TEXT: EN World EN5IDER | Explorers of the Multiverse
  EN World EN5IDER | Explorers of the Multiverse
  E
  vEry advEnturEr fEEls thE call to 
  explore new lands, but some won’t settle 
  for finding out what’s beyond the next 
  hill. These adventurers leave the Material Plane 
  behind to travel the multiverse in search of 
  adventure. Below are two new archetypes for 
  planesfaring adventurers. The Planar Explorer 
  is a new archetype for rangers who cross the 
  boundaries between worlds and hunt the most 
  dangerous creatures in the multiverse. The second 
  new archetype is the Way of Infinite Worlds, a 
  new monastic tradition for monks who wish to 
  transcend this plane of existence.
  Planar Explorer 
  (Ranger Archetype)
  The Planar Explorer is a new ranger archetype 
  that specializes in traveling and mapping the 
  Inner and Outer planes. Their specialized abilities 
  grant them the power to combat the denizens of 
  the planes whether they are celestial, elemental, or 
  fiendish.
   The first lesson that a Planar Explorer learns 
  is that the barriers between the planes are not 
  impregnable. Ancient wizards and other beings 
  have left permanent planar portals that bold 
  travelers can use. Other portals occur naturally, 
  and whether these are permanent or temporary, 
  they offer doorways to distant planes. Planar 
  Explorers use these pathways to travel the planes, 
  exploring areas where most rangers dare not go.
   Planar Explorers journey across the Inner and 
  Outer Planes learning the skills necessary to 
  survive in realms as exotic as the landless, infinite 
  sky of the Elemental Plane of Air or the fiery 
   
  writing Anthony Jennings
   color art Ellis Goodson
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  Explorers of the 
  MULTIVERSE
  
  Explorers of the Multiverse | EN World EN5IDER
  Explorers of the Multiverse | EN World EN5IDER
  rivers of the Hells. They find work as guides for 
  inter-dimensional merchants or as bounty hunters 
  tracking down the dangerous creatures that 
  inhabit the planes.
  Planar Spells
  Traveling across the planes requires more than 
  quick wits and a strong sword arm. Planar 
  Explorers must regularly contend with dangers 
  that most rangers never encounter. In your 
  exploration of the planes, you’ve learned 
  additional spells to aid you in your travels.
   At 3rd, 6th, 10th, 14th, and 18th level, you 
  acquire additional spells and add them to the 
  ranger spell list. Once you acquire a planar spell, 
  you always have it prepared. These spells do not 
  count against the number of spells that you can 
  prepare daily. These spells are considered ranger 
  spells for you.
  Planar Explorer Bonus Spells
  Ranger Level Spells
  3rd 
  comprehend languages, protection from 
  evil and good
  6th 
  alter self, see invisibility
  10th 
  fly, tongues
  14th 
  banishment, locate creature
  18th 
  contact other plane, planar binding
  Step into the Unknown
  At 3rd level you have only started your 
  exploration of the planes, but the beings who 
  inhabit the planes are as familiar to you as wolves 
  and deer are to other rangers. Instead of using 
  Intelligence (Arcana) to identify the celestials, 
  elementals, or fiends, you may use an Intelligence 
  (Nature) check to recall lore about the planes 
  themselves or their inhabitants.
   Through hard-won experience and the stories of 
  fellow travelers, you’ve learned to identify which 
  plane you are on just by studying the fauna, flora 
  and terrain around you. You may make a Wisdom 
  (Survival) check to identify the plane that you are 
  currently on. The type of plane determines the 
  difficulty of the check.
  Plane Identification
  Type of Plane
  Difficulty
  Your Home Plane
  5
  The Inner Planes
  10
  The Outer Planes
  15
  Another Material Plane
  20
  A Demiplane
  25
  Planar Savant
  Starting at 7th level, your familiarity with the 
  inhabitants of the Inner and Outer Planes gives 
  you insight into not only their strengths and 
  weaknesses, but also their behavior. When you 
  interact with a creature not native to the Material 
  Plane, you double your proficiency bonus on all 
  Charisma (Deception), Charisma (Persuasion), 
  and Wisdom (Insight) checks.
   Once per turn, when you hit a celestial, 
  elemental, or fiend with a weapon or spell attack, 
  you may deal extra damage equal to your ranger 
  level as a bonus action.
  Planar Cartographer
  At 11th level, your journeys across the planes 
  have exposed you to a wide variety of portals, 
  gates, and other means of travel between the 
  planes. You have learned to recognize the 
  presence of hidden portals and gates as well as 
  weaknesses in the fabric of the planes. If you are 
  within 30 feet of a portal or gate, you may make a 
  DC 15 Wisdom (Perception) check to identify the 
  planar gate.
   If the portal is barred to you—either because 
  the portal requires a special key or other method 
  to activate—you may make a DC 15 Intelligence 
  (Arcana) check to learn the method to open the 
  portal as well as the plane to which the portal 
  leads.
  Unearthly Strike
  Also at 11th level, your experience combating 
  the residents of the Inner and Outer Planes have 
  made you a dangerous opponent. Your weapon 
  attacks against celestials, elementals, and fiends 
  now score a critical hit on a roll of 19 or 20.
  
  EN World EN5IDER | Explorers of the Multiverse
  EN World EN5IDER | Explorers of the Multiverse
  Boundless Travels
  Beginning at 15th level, you are no longer reliant 
  on other spellcasters or locating gates or portals to 
  travel the planes. You gain the ability to cast plane 
  shift without expending a spell slot. In order to 
  use this ability you must meet the requirements of 
  the spell by crafting a tuning fork aligned to the 
  plane to which you want to travel. For example, 
  if you do not have a tuning fork attuned to the 
  Elemental Plane of Water, you cannot travel there. 
  Clever Planar Explorers often use this spell to 
  dispatch beings too powerful to be defeated in 
  combat by using this ability to banish the creature 
  to another plane.
   After you use this ability you must complete a 
  long rest before you can use it again.
  Way of Infinite Worlds 
  (Monk Tradition)
  The path to enlightenment is not necessarily an 
  inward journey. A monastic life filled with endless 
  meditation and the rote practice of martial arts 
  is too oppressive for some monks. Overcome 
  by wanderlust, these monks leave behind their 
  schools and set off to learn the ways of the 
  multiverse. Monks who follow the Way of Infinite 
  Worlds believe that all planes and all beings are 
  interconnected and that enlightenment is only 
  possible through experiencing every facet of 
  existence. They believe that the lessons learned 
  from the denizens of Hell are just as important as 
  understanding the grace of the celestials.
   The monks of this tradition embark on 
  pilgrimages that take them beyond the Material 
  Plane and into the Inner and Outer Planes. They 
  use planar gates, portals, or magic items to step 
  between the many worlds. Eventually, they 
  learn to access the Astral Plane and project their 
  consciousness across the multiverse.
   Monks who study the Way of Infinite Worlds 
  attempt to travel to each plane at least once 
  during their lifetimes. Completing this pilgrimage 
  is a significant step along their personal journey to 
  enlightenment.
  Bonus Proficiencies
  When you begin your studies of the Way of 
  Infinite Worlds you gain proficiency in the Arcana 
  skill.
  Fist of Three Worlds
  When you select this path at 3rd level, you can use 
  your ki to empower your attacks with the very 
  essence of the multiverse. Whenever you deal 
  damage to a celestial, elemental, or fiend with an 
  unarmed strike, you may spend 1 ki to do an extra 
  1d6 damage (no action required).
   This attack’s damage increases by 1d6 when 
  you reach 8th level (2d6), 13th level (3d6), and 
  18th level (4d6).
  Fury of the Planes
  At 6th level, you have reached a greater 
  understanding of the nature of the multiverse and 
  the connections between the planes and all beings. 
  You have learned to focus your ki and turn your 
  understanding of the planes into a weapon. You 
  gain the ability to make a a ranged spell attack 
  with a range of 120 feet against a creature, at will. 
  You are considered proficient with this attack and 
  it uses the same die as your Martial Arts attacks. 
  You add your Dexterity modifier to the attack roll 
  and damage roll.
   When you make this attack you select the 
  type of damage it does. At 3rd level, you may 
  choose between the following types: fire, cold, 
  and lightning. At 8th level and every two levels 
  thereafter you may select one additional type of 
  damage that the attack can do. Those types are: 
  acid, force, necrotic, radiant, or thunder.
  One with the Planes
  Starting at 11th level, you may spend 2 ki points 
  as a bonus action to create a connection between 
  yourself and one of the Outer Planes. This 
  connection allows you to infuse your body with 
  the essence of that plane. When you activate 
  this ability, select one of the following planes to 
  channel—the Abyss, Elysium, Heaven, the Hells, 
  Limbo, or Utopia—and gain abilities based on 
  
  Explorers of the Multiverse | EN World EN5IDER
  Explorers of the Multiverse | EN World EN5IDER
  the nature of that plane for one hour. You must 
  complete a short or long rest before you can use 
  this ability again.
   
  ▶ The Abyss. When you channel the entropic 
  power of the Abyss, you become resistant 
  to fire, cold, and lightning damage. You also 
  gain an aura of fire that burns anyone near 
  you. At the start of each of your turns each 
  creature within 5 feet of you must make a 
  Dexterity saving throw versus your ki save 
  DC or take 2d6 damage on a failed save. The 
  creature takes half damage on a successful 
  save.
   
  ▶ Elysium. When you channel the Neutral 
  Good plane of Elysium, you gain advantage 
  on saving throws against spells and other 
  magical effects. You are also immune to the 
  following conditions: charmed, exhaustion, 
  frightened, poisoned, and stunned.
   
  ▶ Heaven. When you channel the powers of 
  Heaven, you are resistant to radiant damage 
  and immune to necrotic damage. Until this 
  power ends, you grow a pair of feathery 
  angelic wings and gain a fly speed of 60 feet.
   
  ▶ The Hells. When you channel the powers 
  of the Hells, you gain immunity to fire and 
  resistance to poison damage. You receive 
  Devil’s Sight, as the invocation of the same 
  name. (You gain darkvision to a range of 
  120 feet. If you already have darkvision, its 
  range increases to 120 feet. Magical darkness 
  no longer impedes your vision.) Your 
  melee attacks deal an additional 1d6 poison 
  damage.
   
  ▶ Limbo. When you channel the chaotic realm 
  of the Limbo, you gain resistance to acid, 
  cold, fire, lightning, and thunder damage as 
  your form becomes as mercurial as the plane 
  itself. You also gain regeneration, which 
  allows you to regain 5 hit points at the start 
  of each of your turns so long as you have at 
  least 1 hit point, up to half of your maximum 
  hit points.
   
  ▶ Utopia. When you channel the powers of the 
  Lawful Neutral plane of Utopia, you gain 
  immunity to psychic damage and resistance 
  to bludgeoning, piercing, or slashing damage 
  from weapons that aren’t magical. Your form 
  becomes unchangeable, and you are immune 
  to any spell or effect that would change your 
  form.
  Astral Pilgrim
  By 17th level, you have learned to travel the 
  planes unfettered by your physical form. You may 
  use the astral projection spell to send yourself and 
  your companions into the Astral Plane. From there 
  you can use Astral Color Pools (see the GM’s core 
  rulebook) to travel anywhere in the multiverse. 
  Once you’ve used this feature you must complete 
  a long rest before you can use it again.
   You have also learned how to tap into the 
  very essence of the planes and use that energy to 
  empower your unarmed attacks. You can spend 
  3 ki points when you make a successful unarmed 
  attack against a celestial, elemental, or fiend. 
  The creature must make a saving throw versus 
  your ki save DC or take 4d10 additional damage 
  on a failed save and the creature is banished to 
  either the Astral Plane or the Ethereal Plane (your 
  choice) for 1d6 rounds. On a successful save, the 
  creature takes half the additional damage and is 
  not banished. You may choose the type of damage 
  that this attack does from the following list: acid, 
  cold, fire, force, lightning, necrotic, radiant or 
  thunder.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 051 - Multiverse.pdf