Credit: Noah Bradley Beyonder A rend in the fabric of reality opens and from within emerges a horrendous monstrosity. Grim and determined with shield and spear in hand, a fierce dragonborn stands ready to block its path into the realms of men. The creature roars and lashes out at the spot where the warrior was standing just moments before. Suddenly, she appears overhead and plunges straight down into the heart of the beast. A loud pop interrupts the courtly proceeding and, with a flourish, a fiery-haired Genasi appears in the audience chamber. He grins and bows to the lord and lady before regaling the court with tales from lands beyond. Over time he forges a bond of friendship and diplomacy between his land and theirs. A man in travelworn clothing climbs to the top of the ravine and checks his map. He looks down into the valley below him, searching. At last he sees a shimmer in the air and hurries down the hill. He stands before an almost imperceptible ripple in the air and knows that this is what he was looking for. A smile splits his face as he shoulders his travelsack and steps through...into another world. Being a beyonder means many different things to many different people. To some it is an oath to protect their homes and their loved ones from the unknown threats of the multiverse. To others it is a chance to build bridges between this world and the countless others connected to it. All of them however have a great deal of familiarity with the many planes of existence and the beings that inhabit them, good and evil. Dimension Travelers Naturally curious, these far-flung wanderers travel the planes of the multiverse to glean its secrets. Usually a force for good, beyonders act as diplomats and protectors wherever they go. Some recognize the dangers posed by the evil denizens of the elemental planes and have sworn to face them head on wherever they may incur. However, it is not uncommon for some to discover the secret of dimension travel only to use this ability as a tourist might, traveling far and wide, rarely stopping in one place for long.

Though most would rather avoid violence when possible, no beyonder would dare travel the dimensions without the means to protect themselves. They use their attunement with the inner workings of the multiverse to augment their abilities in combat. Constantly moving and shifting between planes to strike from unexpected angles, they are almost impossible to pin down in a fight. Some beyonders travel frequently to the elemental planes and have learned to infuse their blows with elemental might. Natural Adventurers The life of an adventurer is a comfortable fit for the beyonder. Well traveled and wise in the ways of the multiverse, they make an excellent addition to any adventuring party. Some beyonders seek adventures to increase their knowledge of the realm of Faerun and use it in their diplomatic missions to other dimensions. Usually though, the beyonders will take on adventures in order to seek out and combat the otherworldly forces that wish to do harm to their world. Creating a Beyonder When creating a beyonder it is important to consider how you first began traveling to other planes, and why. Did you deliberately seek out a way to travel across dimensions, or did you accidently stumble upon a rift? Were you born with the ability or did you learn it through careful study? Why do you feel the need to move between worlds? Are you even originally from this dimension? A life of adventure should come naturally to your character, but you should think of what you want the goal of your quest to be. Perhaps you are searching for a lost loved one and you tracked them to this particular dimension. Maybe you are trying to gain favor with a local lord while on your diplomatic mission so they can in turn give a favorable recommendation to the king or queen of the realm. Most commonly a beyonder will see it as their duty to protect the world from invasion by extraplanar threats and believes a life on the road is the best way to do that. Quick Build You can make a beyonder quickly by following these suggestions. First, Dexterity should be your highest ability score and Constitution should be your second highest ability score. Second, choose the Folk Hero background. Multiclass Option You must have a Constitution score of 13 to multiclass into or out of the beyonder class. Multiclass Proficiencies: Light armor, shields, simple weapons, martial weapons Class Features As a beyonder, you gain the following class features Hit Points Hit Dice: 1d8 per beyonder level

1d8 per beyonder level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per beyonder level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Acrobatics, Arcana, Nature, Survival, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any martial melee weapon or (b) two scimitars

(a) a shield or (b) a light crossbow and a quiver with 20 bolts

(a) an explorer's pack or (b) a diplomat's pack

(a) Scale mail or (b) studded leather armor Flicker Fighting Your growing familiarity with the various planes of existence gives you amazing evasive abilities, making you harder to pin down in close quarters combat. If you would be hit by a melee weapon attack from a creature you can see, you may use your reaction to instead make that attack miss and instantly teleport to an unoccupied space within 5 feet of you. Once you use this feature, you must finish a long rest before you can use it again. When you reach 9th level as a beyonder, you may use this feature twice before you finish a long rest. Detect Portal You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. Planar Mission At 2nd level you will choose a Planar Mission. This is the role you've chosen to play as an envoy of the multiverse. You may choose to be a Planar Guard, a Planar Guide, or a Planar Savant, each of which is detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. Spellcasting Each Planar Mission gives you access to certain spells and The Beyonder table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your beyonder spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

The Beyonder Level Proficiency Bonus Features Spell Slots Slot Level 1st +2 Flicker Fighting, Detect Portal, Fighting Style - - 2nd +2 Planar Mission 1 1st 3rd +2 Planar Warrior 1 1st 4th +2 Ability Score Improvement 1 1st 5th +3 - 2 2nd 6th +3 Planar Mission feature 2 2nd 7th +3 Spectral Step 2 2nd 8th +3 Ability Score Improvement 2 2nd 9th +4 - 3 3rd 10th +4 Planar Mission feature 3 3rd 11th +4 Spatial Distortion 3 3rd 12th +4 Ability Score Improvement 3 3rd 13th +5 - 4 4th 14th +5 Planar Mission feature 4 4th 15th +5 Spectral Defense 4 4th 16th +5 Ability Score Improvement 4 4th 17th +6 - 5 5th 18th +6 Planar Mission feature 5 5th 19th +6 Ability Score Improvement 5 5th 20th +6 Master of the Multiverse 5 5th Spellcasting Ability Constitution is your spellcasting ability for your beyonder spells, since your spells come from either an inborn ability or from magic absorbed by your body while traveling the planes. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a beyonder spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifier Planar Warrior At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Spectral Step At 7th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest. Spatial Distortion When you reach 11th level as a beyonder, your teleportation abilities will begin to warp space around you. Whenever you teleport into a space within 5 feet of another creature, that creature must make a Constitution saving throw against your spell save DC. On a failed save, that creature's speed is halved until the end of it's next turn. The creature automatically saves if you choose. Spectral Defense At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that effect's damage on this turn. Master of the Multiverse You have become an intrinsic part of the fabric of the multiverse. When you reach 20th level in this class, you always know where the nearest planar portal is within 1 mile of you and you have the power to close those portals at will. Additionally, you now regain all uses of your Flicker Fighting feature after finishing a short or long rest. Planar Missions Beyonders approach their duty to the balance of the multiverse in different ways. The Planar Mission you choose reflects how you emulate that choice.

Planar Guard Planar Guards protect the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. They specialize in fighting elemental foes and have learned to use their own elemental magics against them. Planar Guard Features Beyonder Level Feature 2nd Fighting Style, Bonus Proficiency, Planar Guard Magic 6th Uncommon Cause 10th People's Champion 14th Flame of Resistance 18th Guardian of the Realm Fighting Style When you become a Planar Guard at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Bonus Proficiency You gain proficiency in heavy armor when you choose the Planar Guard mission. Planar Guard Magic Starting at 2nd level, you learn spells when you reach certain levels in this class, as shown in the Planar Guard Spells table. The spells count as beyonder spells for you. Planar Guard Spells Beyonder Level Spell 2nd absorb elements, hunter's mark 5th blur, warding bond 9th elemental weapon, protection from energy 13th banishment, fire shield 17th banishing smite, dispel evil and good Uncommon Cause Starting at 6th level, you can rally those around you to your cause, increasing their prowess in battle against otherworldly threats. As a bonus action, you and up to 5 friendly creatures you choose within 30 feet of you get advantage on their next attack roll against aberrations, celestials, elementals, fey, fiends, and undead. Once you use this feature, you can't use it again until you finish a short or long rest. People's Champion When you reach 10th level in this class, you can impose yourself between your allies and danger. If a creature within 10 feet of you must make a saving throw against an area of effect such as a spell or dragon's breath weapon attack, you may use your reaction to teleport to an unoccupied space adjacent to that creature. They take no damage from the area of effect, but you automatically fail the saving throw against that effect. Flame of Resistance Upon reaching 14th level in this class, any time you would deal elemental damage (acid, cold, fire, lightning, or thunder damage) to an aberration, celestial, elemental, fey, fiend or undead, treat it as if that creature has no resistance to that damage type and deal an extra 2d6 damage of that type. Guardian of the Realm Your tireless efforts to protect the realm of men from otherworldly incursion has begun to yield certain benefits. At 18th level, any time you banish a creature to another plane, close a planar portal, or take elemental damage (acid, cold, fire, lightning and thunder) from a hostile creature, you gain a Planar Charge. The next time you would take damage from a melee weapon attack and you have at least one Planar Charge, lose all Planar Charges and deal 1d6 force damage to the attacking creature for each expended charge. If that creature is Large or smaller, it must make a Strength saving throw or be pushed 10 feet directly away from you and be knocked prone. You lose all Planar Charges whenever you take a long rest. Planar Guide As a Planar Guide you have chosen to be an ambassador for the multiverse. You use your abilities and your natural charisma for diplomatic purposes, forging friendships and building relationships between the various dimensions. If conflict can be avoided, a Planar Guide will be the first to seek that path. However, it is a mistake to assume that they are helpless, or harmless, if peace is removed as an option. Planar Guide Features Beyonder Level Feature 2nd Bonus Proficiency, Planar Guide Magic 6th Bonus Proficiency, Safe Space 10th Diplomatic Immunity 14th Open the Path 18th A Grand Alliance

Bonus Proficiencies When you become a Planar Guide at 2nd level, you may choose either History, Insight, or Persuasion and gain proficiency in that skill. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. At 6th level you may choose another skill from the list above to gain this benefit. Planar Guide Magic Starting at 2nd level, you learn spells when you reach certain levels in this class, as shown in the Planar Guide Spells table. The spells count as beyonder spells for you. Planar Guide Spells Beyonder Level Spell 2nd charm person, sanctuary 5th aid, hold person 9th blink, hypnotic pattern 13th charm monster, otiluke's resilient sphere 17th hold monster, teleportation circle Safe Space If you must fight, you really prefer to do it from a distance. Starting at 6th level, when a creature ends its turn within 5 feet of you, you may teleport to an unoccupied space within 15 feet. After moving this way, you gain advantage on concentration checks until the end of your next turn. This movement does not provoke an attack of opportunity. Diplomatic Immunity After achieving 10th level, you have gained a knack for avoiding violent conflict. Whenever you become the target of a weapon or spell attack, you may use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature loses the spell or attack and ends it's turn. You may not use this feature against creatures that you have previously targeted with a spell or weapon attack. Open the Path Starting at 14th level, you are able to extend your powers of teleportation to your allies. Whenever you use a skill to teleport to an unoccupied space within 30 feet, you may have one willing creature of your choice within 5 feet of you travel with you to another adjacent unoccupied space. A Grand Alliance At 18th level, your diplomatic forays into the elemental planes have borne fruit. As an action, you may use this feature to cast the spell conjure elemental without expending a spell slot. Additionally, when you cast the spell using this feature, it no longer requires your concentration. The summoned elemental can not become hostile to you and will always obey your verbal commands for the duration. Once you use this feature, you may not do so again until you finish a short or long rest. Planar Savant The life of the Planar Savant is one of constant movement. Never satisfied to stay in one place for long, your wanderlust takes you to the farthest reaches of the multiverse. Your journey is one of discovery. You seek to increase your knowledge, glean the secrets of the multiverse, and use them to augment your own considerable powers. Planar Savant Features Beyonder Level Feature 2nd Fighting Style, Planar Savant Magic 6th Roam Free 10th Distant Strike 14th Thrill of the Chase 18th Stunning Riposte Fighting Style When you become a Planar Savant at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Planar Savant Magic Starting at 2nd level, you learn spells when you reach certain levels in this class, as shown in the Planar Savant Spells table. The spells count as beyonder spells for you. Planar Savant Spells Beyonder Level Spell 2nd feather fall, zephyr strike 5th mirror image, misty step 9th haste, thunder step 13th dimension door, freedom of movement 17th far step, steel wind strike Roam Free When you reach 6th level in this class, you have learned that it is best to travel light. Your movement increases by 10 feet while you are wearing light armor, or not wearing armor, and you are not carrying any weapons with the heavy property. In addition, you can attack twice, instead of once, whenever you take the Attack action on your turn.