus.



15th-level Multiversal feature

 You can use your future vision ability to land deadly strikes on
3rd-level Multiversal feature
your opponent. When you hit a creature with a weapon

attack, you can forgo rolling the weapon's damage dice and
You quickly look into the future to select the best result for
deal maximum damage. Your weapon attacks ignore
yourself. When you make an ability check or attack roll, you
resistances when you use this feature.
can choose to reroll the dice and must use the second roll.
You can use this feature a number of times equal to your
Once you use this feature, you can't use it again until you
Intelligence modifier (minimum of once), and you regain all
finish a short or long rest.
expended uses when you finish a long rest.
At 11th level, you can use this feature twice between a

short or long rest.



 18th-level Multiversal feature

7th-level Multiversal feature


You can manipulate the near future to such a fine degree that

you can compress more actions in a set point in time. You


Your ability to see into multiple futures allows you aid your
gain an extra use of Action Surge. As normal, you can only
allies. When a creature you can see within 60 feet of you
use one instance on each of your turns.
makes an ability check, attack roll, or saving throw, you can
Once you use this feature, you can't do so again until you
use your reaction to roll an additional d20 and have the
finish a long rest
creature choose which of the d20s to use.

You can use this feature a number of times equal to your

Intelligence modifier (minimum of once), and you regain all

expended uses when you finish a long rest.

7
 
11th-level Way of Entropy feature
Monks trained in the Way of Entropy are able to use their ki

to manipulate the deterioration of energy around living You are able to reverse your own entropy by accelerating
beings. This ability allows them to weaken their foes even another’s. As an action, you can spend 4 ki points to cast the
further, or stave off their own injuries to allow them to fight at vampiric touch spell. Your spellcasting modifier for this spell
peak performance for longer. is Wisdom. On subsequent turns, while you maintain your

concentration, you can make the attack again on each of your


 turns as an action.
3rd-level Way of Entropy feature
You can spend additional ki points to cast vampiric touch

as a higher-level spell. Each additional ki point you spend


Your strikes can drain a creature’s life force from their body.
increases the spell's level by 1. The maximum number of ki
When you hit a creature with an unarmed strike, you can
points (4 plus any additional points) that you can spend on
choose to roll two martial arts dice when dealing damage.
the spell equals half your monk level.
However, the creature doesn’t take this damage until the start

of your next turn. Additionally, when you deal damage in this



way, the damage type becomes necrotic.
17th-level Way of Entropy feature

 You can delay your own entropy using your ki. If you take
6th-level Way of Entropy feature
damage that reduces you to 0 hit points and doesn't kill you

outright, you can use your reaction and expend 5 ki points to


You gain the ability to greatly weaken your opponent’s
delay falling unconscious, and you can immediately take an
physical condition. When you hit a creature using your
extra turn, interrupting the current turn. While you have 0 hit
Entropic Strike, you can make it succeed on a Constitution
points during that extra turn, taking damage causes death
saving throw against your ki save DC or suffer one level of
saving throw failures as normal, and three death saving throw
exhaustion, up to a maximum of three levels.
failures can still kill you. When the extra turn ends, you fall
In addition, once on each of your turns, when you use your
unconscious if you still have 0 hit points.
Entropic Strike, you can spend 2 ki points to have the
Once you use this feature, you can't use it again until you
creature immediately take the damage roll from the hit.
finish a long rest.

8

3rd-level Oath of the Beyond feature

You gain the following Channel Divinity options. See the

Sacred Oath class feature for how Channel Divinity works.

Mind Speech. You can use your Channel Divinity to form a

telepathic connection with another creature. As a bonus

action, you can choose a creature you can see within 30 feet

of you. You and the chosen creature can speak telepathically

with each other for 10 minutes regardless of distance. The

creature doesn’t know it is connected to you in this way until

you speak to it, and it can respond to you telepathically. You

don’t need to share a language to understand each other.

In addition, when you first reveal your presence in the

creature’s mind, you can sow its mind with primal fear. You

can force it to succeed a Wisdom saving throw against your

spell save DC or be frightened of you for 1 minute. It can

repeat the saving throw at the end of each of its turns, ending

the effect on a success. Whether the creature succeeds or

 fails the saving throw, the telepathic connection ends.

Abjure Influence. You can use your Channel Divinity to

The Oath of the Beyond swears fealty to entities that lie expel any outside influence from your mind. If you are

beyond the known planes of existence. These paladins charmed or frightened, you can use an action to stop being

represent the mortal arm of their influence, as they seek to charmed or frightened. Additionally, if you know you are being

encroach and create a foothold in the Material Plane. To targeted by a spell or effect that can read your mind, you can

paladins who take this oath, they wholeheartedly believe that end the effect and become immune to the creature's attempts

the intentions of these beings are benevolent and beneficial until the end of your next long rest.

even though they don’t fully understand its reasons.


 7th-level Oath of the Beyond feature

A paladin who assumes the Oath of the Beyond does

everything they can to spread the influence of their You emit a constantly shifting aura while you aren’t

otherworldly benefactor. incapacitated. When you and any creatures of your choice

within 10 feet of you are damaged by an attack or harmful


Spread and Assimilate. The knowledge of the
spell, the target can use its reaction to gain resistance to that
otherworldly entity and its benevolent deeds must be made
damage type until the start of its next turn.
known throughout all planes.
At 18th level, the range of this aura increases to 30 feet.
Embrace the Unknown. It is where your benefactor

resides.

Defer to Their Wisdom. The wisdom of your patron is



15th-level Oath of the Beyond feature
beyond your understanding, and as such must be followed

whenever possible.
You can use your connection to the beyond to draw on its

power. You can choose to cast one spell of 4th-level or lower


 from the warlock spell list without expending a spell slot or
3rd-level Oath of the Beyond feature
material components. This counts as a paladin spell for you.

At 17th level, you can choose a spell of 5th-level or lower.


You gain oath spells at the paladin levels listed in the Oath of
Once you use this feature, you can't do so again until you
the Beyond table. See the Sacred Oath class feature for how
finish a long rest
oath spells work.

Oath of the Beyond Spells



Paladin Level Spell 20th-level Oath of the Beyond feature

3rd arms of hadar, ray of sickness You take on the form of the mysterious unknown entity. As an

action, you gain the following benefits for 1 minute:


5th levitate, tasha’s mind whip
9th counterspell, hunger of hadar You are invisible.

Creatures within 30 feet of you have disadvantage on


13th evard’s black tentacles, summon aberration saving throws against your paladin spells and Channel

17th bigby’s hand, contact other plane Divinity options, unless they are aberrations.

Mucous, translucent wings appear on your back, granting

you a flying speed equal to your walking speed.

Once you use this action, you can't use it again until you

finish a long rest.

9
 Astral Walker Spells

The Astral Walker is a githyanki ranger that comes from the Ranger Level Spell
time-frozen Astral Plane. They use their superior tracking
3rd mage armour
skills in conjunction with their planar abilities to effectively

raid and plunder supplies for their fortress city of Tu'narath. 5th shadow blade
These rangers, who are no stranger to plane hopping, are
9th haste
fearsome in combat, due to their natural psionic talents

acquired from timeless years spent in these mentally harsh 13th staggering smite
planes.
17th telekinesis

The role of this particular ranger in githyanki culture is a vital

3rd-level Astral Walker feature
one, and a githyanki will spend millennium developing their

skills to help grow their timeless city. Alongside gathering


Your telekinetic ability allows you to make weapon attacks
resources, these rangers also serve as forward scouts,
with your mind. When you cast mage hand, as part of the
seeking out suitable outposts for their kin to bear and raise
same action, you can have the hand hold a weapon you are
offspring. Their other major role is the hunting of mind
proficient in that doesn’t have the loading or two-handed
flayers. Your DM can lift this restriction to better suit your
properties. You can then move the hand up to 30 feet away
campaign if needed.
from you, as normal, and command it to make a weapon

attack if there is a creature within range. If the hand hits a

target, it can deal extra psychic damage equal to your

The Githyanki and Tu narath ' Wisdom modifier (minimum of +1).

The gith were once an enslaved race of the mind The hand has AC 14 + your Wisdom modifier, 1 hit point,

flayers. However, they were able to break free from and immunity to all conditions. If it has to make a saving

their psychic masters. With no home to return to, throw, it uses your saving throw bonus for the roll. On

the gith split into two factions, the githyanki and subsequent turns, you can use an action to move the hand up

githzerai, after a disagreement on what sort of to 30 feet and make a weapon attack. If you can make

society they would need to build in order to thrive. multiple attacks with the Attack action, you can sacrifice one

The two groups, tragically, consider each other or more of your attacks to move the hand and make a weapon
sworn enemies. attack from it.
The githyanki, driven by revenge, honed When a creature that you can see within 5 feet of the hand
themselves to be warriors from a young age. A moves at least 5 feet away from it, you can use your reaction
such, their society is highly meritocratic based on
to make an opportunity attack against that creature as if you
martial prowess.
were in the hand’s space.
Presently, they reside in the timeless Astral Plane
in towns built atop "god-isles", corpses of dead The hand vanishes at the end of the spell's duration, or if it

deities, occasionally travelling to other planes to moves more than 30 feet away from you.

plunder resources. The largest of their cities, and


its capital, is Tu'narath.
You can find out more about the githyanki in
page 96 of Modernkainen's Tome of Foes.


3rd-level Astral Walker feature

You learn the mage hand cantrip if you don't already know it.

When you cast this cantrip, the hand is invisible.

You also learn an additional spell when you reach certain

levels in this class, as shown in the Astral Walker Spells

table. Each spell counts as a ranger spell for you, but it

doesn't count against the number of ranger spells you know.

10

A Quicksaver isn’t limited by linear time or the restrictions of

the Material Plane. Such a rogue is able to can alter their

own flow of time, rewinding into a past version if they

become seriously injured or find themselves in an

inescapable situation. The Quicksaver can also manipulate

its physical form by briefly shifting into the Astral Plane.


3rd-level Quicksaver feature

You are able to rewind your internal state of time. As an

action, you can mark down a personal moment in time

known as a reference point. You note down your current hit

points and location, amount of expended spell slots (if any),

remaining ammunition, and any other expendable

nonmagical items. Afterward, at any point during the next 3

rounds, you can use an action to return to your reference

point with the statistics noted above. You can’t return to your

reference point whilst on a different plane of existence to its

set location. If you haven’t returned to your reference point

 after 3 rounds, you can use an action to make a new one.

Once you’ve returned to your reference point, you can’t do


3rd-level Astral Walker feature
so again until you finish a long rest.

You have spent the infinite time in the Astral Plane further

honing your skills. You gain proficiency in one skill of your



choice, which can be a tool proficiency. 9th-level Quicksaver feature

 You can use your planar abilities to get out of a tight spot.

When you are damaged by an attack or harmful spell, you can


7th-level Astral Walker feature
use your reaction to teleport up to 30 feet to an unoccupied

Your psionic abilities have allowed you to mentally protect space that you can see.

your state of mind. You gain resistance to psychic damage, You can use this feature a number of times equal to your

and have advantage on saving throws against being charmed Intelligence modifier (minimum of once), and you regain all

or frightened. If you already have resistance to psychic expended uses when you finish a long rest.

damage, you become immune to psychic damage instead.



 13th-level Quicksaver feature

11th-level Astral Walker feature


You can make your body appear unclear and hazy. As an

Your psionic powers are further refined. The range of your action, you can cast blur on yourself without expending a

mage hand and Telekinetic Attack is now 60 feet. spell slot. If you make a reference point while under the

In addition, when the invisible hand from your Telekinetic effects of this spell and then you return to it, the spell ends.

Attack feature succeeds on a saving throw to take only half You can use this feature a number of times equal to your

damage, it instead take no damage if it succeeds on the Intelligence modifier (minimum of once), and you regain all

saving throw, and only half damage if it fails. expended uses when you finish a long rest.

 
15th-level Astral Walker feature 17th-level Quicksaver feature

Your mental powers are strong enough to deflect attacks. You can shift your physical body to the Astral Plane for a

When a creature you can see hits you with an attack, you can short moment. When you use your Uncanny Dodge, instead

use your reaction to make an attack roll against the attacker, of halving the attack's damage, you can take no damage from

adding your Strength or Dexterity modifier (your choice) plus the attack. You also become immune to bludgeoning,

proficiency bonus to the roll. If the roll succeeds, you take no piercing, and slashing damage from nonmagical attacks until

damage from the attack, and you make a damage roll against the start of your next turn.

the attacker using the weapon or spell used for its attack. If Once you use this feature, you can't do so again until you

roll fails, you take half damage from the attack. finish a long rest

You can use this feature a number of times equal to your

Wisdom modifier (minimum of once), and you regain all

expended uses when you finish a long rest.

11

Your innate magic comes from the Astral Plane, the time-

frozen space in between planes. You might have obtained

your magic abilities during a tumultuous plane hopping event,

where the plane's psychic winds almost tore your mind

asunder. Alternatively, you might be able to trace back your

lineage to a long-time resident of the Astral Plane, such as

the githyanki, inheriting their psionic abilities in the form of

magic.


1st-level Astral Soul feature

You learn the mage hand cantrip if you haven’t already. When

you cast this cantrip, the hand is invisible. You also learn

additional spells when you reach certain levels in this class,

as shown on the Astral 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 (except astral projection). The new spell must be a

conjuration or an illusion spell from the sorcerer, warlock, or

wizard spell list.

Astral Spells

Sorcerer Level Spell


1st detect magic, faerie fire
3rd misty step, see invisibility
5th counterspell, slow
7th banishment, greater invisibility
9th passwall, wall of force
17th astral projection


1st-level Astral Soul feature

Your association with the Astral Plane allows you to phase

your body in between planes. When you're damaged by an

attack or harmful spell, you can use your reaction to give

yourself resistance to that damage type until the start of your

next turn.

You can use this feature a number of times equal to your

Charisma modifier (minimum of once), and you regain all

expended uses when you finish a long rest.


6th-level Astral Soul feature

You can temporarily adopt a translucent form. As a bonus

action, you can spend 3 sorcery points to become intangible

for up to 1 minute. In this form, you can move through other

creatures and objects as if they were difficult terrain, taking 5

force damage if you end your turn inside an object. You also

have advantage against attempts made to grapple you, and

gain resistance to bludgeoning, piercing, and slashing from

nonmagical attacks.

When you are in the Astral Plane, you don’t need to spend

sorcery points to use this feature.

12
 In an alternate universe, you are a being powerful enough to

14th-level Astral Soul feature be patron to a host of warlocks. This alternate version of you

holds great power and influence, they could be a mortal that

You gain the ability to bend the space around you. As a bonus ascended to godhood, an archmage, or occupy some other

action, you can spend 1 sorcery point to switch places with an great status. Now, you have entered a pact with your alternate

object or creature you can see, no larger than your size, that self in the hopes of further achieving your own mutual

you can see within 90 feet of you. An unwilling creature must ambitions. Whether they are for the greater good, or simply to

make a Constitution saving throw against your spell save DC. further your own desires, is completely up to you.

On a successful save, neither you nor the target creature

switch places. 


1st-level Alternate Self feature

18th-level Astral Soul feature You learn a cantrip of your choice from the wizard spell list.

This counts as a warlock cantrip for you, but doesn’t count

Your mastery over the Astral Plane allows you to manipulate against the number of cantrips you know. The Alternate Self

the flow of your time. As an action, you can enter an Expanded Spells table also shows the spells that are added to

accelerated temporal state for 1 minute. During this time, the warlock spell list for you, along with the spells associated

your walking speed is doubled, you have advantage on in the table based on your own alignment.

Dexterity saving throws, and you have an extra action that

can only be used to take the Dash, Disengage, or Hide action. 
Additionally, you can cast a spell as a bonus action. This spell 1st-level Alternate Self feature

acts as if it was cast using Quickened Spell.

Once you use this feature, you can't do so again until you Your alternate self imparts upon you valuable knowledge

finish a long rest, unless you spend 8 sorcery points to use it from their time as a patron. You can choose one of the

again. following benefits:

You gain proficiency with medium armour, martial

weapons, and shields. You can also use a weapon you're


The Astral Plane
proficient in as your spellcasting focus.

The Astral Plane is the realm that lies in between You gain proficiency with two skills of your choice, of
others. Any creature that uses planar teleportation, which one can be a tool proficiency.
such as with a dimension door spell, or who passes You learn one spell of your choice from any class's spell
through a portal into another plane, briefly travels list. This spell is a warlock spell for you, and it doesn't
through the Astral Plane. The plane itself is a count against the number of warlock spells you know.
barren, silvery void, where time comes to a
When you gain a level in this class, you can replace this
standstill.
spell with another spell from any spell list, which also
The Astral Plane is also known as the realm of
thoughts and dreams, and acts as a graveyard of must be of a level for which you have spell slots.

the gods. A deity who has died occupying the You learn two languages and gain expertise in one skill of

highest echelons of concepts within the sentient your choice, which means your proficiency bonus is

consciousness of all life finds its body transported doubled for any ability check you make with it. The skill

here. In this desolate landscape, their bodies can you choose must be one that isn't already benefiting from

be found as large, floating islands, or "god-isles", a feature, such as Expertise, that doubles your proficiency

radiating a fraction of their magical energy. bonus.

You can find out more about the Astral Plane in


page 46 of the Dungeon Master's Guide. When you reach 10th level in this class, you can pick

another benefit from this feature.


Alternate Self Expanded Spells

Spell Level Alternate Self Spells Good Neutral Evil


1st command guiding bolt sleep bane
2nd enhance ability zone of truth enlarge/reduce tasha's mind whip
3rd blink elemental weapon nondetection speak with dead
4th divination guardian of faith polymorph phantasmal killer
5th creation mass cure wounds dispel good and evil modify memory

13
 
1st-level Alternate Self feature 6th-level Alternate Self feature

Your can discuss potential future events with your patron. Your patron is able to transport other versions of yourself to

Once, before the start of your next short or long rest, you can aid you in battle. As an action, you can summon another

spend 10 minutes communing with your patron to determine version of yourself (as if you were concentrating on a spell)

the likelihood of certain events that will happen throughout which appears in an unoccupied space within 5 feet of you.

the day. At the end of the duration, you gain a parallel die, This version of yourself shares your stats and has the same

which is a d4. equipment as you do, but it can't use this feature and it

When a creature you can see within 120 feet of you doesn't have any magic items you have. It also has a number

(excluding yourself ) makes an ability check, attack roll, or of hit points equal to your warlock level.

saving throw, you can use your reaction to roll a parallel die The alternate self is loyal only to you. In combat, it shares

and have the creature add or subtract the rolled number from your initiative count, but it takes its turn immediately after

its total. At 10th level, the parallel die becomes a d6. yours. It can move and use its reaction on its own, but the

You can use the parallel die only once. An unused parallel only action it takes on its turn is the Dodge action, unless you

die expires when you finish a short or long rest. take a bonus action on your turn to command it to take

another action. If you are incapacitated, the alternate self can

take any action of its choice, not just Dodge, with a

preference to defend you.

The alternate self lasts for 1 minute, until it reaches 0 hit

points, you dismiss it as an action, or until you fall

unconscious.

Once you use this feature, you can't do so again until you

finish a long rest


10th-level Alternate Self feature

You can ask your patron to tell you something specific about

future events. You can be as vague or as specific as you want,

but more details will result in a more detailed answer from

your patron. Your patron immediately answers; you can then

make a DC 20 Wisdom (Insight) check against your patron to

know if your patron is telling you the truth or telling you a lie

to manipulate your actions towards their goals.

Once you use this feature, you can’t do so again until you

finish a long rest.


14th-level Alternate Self feature

You can request your patron to grant you a portion of its

power. You can cast tasha’s otherworldly guise and tenser’s

transformation without expending a spell slot or material

components.

Once you cast either spell with this feature, you can't cast

that spell with it again until you finish a long rest.

14
 
10th-level Psionics feature
Wizards of the Psionics arcane tradition unlock the power of

the mind in order to better cast and empower their spells. You have gained the ability to cast spells with your mind. You
Wizards of this tradition develop psychic abilities that allow can choose to cast a wizard spell from your spell list, even if it
them to amplify the power of their spells and even attack a isn't prepared, without verbal or somatic components. It also
creature's mind directly. requires no material components, unless they are consumed

by the spell.
 Once you use this feature, you can't do so again until you
2nd-level Psionics feature
finish a long rest

Your study in the magic of psionics have resulted in you



developing a special focus for your spells, known as a psionic
14th-level Psionics feature
focus. While you are holding your psionic focus, when you

roll psychic or force damage for any of your wizard spells, you
You can make creatures experience mental whiplash in
can reroll any damage dice that rolls a 1, but you must use the
response to being targeted by your spells. When you use your
new roll.
Mental Static feature and the creature still succeeds its
If your psionic focus is lost, you can magically recreate it by saving throw, you can use your reaction to deal psychic
focusing your mind for 1 hour during a short or long rest, at damage to it. The damage equals your wizard level. If the
the end of which the focus appears in your hand. spell targets multiple creatures, you can only choose one of

them to be affected.

2nd-level Psionics feature

As part of your study into this area of magic, you have

mastered the rudimentary functions of the psychic mind. You

can do the following:

Minor Telekinesis. You learn the mage hand cantrip if you

haven't already. This cantrip doesn't count against the

number of cantrips you know. You can cast the spell without

verbal or somatic components, and you can make the hand

invisible. You can also use the hand to move one creature you

can see within 30 feet of you. When you do so, the target

must succeed on a Strength saving throw against your spell

save DC or be moved 5 feet toward you or away from you. A

creature can willingly fail this save.

Minor Telepathy. You can speak telepathically to any

creature you can see within 60 feet of you. The creature

understands you only if it knows the language you speak in.

Your communication doesn't give the creature the ability to

respond to you telepathically. In addition, you learn the detect

thoughts spell and can cast it even if you don’t have it

prepared, requiring no spell slots or components. You must

finish a long rest before you can cast in this way again.


6th-level Psionics feature

Your psychic abilities can interfere with the minds of others.

Whenever you cast a spell that requires the target to make a

saving throw using Intelligence or Wisdom, you can roll a d4

and have the target subtract the number rolled from its total.

If the spell affects multiple creatures, you can expend an

extra use of this feature for each additional creature. You can

also use this feature if a creature you can see makes a

contested ability check using Intelligence or Wisdom.

You can use this feature a number of times equal to your

Intelligence modifier (minimum of once), and you regain all

expended uses when you finish a long rest.

15
Art Credits

The Multiversal Cover page - Magic Portal by Samuele Bandini

Page 1 Art - Portal of Sanctuary by Randy


Vargas

Collection Page 2 Art - Maccus Caradoc by Tiago


Alexandre

Page 3 Art - Tabaxi Bard Commission by Søren


Falske and Tavern Interior by Simon Scales

Page 4 art - Swrodsman by Evgeniy Petlya

Page 5 art - D&D Aasimar Chronomancer by


Rudi Indra A

Page 6 art - Sylvari Guardian sketch by Katrina


Made by /u/Stuffies_12 (#Stuffies12#7807). Lin (blog and picture now deleted)

Created in The Homebrewery & GM Binder. Page 7 art - Jace's Illusion Squad by Victor
Adame

Special thanks to exoduspie, Inkayaku, Juan Bot, Page 8 art - Soul Siphon by ArtDeepMind

and marcusfeb for their feedback and support. Page 9 art - El Danzarín Loco by @polipiel

Page 10 art - githyanki by EA Howell and


Exploring the Astral Plane by Richard Mattka
Like my work? Check out my GM Binder profile
here. Page 11 art - Deathsworn Katarina by Jennifer
Wuestling

Page 12 art - Damnatus, The Dark Sorcerer by


Rift Maker - Path of Graviturgy Banzz

College of Heroes - Time Domain Page 14 art - Confront the Past MtG Art by
Kieran Yanner
Circle of the Horizon - Multiversal
Page 15 art - Jace, Living Guildpact MtG Art by
Way of Entropy - Oath of the Beyond
Chase Stone
Astral Walker - Quicksaver - Astral Soul
Yourself - Psionics

The Multiversal Collection is unofficial Fan

Content permitted under the Fan Content Policy.

Not approved/endorsed by Wizards. Portions of

the materials used are property of Wizards of the

Coast. ©Wizards of the Coast LLC.

I do not claim ownership of any character or

image used in this Fan Content. Copyrights

and/or trademarks of any character and/or image

used belong to their respective owners. I do not

profit in any way from this work.

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