Hope you’re ready for some mind-bending adventures because Planescape: Adventures in the Multiverse is out in early access! In a setting where you can walk by Fiends and Celestials on the streets or bump into a slaad casually eating a salad, things are bound to get a little chaotic.
To go over what kind of otherworldly things you can expect from the books, let’s take a look at the table of contents for Sigil and the Outlands and Morte’s Planar Parade. In order to not spoil the fun, we're keeping the table of contents for Turn of Fortune's Wheel a secret for the Dungeon Master's eyes only!
- Explore Planar Character Options and Settings in Sigil and the Outlands
- Meet 50+ Unusual Planar Creatures in Morte’s Planar Parade
Explore Planar Character Options and Settings in Sigil and the Outlands
Sigil and the Outlands is your trusty handbook to the Planescape setting. On top of new character options that will help players create extraplanar heroes, you’ll find all the information you need to run adventures in Planescape's most prestigious destinations.
Chapter 1: Character Options
In this chapter, you’ll find character options for Planescape characters, as well as magic items and spells to equip them for adventure. The feats, backgrounds, spells, and items are purpose-built to give your characters a connection and unique abilities tied to Sigil, the Outlands, or one of the various Outer Planes.
If you’re chomping at the bit to build a multiversal adventurer, you can check out some of these Planescape character options in more detail to start planning your character!
Chapter 2: Sigil, the City of Doors
Sigil is a cornerstone of the Planescape setting. This chapter will give DMs everything they need to use this legendary city at their table, including important locations, prominent factions, ready-to-use maps, and adventure hooks.
This chapter also details the day-to-day life of a resident of Sigil, so if your party is spending an extended period of time there, they can get a taste of the city’s unique culture. Everything from how to find one of the many portals that provide Sigil its nickname to details on the city’s mysterious ruler, the Lady of Pain, can be found here.
If you want to get a head start planning your adventure in Sigil, take a look at these downloadable faction recruitment posters that you can print and hand out to your players! You’ll also get a sneak peek at all key information pertaining to each of the ascendant factions.
Chapter 3: The Outlands
The Outlands’ claim to fame is its 16 gate-towns that border the circle-shaped plane’s perimeter. Within this chapter, you’ll visit each of these unique locales and learn of its noteworthy sites and adventure hooks that you can weave into your campaign.
Also, seeing as each of these gate-towns contains an interplanar gate that links to one of the 16 Outer Planes, each town has certain regional effects that stem from the plane’s environment. Hope you bring your windbreaker if you’re heading to Bedlam!
Meet 50+ Unusual Planar Creatures in Morte’s Planar Parade
Morte’s Planar Parade is where you’ll turn when your adventurers inevitably run afoul of some extraplanar entity or enigmatic, Sigil-based faction member. This book is packed full of over 50 new creatures sporting Planescape’s signature otherworldly aesthetics. It’s also got information to help DMs prepare encounters, adapt creatures to planar environments, and flesh out adventures in extraplanar locations.
Planar Influences
When exposed to the awesome, alignment-fueled powers of the Outer Planes, some creatures may gain abilities or undergo transformations based on the plane they were exposed to. In this section of Morte’s Planar Parade, you’ll find tips and tricks for how each of the 16 Outer Planes can affect creatures, as well as plug-and-play abilities to give your adapted creatures.
Denizens of the Outlands
The Denizens of the Outlands section contains a list of rollable tables that allow you to stock the Outlands with creatures based on their creature type. From nightmares influenced by the Upper Planes to run-ins with an ancient gold dragon parading around as a canary, these hooks can be the seeds of simple encounters or the basis for an entire adventure.
Bestiary A-Z
The bulk of this book is made up of over 50 creature stat blocks, ranging from the CR 0 cranium rat squeaker to the CR 26 ancient time dragon. Because, what’s the point of exploring the vast multiverse if some time-manipulating, all-powerful wyrm doesn’t show up and smack your party back into last week?
From classic Planescape creatures to a variety of creatures from various Outer Planes, this bestiary is full of wondrous Celestials, strange manifestations, and terror-inducing Aberrations. Let's just say you'll have plenty to choose from when your party wonders, "What could possibly be worse than that arachnid predator from the Shadowfell that ensnared us in webs of shadow and tried to eat us?"
Faction Agents
Included after the aforementioned extraplanar creatures, you’ll find information and stat blocks for various faction agents from Sigil’s 12 ascendant factions. These creatures reflect the philosophies of their particular faction in their special abilities and are a great way to flesh out the inevitable adventures at the hands of one (or more) of these idyllic groups.
Planar Encounters
Finally, you’ll find rollable tables for random encounters set in the Outer Planes. Featuring a mix of creatures found in Morte’s Planar Parade and the Monster Manual, these tables will provide you a starting point for encounters and adventures in any plane your party happens to find themself in during their Planescape adventures.
Start Playing Planescape Today!
Planescape adventures span the entire multiverse of D&D. Every day, you’re more than likely to run into at least one mind-bending impossibility. With the help of Planescape: Adventures in the Multiverse, you’ll travel across planes, interact with denizens from the far reaches of the cosmos, and quite possibly save all of existence in the process. Have fun!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
If you look at these pictures of Sigil with all these creatures bustling around, it really makes you think: what the heck are some of those other races we haven't stuck officially into this game? Really, Sigil would be so fun to go to because youd be exposed to races from every corner of all the planes. But then again there's that stupid stuff about being lawful, so I suppose that's why there's not much racial prejudice in Sigil (save for tieflings).
Maybe I’m not versed in Sigil lore. Is there a reason devils and such aren’t discriminated against, but tieflings are
I wish I was able to. It won't let me access anything even though I preordered.
It's cause you apparently had to buy the Digital + Physical bundle in order to have an early access key. They really were not clear with this, and kind of have come off as very misleading unfortunately.
Maybe I can go to a plane where WotC actually publishes a darksun book for 5e.
2 new spells in a planescape book is a joke. This is supposed to be its own setting and all you had to do was take inspiration from the video game (planescape torment has a bunch of unique spells).
I take away all forms of prejudice from my games i really don't think it has a place in them.
This reminds me of Valerian, can't wait play/dm it.
Where is this info even coming from?
Time dragons sound really cool, but then again, I'm a sucker for anything dragon-related
Maybe it's because they're easier targets for revenge than the devils and demons themselves who could and would kill anyone who tried to avenge themselves or others.
Pretty excited about Planescape. Can't wait to DM
Does this book about the city that connects to the planes *not* have rules for how rules are altered in the planes? This is just Spelljammer again, just like the adventures not in space we have adventures outside the multiverse. Do the portals take literal months to transport you like the spaceships that leave atmosphere at halfling walking speed?
It will say the whole Schtick about how magic is bad for the world and metal is scarce, but not provide rules for psionics or non-metallic weaponry or armor. “Just reflavor it” design philosophy.
Gotta love those Planescape: Torment references they throw around here and there. Morte, the art that shows places from the game, and I bet those new Cranium Rats are gonna cast Call Lightning.
Looks good so far! I am looking forward to it.
Eh, I get the yearning for new spells, believe me, but like, I kind of understand them sticking to the bare necessities on that front. With these, there will be 520 official spells in this game (17 of which are from Exandria books), and for anything you can't do with a spell, there's a good chance you can do it with one of the 1200+ distinct magic items that we have right now. Not to mention, heck, every time they *do* add a new spell, somebody complains about them being broken (often because they *are* xD), so you can sort of understand their reluctance, don't you think?
Looking forward to the Faction Agent information since Baldur's Gate 2. Going to be interesting using the factions as character options.
A thousand thank yours for showing the pages of what's to be expected inside the book. This helps SO much. Funds are quite limited and being able to decide which book to get when is really helpful with this kind of information.
love it...sadly my people hated it in 4e hated the low magic feel. Still tied with Planescape as my favorite setting throughout the years.