DnD 5e: How to Launch a Campaign in the Multiverse


Most D&D campaigns stick to a single world, but the wonders of the multiverse are open to any player or dungeon master willing to take them on.

Most players Dungeons & Dragons experiences focus on campaign settings limited to a single world or even a continent, dealing with the magical (but still grounded) conflicts of heroes and villains. There’s nothing wrong with running a game this way, but players who are bored of something so linear and traditional have another option available to them: a game spanning not just one world but a multiverse. whole.

Appearing most in modern consciousness thanks to Spider-Man movies like No coming home Where Into the Spider-Verse, the concept of multiverse is not so difficult for players to understand. Usually connected to the “primary” universe by some sort of magical spell or sci-fi device, alternate universes represent worlds that are similar to but different from each other, usually branching off at a specific decision point in the distant past. .

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How the D&D Multiverse is Different

D&D Ethereal Plane

J&DThe multiverse features individual universes – called planes – that may bear little or no resemblance to each other. Classic worlds like Feywild or Shadowfell are as different as they are dangerous, filled with magical beings with no regard for the safety of adventurers who roam their domains. They are also usually representative of a particular concept or ideal. Typical cosmology in Fifth edition sees Shadowfell and Feywild as “reflections” of the material foreground, which represents the mundane world that most campaigns are limited to.

These planes are then surrounded by the four “inner” planes, each representing one of the classical elements of Earth, Wind, Fire or Water. The inner planes are then encircled by the 16 “outer” planes. Eight of these are dedicated to a specific alignment, such as Chaotic Good or Neutral Evil, while the other eight sit between them as transitional zones. For example, the Abyss is dedicated to the Chaotic Evil, while Hades represents the Neutral Evil. Between them is Carceri, a hellscape with elements of Neutral and Chaotic Evil.

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How Planar Travel Works in D&D 5e

Moving between planes isn’t easy, but it’s not unheard of either. The Outer Planes are the source of the Celestial and Infernal forces that spawn throughout most campaigns, while the Inner Planes can be accessed whenever a player summons an Elemental. The lowest way for players to go back and forth at will in 5th is the seventh level Planeshift spell, which is available to all major caster classes except bards, who can circumvent this restriction using their Magical Secrets feature.

Dungeon Masters not wanting to wait for their players to reach level 13 can instead grant access to natural planar portals, which can take a number of different forms. An ancient abandoned shrine could turn into a portal to Shadowfell on a full moon. A sufficiently advanced magical civilization might have the means to construct permanent planar gates. Like anything in J&Dthe sky is the limit, so DMs building their own multiversal campaign can work in whichever method of planar travel they feel best suits the setting and story.

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What planes to include in a D&D campaign

Dungeon Masters also don’t have to stick to the airplane layout proscribed in the Dungeon Master’s Guide. Although the “Ferris Wheel”, as it is called, works well for any campaign, part of the fun of running a J&D the game creates a unique and creative setting. The first step should be to figure out which planes are essential to the functioning of the game. Dungeon Master’s Guide does a good job of illustrating this, pointing out that DMs should have home planes for various extraplanar beings, including demons, celestials, gods, and elementals. These can be all from the same plane or all different, depending on what makes sense for each planarverse.

Less noble settings can also opt for something as simple as Ravenloft’s Domains of Dread. These are different material planes, all connected by the mists that surround them, with players traveling through the mists by rolling the dice which plane they will end up in. The advantage of such a system is that it allows Dungeon Masters to create a “purse”. “of different worlds that they find fascinating, with players moving back and forth between them at will as they try to survive, thrive and thrive.

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