Way of Infinite Worlds

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 arises only from personal experience. 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 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) or 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.

A key element in the expression “selling your soul” is that you invest or ally with a force contrary to your nature. Warlocks and their patrons are many things—master and servant, secret weapons, mutual parasites, paramours—but rarely are they friends.

Section 15: Copyright Notice

The Dragon’s Hoard #8 © 2021, Legendary Games; Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach

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