Planescape Check Out The Planescape Character Options

New backgrounds and feats in upcoming book!

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WotC has unveiled some of the character options to be found in the upcoming Planescape: Adventures in the Multiverse setting in a D&D Beyond article and a video.

The player options include two backgrounds and a handful of feats. The backgrounds are the Gate Warden and the Planer Philosopher, and the feats include Scion of the Outer planes, which gives you a damage resistance and a cantrip based on the plane you have a connect with. For example, a chaotic Outer Place give you resistance to poison and access to the minor illusion cantrip, which the Outlands give you resistance to psychic damage and the mage hand cantrip. Also included are a couple of new spells and some magic items.


 

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The para and quasielementals should return, those planes aren't necessary. If you want, they could be astral domains. And elementals are rights as monsters for titles more child-friendly, because destroying a walking rocky statue is softer than hurting living beings or undeads.

I wonder how would be a D&D elementalist class whose powers worked as the mysteries by the 3.5 shadowcaster.
 

The para and quasielementals should return, those planes aren't necessary. If you want, they could be astral domains. And elementals are rights as monsters for titles more child-friendly, because destroying a walking rocky statue is softer than hurting living beings or undeads.

I wonder how would be a D&D elementalist class whose powers worked as the mysteries by the 3.5 shadowcaster.
I mean, considering there isn't even an elementalist subclass, I wouldn't expect a class any time soon...

Closest we have is genie warlock, draconic sorcerer, or land druid. But those only tangentially touch onto elemental themes.
 

Remathilis

Legend
I mean, considering there isn't even an elementalist subclass, I wouldn't expect a class any time soon...

Closest we have is genie warlock, draconic sorcerer, or land druid. But those only tangentially touch onto elemental themes.
For the LIFE of me, I will never understand why we got things like wild magic barbarians, swarm rangers and clockwork sorcerers before elementalists, summoners, witches and psychics.
 

Parmandur

Book-Friend
For the LIFE of me, I will never understand why we got things like wild magic barbarians, swarm rangers and clockwork sorcerers before elementalists, summoners, witches and psychics.
There are several way to do a psychic character in the original 2014 PHab, let alone supplements, and multididunious ways to do a"Witch".
 


Of course there are lots of ideas what never will happen, but at least imagining it is fun. I guess WotC doesn't want to sell more classes with special game mechanics because these aren't easy to be sold.

But summoning para and quasielementals should be interesting for the players. It is like adding more for your collection of pokemons.

The sha'ir from al-Qadim could be the summoner class, but this would need a right list os summonable allies, and the mythology about genies could be rewritten.

Maybe after the Vecna event the elemental planes are going to be rebooted. What if wood and metal elemental realms are added? Maybe these are astral domains by some deity.

What about the Athasian and the Abyssal genasi?
 

Kurotowa

Legend
For the LIFE of me, I will never understand why we got things like wild magic barbarians, swarm rangers and clockwork sorcerers before elementalists, summoners, witches and psychics.
Elementalists have the problem that D&D's spells aren't arranged in a clear elemental array. Most of them are not elementally aligned at all and of the ones that are, no one element has enough variety to stand alone very well. And any attempt to make a generalist "Master of Elements" just looks like a more narrow Evoker.

Summoners have the problem that D&D doesn't handle minions well. They always run into problems of action economy and shared power budget. It's really hard to hit the good middle ground between completely broken and utterly useless. Especially if you try to have temporary or customizable minions available, rather than a permanent Beast Master type pet.

Witches have the problem that if you ask five players what their idea of a Witch class should look like, you'll get six different opinions. Also half those ideas are just Druids or Warlocks or Alchemist Artificers with a different name tag. So it's not like there's a clear slot to put them in.

Psychics have the problems that not everyone agrees they fit D&D's tone, not everyone agrees how similar or different their mechanics should be from other casters and magic in general, and not everyone agrees what sort of abilities a physic class ought to have. If every choice is a losing one, the right one is to do nothing at all.

tl;dr D&D at this point is its own genre, both thematically and mechanically, and you can't just shoehorn in any old fantasy archetype like the days when Dragon magazine was full of weird new classes. It's a lot easier to put out an odd subclass variant than to build an entirely new class.
 
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