The Multiversal Collection
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
minute planar energy, and may sport subtle variations that
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
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
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5th-level Rift Maker feature Barbarians who walk the Path of Graviturgy are able to
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,
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
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
that spell with it again until you finish a long rest. You are able trap creatures in your gravity. The first time you
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3rd-level College of Heroes feature
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
can be one in its stat block or some other action. If you are
When you reach 11th level in this class, the hero’s damage
or when you die. When the hero perishes, its spirit returns to
6th-level College of Heroes feature
Your bond with the ancient hero has enhanced the flavour of
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
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
next time it rolls the die. Once a creature does so, it cannot
benefit from this feature again until you finish a long rest.
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Summoning A Hero
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Time is one of the most foundational cruxes of existence, and
the gods that oversee this domain are some of the most
ensure that the flow of time continues onward for all other
of time and take care of any anomalies that might disrupt this
against them.
Time Deities
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
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
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
3rd darkvision, see invisibility Once you use this feature, you can't do so again until you
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.
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
turn order. When you do, your turn immediately ends and you
Once you use this feature, you can't do so again until you
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Druids of the Circle of the Horizon are the frontline
2nd-level Circle of the Horizon feature
write Sylvan.
2nd-level Circle of the Horizon feature
While in this form, your creature type becomes Fey, you are
early if you dismiss it (no action required), you die, or use this
feature again.
form:
6th-level Circle of the Horizon feature Moreover, at the start of each of your turns while you're
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
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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
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
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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
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
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3rd-level Oath of the Beyond feature
action, you can choose a creature you can see within 30 feet
creature’s mind, you can sow its mind with primal fear. You
repeat the saving throw at the end of each of its turns, ending
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.
7th-level Oath of the Beyond feature
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
resides.
whenever possible.
You can use your connection to the beyond to draw on its
3rd arms of hadar, ray of sickness You take on the form of the mysterious unknown entity. As an
17th bigby’s hand, contact other plane Divinity options, unless they are aberrations.
Once you use this action, you can't use it again until you
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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
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.
3rd-level Astral Walker feature
You learn the mage hand cantrip if you don't already know it.
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A Quicksaver isn’t limited by linear time or the restrictions of
3rd-level Quicksaver feature
point with the statistics noted above. You can’t return to your
after 3 rounds, you can use an action to make a new one.
You have spent the infinite time in the Astral Plane further
You can use your planar abilities to get out of a tight spot.
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.
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
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Your innate magic comes from the Astral Plane, the time-
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
spell you gained from this feature with another spell of the
Astral Spells
1st-level Astral Soul feature
next turn.
6th-level Astral Soul feature
force damage if you end your turn inside an object. You also
nonmagical attacks.
When you are in the Astral Plane, you don’t need to spend
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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
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.
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.
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
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
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
Alternate Self Expanded Spells
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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
unconscious.
Once you use this feature, you can't do so again until you
10th-level Alternate Self feature
You can ask your patron to tell you something specific about
know if your patron is telling you the truth or telling you a lie
Once you use this feature, you can’t do so again until you
14th-level Alternate Self feature
components.
Once you cast either spell with this feature, you can't cast
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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
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
number of cantrips you know. You can cast the spell without
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
finish a long rest before you can cast in this way again.
6th-level Psionics feature
and have the target subtract the number rolled from its total.
extra use of this feature for each additional creature. You can
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Art Credits
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
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