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  • Home Page

    h2. Planes of Power _Welcome, addle-cove! Welcome to the worlds beyond your world, the great wheel of the cosmos. This is a great place! Where else can a poor sod mingle with mighty minions of the great powers, or sail the astral ocean, or visit the …

  • Main Page

    h3. Welcome to the Planes So much to cover in such a short time, so let's dive in. * PC creation guidelines can be found [[Character Creation | here]]. * My rules can be found [[My Rules | here]]. * Setting specific variants are [[Setting Variant …

  • Factions

    A children's rhyme about the factions... _[[Revolutionary League | Anarchists]] love fire and blade, They pull down those who've got it made. [[Athar]] spit in the preacher's eye, Whilst false powers bleed and die. [[Bleak Cabal | Bleakers]] laugh and …

  • Athar

    h1. The Athar _The gods are frauds! The unknowable truth lies beyond the veil!_ The Athar believe that the gods of the known multiverse are just really powerful beings, but not actual gods worthy of worship. Possessing great might alone does not …

  • Believers of the Source

    h1. The Believers of the Source _All life springs from the same divine source, ascending and descending in form as the cosmos tests it._ The Believers in the Source believe that all beings are being tested, ascending or descending in an eternal …

  • Bleak Cabal

    h1. The Bleak Cabal _The multiverse ain’t supposed to make sense; there’s no grand scheme, no deep meaning, no elusive order. The only truth worth finding lies within._ The Bleak Cabal believe there is no inherent meaning in the multiverse, so we …

  • Doomguard

    h1. The Doomguard _Entropy is ecstasy. Decay is divine. The multiverse is supposed to fall apart. We’re just here to keep fools from interfering._ Entropy is the natural state of the multiverse and the more we get out of its way the better, …

  • Fated

    h1. The Fated _The multiverse belongs to those who seize it. No one’s to blame for a poor sod’s fate but the sorry sod himself._ The old adage “survival of the fittest” is the Fated’s mantra; they seek to be self-reliant, to adapt to whatever the …

  • Fraternity of Order

    h1. The Fraternity of Order _Everything has laws; most are dark. Learn the laws of the multiverse and you can control it._ "Knowledge is power” claims the Fraternity of Order, whose members seek to master the rules that govern the planes themselves. …

  • Free League

    h1. The Free League _This ain’t no faction, and nobody tells us what to do. Keep your options - nobody’s got the keys to the truth._ “Live free or die” is the Free League’s motto, and its members uphold personal freedom and political independence as …

  • Harmonium

    h1. The Harmonium _Peace is our goal. But if it takes a little war to get others to see things the right way - the Harmonium way - so be it. That’s how we’ll reach our golden harmony._ The Harmonium believe in enduring peace, even if sometimes …

  • Dustmen

    h1. The Dustmen _We’re all dead - some more so than others. So, we explore our current state with patience, purge our passion, and ascend toward the purity of True Death._ The Dustmen believe this “life” is actually just one stage of death, that …

  • Mercykillers

    h1. The Mercykillers _Justice is everything. When properly applied, justice leads to perfection._ Justice, the Mercykillers’ ideal, is a two-edged blade: it punishes the guilty just as it defends the innocent. Depending on a Mercykiller’s alignment, …

  • Revolutionary League

    h1. The Revolutionary League _The status quo is built on lies and greed. Crush the factions. Break ‘em all down and rebuild with what’s left - that’s the only way to find the real truth._ The Revolutionary League, known as Anarchists, believes that …

  • Sign of One

    h1. The Sign of One _The multiverse exists because the mind imagines it. We create our own realities._ The Sign of One believes that the material world is an illusion, and that what we consider reality is actually constructed by the mind. We use …

  • Society of Sensation

    h1. The Society of Sensation _To know the multiverse, experience it fully. The senses form the path to truth, for the multiverse doesn’t exist beyond what can be sensed._ According to the Society of Sensation the multiverse doesn’t exist beyond what …

  • Transcedent Order

    h1. The Transcendent Order _Action without thought is the purest response. Train body and mind to act in harmony, and the spirit will become one with the multiverse._ The Transcendent Order seeks the purity of action without thought, and adhere to a …

  • Xaositects

    h1. The Xaositects “Chaos is truth, order delusion. Embracing the randomness of the multiverse, one learns its secrets.” Xaositects embrace the chaos around them, believing there is no connection between cause and effect, that the rules and …

  • Character Creation

    h3. Source Material Players have access to the following sources for PCs: # PHB # Player's Companion (from Elemental Evil which can be downloaded "here":http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf) # Sword Coast Adventurer's …

  • Places

    h3. The Planes As we are in the Planes, it is necessary to give at least a small description of each Plane. As there are so many places, it is really not feasible to really detail every plane. In fact, even summarizing them all is difficult. To deal …

  • Help Page

    To get you started, here are some examples of what you can do with the wiki. To see how these work, click on the edit icon next to the page title at the top and just start playing around. Don't worry, you won't break anything. h3. Creating a new page …

  • Belief

    h1. On Philosophy... At the core of any Planescape character is a belief that inspires them to act, to go forth in the world and live their philosophy against all challenges. It's OK if this starts out kind of vague and high-level, as play will refine …

  • Sigil

    h3. Sigil, the City of Doors. It’s considered by some to be the jewel of the Outlands, the nexus of power of the multiverse, a place of great beauty or ugliness. Every day in Sigil, deals are made that seal the fate of hundreds and thousands: …

  • Setting Variant Rules

    h3. Magical Items Magic isn’t always so magical in the planes. In fact, it can be a pain in the ass since magical effects can change from plane to plane. Some effects are enhanced in certain places and diminished in others. Some do not function at all …

  • My Rules

    h3. Interpretations & House Rules Over the past decade of GMing, I have learned that a D&D campaign is a cooperative effort both on the part of all the players as well as the DM. Because of this, I like to share, as early as possible, information …

  • New Domains

    h3. New Domains There are 4 cleric domains on this page you can choose from. *Elemental Domain* While many nature deities revere the idea of growth and the nurturing of nature, it cannot be denied that they all have a wild side tied to the …

  • Favored Soul

    h3. Favored Soul The Favored Soul is a variant of Sorcerer. Hit Points, proficiencies, saves, and skills are unchanged from the PHB (page 100). *Spellcasting Changes* The Favored Soul uses the Cleric spell list instead of the Sorcerer spell list …

  • Sacred Fist

    h3. Sacred Fist The Sacred Fist is a Monastic Tradition available to PCs in this campaign. Hit Points, proficiencies, saves, and skills are unchanged from the PHB (page 77). *Disciple of the gods* When you choose this tradition at 3rd level, you …

  • Horizon Walker

    h3. Horizon Walker The Horizon Walker is a Ranger archetype. Hit Points, proficiencies, saves, and skills are unchanged from the PHB (page 89). *Planar Lore* At 3rd level, you become proficient in the Planar Cosmology skill. Additionally, at …

  • Bariaur

    h3. *Bariaur* Bariaur are tauric inhabitants of the Upper Planes, combining features of humans and rams. These natives of Ysgard are herbivorous and generally peaceful in nature, though like many of Ysgard’s residents they enjoy competition and do not …

  • Yuan-Ti

    h3. *Yuan-Ti Pureblood* For a description of this "race", see MM pg 310 or the 3rd edition Races of Faerûn book, pg 151. * Ability Score Increase: your Dexterity and Charisma scores each increase by 1. * Age: A Yuan-ti Pureblood ages much the same …

  • New Feats

    *Divine Agent* If you have the Channel Divinity class feature from more than one class and your total levels in these classes is 6 or higher, you may use this feature twice per rest. If your total levels are 18th level or higher, you may use this feature …

  • Githzerai

    h3. Githzerai Like their cousins, the githyanki, the githzerai are the descendants of ancient humans enslaved by the Illithid Empire eons ago. After Gith led their people to freedom, a warrior known as Zerthimon rose up to oppose her, warning that she …

  • Modron

    h3. Rogue Modron Rogue modrons are an anomaly - creatures of perfect order, tossed out of their home of perfect order, because they have become somehow "tainted." This taint? _Individuality_. Modrons usually all feel like the limbs of some great …

  • Tiefling Features

    h3. Alternate Tiefling Features Tieflings on the planes are hardly a homogeneous group, descending from a plethora of fiends. Their appearance and abilities are unique from individual to individual. Players of tiefling PCs may opt to roll on either or …

  • Portal Beacon

    h3. PORTAL BEACON _1st-level evocation_ *Casting Time*: 1 action *Range*: Touch *Components*: V, S *Duration*: 8 hours You touch a portal and name up to eight intelligent creatures who you must know, though they do not need to be present when you …

  • Astral

    h3. The Astral Plane The Astral Plane is the plane of thought, memory, and psychic energy; it is where gods go when they die or are forgotten (or, most likely, both). It is a barren place with only rare bits of solid matter. The Astral Plane is unique …

  • Inner Planes

    h3. The Inner Planes The Inner Planes can be divided into four kinds of planes: Elemental, Energy, Para-Elemental, and Quasi Elemental, and together all of these planes are the building blocks for the many Prime material planes. [[File:611057 | …

  • Ethereal Plane

    h3. The Ethereal Plane The Ethereal is often likened to an ocean, but rather than water it is a sea of boundless possibility. It consists of two parts: the Border Ethereal which connects to the Inner and Prime Material planes, and the Deep Ethereal …

  • Shadar-Kai

    h3. Shadar-Kai Shadar-kai, sometimes called shadow fey, are a race of shadow-like humanoids connected to the Demiplane of Shadow. [[File:613389 | class=media-item-align-center | shadarkai_illo.jpg]] *Description* Shadar-kai are humanoid and …

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