In Planescape: Adventures in the Multiverse, something’s amiss with reality, and you’re at the center of the mystery.
For the adventure Turn of Fortune’s Wheel, you’ll need to create a 3rd-level character and two variants of them, or incarnations. While your character's incarnations may have different species, classes, and abilities, they are all still one character. Over the course of your travels in Sigil and the Outlands, your character may be replaced by one of their other incarnations.
Here’s how to go about building a glitch character, with a few pointers along the way.
Talk to Your Dungeon Master, Chief
Any time character creation is involved, it’s important to loop your DM in on your plans. They have the final say on how you should approach character creation for an adventure. They may ask for you to wait on creating your two other incarnations until a later time, or that your incarnations only have minimal differences from one another.
What Is a Glitch Character?
The multiverse is a vast and complicated thing in Dungeons & Dragons, but even it can’t seem to make sense of you. In Turn of Fortune’s Wheel, you’ll be playing what’s known as a glitch character. A glitch character is made up of three incarnations, which are different versions of the same person.
Glitch characters are an anomaly in the multiverse; your place and purpose are a big question mark. And that means weird things happen to you, particularly when you die.
Glitch characters suffer from amnesia. When the adventure kicks off in Turn of Fortune’s Wheel, you’ll find your character struggles to remember who they were and where they came from. But, as you’ll start the adventure at 3rd level, it’s clear you’ve been to places and done things. Part of the joy of Turn of Fortune’s Wheel is rediscovering who you are, for better or worse. This gap in memory presents ample opportunity for roleplay and for devious DMs.
When you die, you are replaced by another incarnation. Look, the multiverse doesn’t know what to do with you, so your death gives it an opportunity to set things right. Unless someone acts fast to bring you back from the dead, one of your other incarnations will emerge to take your place. Keep dying, and you’ll find yourself swapping between your three incarnations like a merry-go-round of death.
Luckily, all your incarnations level together, and they’re automatically attuned to whatever magic items you were attuned to in your previous incarnation. But they may be down spell slots or class features, depending on what your DM decides. So, there are certainly pros and cons to being nigh-unkillable.
Incarnations appear in strange places—and at strange times. Dying is rarely convenient, and that remains true in Turn of Fortune’s Wheel. It may take minutes, hours, or even years for your incarnation to show up; the multiverse is hard at work at bringing you back, and that takes time! Luckily, that serves as an opportunity for someone to cast raise dead on you. If they move fast enough, you won't be replaced by another incarnation.
Chances are your incarnation won’t just waltz into the chamber where you were facing down a lethal threat, either. You may later find them wandering down a desolate alleyway or sitting in an empty room with no recollection of where they came from. On that note, if everyone in your party happens to die, that could spell disaster depending on how long it takes for your incarnations to appear. But we’ll leave those consequences to your DM.
You’re probably going to have an existential crisis. When you die, your corpse doesn’t go poof. Imagine rounding a corner as an incarnation to see your friends surrounded by the bodies of your enemies—and yourself. Roll for panic attack.
Your death could rattle the ol’ noggin. The very fabric of reality may be at threat in this adventure, but aren’t you a bit curious about who you were before all this started? Lucky for you, a fatal blow to the head could be all that’s needed for you to remember fragments of your past.
Building a Glitch Character for Planescape
When creating a glitch character, you’ll have a few things to prepare and consider. Most notably, you’ll need to come up with three versions of yourself and decide on a nexus feature, which we discuss below.
Incarnations: The 3 Versions of You
Incarnations are just different versions of the same character. You’ll control one incarnation at a time, and only swap incarnations when you die, or whenever your DM calls for it. As you’re likely to die early on in Turn of Fortune’s Wheel, it’s advisable to go into the adventure with ideas for all your incarnations.
But your incarnations don’t need to be spectacularly different from one another. You and your DM will decide how similar or dissimilar they should be. If the idea of making multiple characters isn’t appealing, don’t sweat it! Perhaps the incarnations of your glitch character are exactly the same except for their eye color or the way they style their hair.
If you’re like me, though, and have dozens of characters and experimental builds sitting in the toybox waiting to be played, you might choose entirely different species, classes, and more for your incarnations.
Of course, your incarnations all could share the same character build but be defined by their different personalities. One incarnation could be the idealized version of yourself, another the worst version of yourself, and the last an average of the other two. Or, your incarnations could be the outcome of a defining moment in your life. One incarnation may have taken that scholarship to Strixhaven University, where another opted to stay at home in Waterdeep as the merchant of a magic shop, and where another sought out an apprenticeship at Candlekeep.
Playing With 2014 and 2024 Character Builds
When the 2024 core rulebooks come out, you’ll have the opportunity to play through this adventure using characters made with 2014 and 2024 player options (given DM permission). The updated ruleset will be compatible with Planescape: Adventures in the Multiverse.
This could make for a fun way to experience the incarnations of your glitch character. But if your table can’t wait to play and everyone is comfortable with playtesting, you could build incarnations using Unearthed Arcana materials.
Nexus Feature: The Unchanging Part of You
When building a glitch character, you’ll need to choose a defining characteristic—a physical attribute, personality trait, or even beloved possession that is immutable even among the countless versions of you. This is known as your nexus feature.
Your nexus feature is that one thing that makes the many versions of you identifiable to your party members. Perhaps your glitch character always has a distinct scar across their nose, wields a broken rapier, is insufferably pessimistic, or keeps a Beanie Baby in their left-front pocket. (I miss you, Stinky…)
Level Jump: Get Ready for the 17th Level You
Did we mention that Turn of Fortune’s Wheel includes a jump to 17th level? Planning ahead could smoothen the transition from 10th to 17th level, or you could embrace chaos and wait until that fateful moment to check out your incarnations’ high-level features and spells.
The Multiverse at Your Fingertips
What’s neat about a romp through the city at the center of the multiverse? Anybody could show up for adventure. Planescape: Adventures in the Multiverse offers the opportunity for your party to be made up of characters from all kinds of worlds. Perhaps your party’s cleric serves Pelor, the Dawn Father, and hails from Exandria; your artificer is a warforged from Eberron; and your bard served as a hand for the Witchlight Carnival.
Anything’s possible in Sigil and the Outlands. You’ll come face to face with all manner of strange monsters and contend with factions vying for power in the City of Doors. As a glitch character, you’ll face unique threats as you try to unravel a mystery of multiversal consequences. All the while, you’ll try to answer that most dreadful of mysteries: Who am I, really?
Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
First! Also, this is such an awesome concept and mechanic! Especially for people like me who always have 200,000 characters at the ready, and a million more well on the way (And there are quite a bit of us). This could be a tool to really flex those creative muscles.
Could this have had a different headline/deck for those of us planning to run the adventure? I had to tell my players not to look at DDB today because I want the glitchy nature of their characters to be a surprise, and I put a lot of effort into how to present the three-character creation to them in a way that didn't reveal why it was happening.
Can’t believe canon events are now in D&D
Am I right?
Playing as a good, evil and neutral version of the same person could be rad.
Strong Loki vibes. Here's an idea: Sigil already has extraplanar law enforcement (Maruts and the like), but what about temporal law enforcement! A one-shot where the PCs are glitchy versions of famous D&D characters, like say, Mordenkainen, Elminster or even Drizzt Do'Urden, on the run from from angry divine beings intent on protecting the canon, across time and dimensions, sounds epic!
The maruts used to have a lot of fellow inevitables, including the quaruts whose job was to protect causality.
Why 3, why limit yourselves? Have the whole party play variants of the same character and let chaos ensue as they never know which variant they'll be playing among those created by their friends.
I really liked Planescape: Torment
Alternatively, the dm could control the main character so the players all have equal status, and the players are all trying to convince a literal NPC to do what they want.
Im gonna steal this once the books release, haha
Rule of Threes.
Maybe a stupid question but do incarnations share the same memories of what happened within the adventure?
This is amazing, I could play as three different versions of the same character, like a cleric to a deity, an oathbreaker paladin who stopped believing, or a rogue who wasn't accepted into the temple
What an interesting idea!
Maybe don't put spoilers right there in the article headline? I'm planning on running a group through this thing and "glitch character" is supposed to be a surprise.
interesting indeed
You guys shouldn’t be writing something to be compatible with a system as thoroughly incomplete as OneD&D. Y’all kept flip flopping on what was changed, didn’t consider balancing, and gave all your attention to casters, admitting you didn’t have enough time to finish work on the martial classes. That’s like saying the adventure is compatible with partially molded d20s
Great mechanic! I’ll add some of these ideas to my own Homebrew of glitch characters. Still, my concept of changing incarnations on death is very different from what wotc has thought of. Basically, instead of leaving behind a corpse when you die in my version, you glitch out of existence when you die - leaving behind any clothing and items on your body at the spot you died at. A few seconds later, you glitch back into existence as your next incarnation a few feet away, naked with your current memories still in tact. This is just one of the ways I have changed for glitch characters in my personal homebrew.
During this adventure, the DM gets to kill your characters off and there's nothing you can do about it. It's all part of the plot. Yeah... unfortunately, I've played with DMs like that in the past.
Everything we've seen so far makes the setting sound amazing, I'm just not 'feeling it' for the adventure yet. Enforced amnesia, enforced death/reincarnation - I really hope they haven't removed too much player agency. Because, as I previously said, the setting sounds amazing.