The multiverse is something we know precious little about, but this year is pulling back the veil! On the heels of the release of Mordenkainen Presents: Monsters of the Multiverse, we have the August release of Spelljammer: Adventures in Space! So there’s no better time to bring mind-bending multiversal shenanigans to your D&D table.
Here are exciting ways to send your players tumbling through an infinite realm of possibilities, either as part of your existing D&D campaign or a new one.
- A fork in the road of destiny
- Fight the future … literally
- Race for the relic
- A world gone wrong
- Heroes of the multiverse
- A secret war
A Fork in the Road of Destiny
A single decision can change the course of history, sending it down one path or a completely different one. Consider, for example, how different an adventure or setting would be if a character had made different choices in their backstory? Perhaps the fighter took up the arcane arts and became a wizard instead of perfecting their martial abilities. Maybe the rogue went straight and became a cleric. Exploring parallel stories to your main campaign with slightly different versions of your player’s characters can give them a chance to explore other character options while maintaining the familiarity of the adventurers they’ve come to love.
Here are some possible alternative realities your players could explore:
- The characters swap classes: At first glance, this looks like the same party—a wizard, a rogue, a cleric, and a fighter. But on closer inspection, in another world, wasn’t that elf the wizard, that dwarf the cleric? Have the players make new versions of their characters but swap classes with each other.
- Same class, same items: This is a new reality where everything you may think you know has changed! Each player can make an entirely fresh character with a new backstory and race, but keeps their class and magic items. A different party rose to become the noble adventurers that the game focuses on!
- Slight change in details: Something went differently in the party's adventuring career. Maybe the fighter looted a +2 sword instead of a +2 axe. Perhaps the sorcerer has a prosthetic after losing their arm to a fireball from a wild magic surge? It’s the same party, but a little different.
Fight the Future … Literally
Your players are fighting desperately to prevent the evil machinations of the Dread Lich of the Necrospire and thwart his world-ending plans. But what are they actually fighting to prevent, what is actually on the line? Time can be a fickle thing, especially in Dungeons & Dragons, where an unlucky encounter with a sphinx or taking the wrong turn in the Feywild can fling you tens or even hundreds of years into the past or future.
If you fling the characters into the far and desolate future, be it through a magic portal, capricious archfey, or inscrutable sphinx, they'll be able to explore what might come to pass if they fail. This can be a great opportunity to shift the tone of your game, if only for a short while. Think about what kind of world your villain would usher in. Perhaps you draw inspiration from Eberron to reflect an industrial dystopian future. This can present a great opportunity to try new storytelling styles and explore new settings and tones, safe in the knowledge that the characters will return to the "present" of the original campaign … or will they?
Alternatively, you could hurl the characters back in time, setting them adrift amongst the pages of history. Now they have to find a way home to their present without setting off a butterfly effect that could change everything, maybe even erasing them from existence. This can provide a great way for your players to explore the lore of the setting they’re adventuring in a much more interactive way. You could even set up a big reveal that some major historical event involving a mysterious band of heroes was them all along!
Just be careful, as time travel can be as confusing for the Dungeon Master as it can be for the time travelers! It helps to set your rules of time travel first. Do changes cause branching timelines of alternate realities, or is changing the past impossible? Can you erase yourself from existence or does the universe fight back to protect the chain of cause and effect that leads from past to future?
Race for the Relic
What better way to explore the multiverse than through a scavenger hunt for the artifact you need to save it? There’s a gadget, device, magic item, or other rare MacGuffin and the characters need to venture from world to world.
This can be a great trick for saving yourself work as a DM—each location they need to acquire the item from is the same as the last, except with some minor or major differences. Maybe it’s an interdimensional dungeon, where one version is underwater, the other in a volcano, and the third on top of a mountain or a floating island. Even though the layout might be the same, the enemies and environmental hazards are not.
The players get to learn the layout well each time they hop dimensions, giving them an edge, but they can’t afford to get lax because what might be a room with a single flameskull in one world could be a swarm of water elementals in another.
A World Gone Wrong
It’s not just the player characters who can explore the possibility of other worlds and other timelines, the villains can as well! There’s even the perfect spell for it, wish! Give the villain a chance to make a wish and change the world. Perhaps they try to erase the party from existence, but something or someone intervenes. While the party's actions are erased, they remain and only they remember what the world used to be like.
This can form an exciting foundation for a campaign that kicks into gear around the third act. The players have just got to the stage where they grasp the world and maybe the villain is on the back foot and suddenly everything changes! A whole new world and a whole new goal to set right what has been made wrong.
This is another excellent chance to draw on different settings. Maybe your Forgotten Realms-inspired setting is now more akin to Greyhawk, renaissance fantasy replaced with sword and sorcery. It all depends on what change the villain made, which is where you can get really creative. Did they erase the player's characters? Change the outcome of a war? Erase magic? The possibilities are as endless as they are terrifying.
Heroes of the Multiverse
Perhaps you don’t want to surprise your players with multiversal shenanigans but instead want it to be the core concept of the game from the start. Why not have the players be multiversal heroes, traveling between worlds saving the day? This is the idea at the heart of the wildly popular Planescape setting from earlier editions of D&D, and a great way to make a more episodic campaign.
Each arc of the campaign—which can be as short as a single session if you wish—explores a different world where the heroes try to right wrongs and save the day. Depending on if you lean toward hopefulness or hopelessness, Journeys Through the Radiant Citadel and Van Richten’s Guide to Ravenloft can provide great inspiration for a multitude of small settings for your players to explore.
A Secret War
If your players can’t go throughout the multiverse, have the multiverse come to them! Doppelgangers and clones from another world have started infiltrating your campaign and it's down to the players to figure out who’s an imposter and what they want. This can be great for a low combat, high social encounter and roleplay campaign with lots of mystery and conspiracy.
The best part about a campaign like this is that it gives you, the DM, a lot of flexibility to decide what’s actually happening on the fly. For bonus points, use your players' theories—as wild and wacky as they may be—to inform what’s going on. Few things in D&D are quite as satisfying for a player as the moment where the answers to the big mystery are revealed and it turns out they had successfully figured it all out beforehand.
A Multiverse of Possibilities
These are just a few ideas for how you can explore a realm of infinite worlds and possibilities across the multiverse in your D&D game. When you’re meddling in matters of a multiversal nature, there is no limit to what you can do! Let your imagination run wild! And don’t forget to draw on your players for inspiration. Maybe one of them has an idea for an alternative world they’d like to explore, if only for a few sessions.
Davyd is a moderator for D&D Beyond. A Dungeon Master of over fifteen years, he enjoys Marvel movies, writing, and of course running D&D for his friends and family, including partner Steph and his daughter Willow (well, one day). They live with their two cats Asker and Khatleesi in the south of England.
Awesome ideas here.
Totally going to do a campaign where the party meets alternate versions of themselves. It'll be amazing
Just add (or take away) goatees & make them the opposite alignment. Any True Neutral characters can have a meal & light conversation, maybe a small wager or two, while the others battle it out. Survivors get double XP!
Space.... the final frontier. These are the voyages of the Spelljammer Enterprise.
Very simple but cool ideas
EDIT: After reading some of the other comments, I slightly change my opinion. While these ideas are simple, and still somewhat ‘cool’, I think that a LmoP or IDrotR are better then these ideas. I know that we are going ‘spelljammer’, but I, the great papyrus, would hate it if we went full on Sci-Fi.
TLDR: Nothing ever changes in D&D worlds, and it's Acererak's fault.
While this isn't super related, it fits into the time-travel thing decently, and I gotta get the idea out there.
Something interesting about canon D&D (I'm going to be using forgotten realms, because that acts as a basis for most high fantasy homebrew worlds as well) is that very little ever changes in history. Let's take the example of four humans, one born the day the other dies, in a line, and each living to 60. The current is alive today. If we trace back over all their lifetimes, we get back to the American Revolution, 240 years ago. So much has changed over the lives of just four people from then until now. Now, let's take the lives of four dwarves, each born the day the other dies, in a line, and each living to 500. This is a span of 2000 years, so one would expect that the world would change much more in that time than did in our world. However, only two large historical events happened to the dwarves, the split of the Duergar and the spellplague. In addition, these events changed relatively little about the world when compared to ours. The world was still medieval fantasy after this and will still be long after your campaign, earthshaking as it may be.
So, I see three options. We could complain about the historical inaccuracy, we could resignedly write our own history, or we could make a 20th level campaign.
Perhaps the world is frozen this way for a reason. Maybe someone wants it to be. Now, who do we know who is immensely powerful, whose motives are a secret, and whose origin is hidden from all? You guessed it, it's our favorite king of the liches: Acererak! Perhaps, in a time before anything the D&D people knew, Acererak developed the first long-range future sight spells. He cast it, and what he saw terrified him. Unlike anything he could ever even imagine, he looked on a foreign world and couldn't comprehend it. He never cast the spell again out of fear, and in time, fear turned to hatred. In a process that enlisted the help of the gods that now despise him, he locked his soul in a phylactery and became a holy lich, with enough power for one earth-shattering spell. He used it to freeze time. Not in such a way that anyone would notice though. Time appeared to move on as normal, but nothing ever changed. Only in times when Acererak is incapacitated does anything truly alter the future.
Now your players have somehow figured this out, and they're left with a decision. Should they stop Acererak from this process, or do they fear the future as much as he does?
I saw someone on Twitter say that Spelljammer is the perfect excuse to do a Multiverse of Madness-style crossover where everyone brings in their PC from previous campaigns, and I am 110% in favor of this idea.
This is a fascinating idea. Thank you.
maybe like in endgame where the 3rd act throws a wrench in the plot
that would be nice
This is literally gonna be the way to play the series Loki and all the other stuff with the mutliverse from the MCU now
I can see the DM having one player's copy in another universe be someone like Volo or Mordenkainen and the player being like 'whaaaaaaaaaaaaat this is awesome'
This is a really good point about the medieval ages lasting for millennia in D&D. This could be a really interesting campaign.
I mean, it feels like this is a very Godlike thing to do if the way that your world’s pantheon interacts with mortals is like the Greek Gods’. Medieval era is the perfect midpoint for them - primitive enough to still worship deities, but advanced enough to actually be fun watching. Maybe the God/dess of Time has been coerced by the other gods to keep society in the sweet spot for eternity, and the party meet a forlorn, weak Father Time grappling with this moral quandary, and have to decide if their world has outgrown the gods. Goddammit, that’s gonna have to be a 20th-level one-shot at some point.
That's the thing with neutral character like if theres an alternate self do they just stay the same? Like While the lawful good chap is fighting their chaotic evil counterparts are the true neutral ones just like "Hi" to the counterparts?
More or less, yes. They'd probably have minor differences (one likes Marvel comics, the other prefers DC, and so on), but lacking the moral imperative to fight a clearly flawed version of themselves, they instead sit back & compare historical notes "You say Strahd recognized his own inherent failings in the middle of his brother's wedding, flung himself from the heights of Castle Ravenloft, while Barovia became a land of enlightenment and scientific discovery? That is quite a turn of events, good sir!" and other random oddities, like cooked mind flayer tentacles in tomato sauce being a delicacy or Alt-minster sneezed while casting Polymorph, and is now a sentient beard that collects exotic hairbrushes.
I am not interested in any of this.
I would rather have a consistent setting, than multiverse non-sense.
Same, I would much rather have a more real-world cultural based setting akin to Oriental adventures or something over this.
I feel love like this could be used as something like planeswalking like yknow hoeing to kamigawa or defeating Bicol bolas
World Gone Wrong Ideas For 4 Year Olds
1. Make a clan of watermelon addicted ninjas use wish to increase the price of watermelons by ONE CP. Madness. Must be stopped.
2. Anything with Strahd or ravenlofts good. Make Strahd wish he still had a gf. Make Strahd wish one of your heroes/ heroes ancestors have never been born.
3. Insert name here tried to destroy the world in insert time here and has been imprisoned for ____ years. Now, using the Wish spell, they brought about that thing and the world descends into chaos. Some of your characters entire backstory may change.
4. Make a spaghetti addicted skeleton accidentally wish for world domination but he’s an idiot and you have to protect him from idiot haters.
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I really like this idea! I'm a new DM and I'm hoping to take my players through Tomb of Annihilation after we finish the Essentials starter box. I'd love to be able to use this concept at some point.