The stars of Pash-Mara
Due to powerful magic, the portals of Sigil, or divine intervention, you were shunted from your home plane, and forced to wander the multiverse in search of a way back. You have seen the shores of a dozen oceans, met creatures too fantastical to describe, and glimpsed the Lady of Pain (from afar.) Though your legs have become heavy from travel, your eyes always constantly search for new horizons.
Perhaps you eventually found your way home with a wealth of experience gained, or perhaps you still wander the Great Wheel in search of it. Perhaps, even, you travel the multiverse of your own accord for its sights, its dangers, and its treasure. After all, not all who wander are lost.
Skill Proficiencies: Arcana, Survival.
Languages: Two of your choice
Equipment: A staff, a hunting trap, a hand-drawn map of a plane you have visited, a set of traveler’s clothes, and a belt pouch containing 10 gp.
Feature: Portal Key
You know the location of at least one portal or planar gate to Sigil, the City of Doors. This portal could be just about anything, from an archway to a manhole. To others, there’s nothing out of the ordinary about this spot, as the portal only opens, allowing travelers to pass through if they possess a portal key. The key, too, could consist of any object, passphrase, or ritual of which a bystander would be unaware.
This portal might be guarded, or in a dangerous location, and you might not possess the key, if it’s a unique physical object. Work with your DM to decide under what circumstances your character can leave the Material Plane.
Planeswalkers know a lot about the multiverse and this knowledge makes them cautious. They know there are doors that shouldn’t be opened and beasts that shouldn’t be disturbed. No planeswalker survives long without practicing restraint. In spite of this, they tend to be extremely ambitious, for the planes are full of possibilities and wonders.
d8 Personality Trait
1 I’ve made friends (or business contacts) on every plane I’ve visited.
2 I always wear the expression of a world-weary poker face.
3 I get antsy if I stay in one place for more than a week.
4 My weapon of choice is an impractical one that I learned from an ancient people on a far-off plane.
5 When I find myself in a new place, I create a map of the area. I carry with me dozens of such maps.
6 I’m fluent in few languages of the Material Plane, but know fragments of many extraplanar languages.
7 I am terrible at conversation, and am likely to just stare down my traveling companions for an entire journey.
8 Nothing gets my mind off the road like sharing a few stories over a campfire.
1 Respect. While traveling far afield, you come to know that everyone, regardless of position, have worth. (Good)
2 Honor. Every man must have a code. (Lawful)
3 Survival. On hostile planes, the only priority is self-preservation. (Chaotic)
4 Greed. I take what I can, and give nothing back. (Evil)
5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6 Wanderlust. The Great Wheel contains countless wonders, and I want to see all of them. (Any)
1 I must find the key to a secret portal within Sigil.
2 I have traveled the planes for years to find my home.
3 I will find a way to the fabled Plane of Time, and unmake great mistakes of the past.
4 The Codex of Infinite Planes will be mine.
5 I am protective of my less experienced fellow travelers.
6 Throughout the planes, I am hunted by a powerful evil entity.
1 I’m addicted to an exotic drug found only on the Plane of Fire.
2 I have made enemies of angels and devils alike.
3 I once looked into a portal to the Far Realm, which left me slightly out of touch with reality.
4 My crippling insomnia often strikes when I’m confined to a particular city for too long.
5 I have few scruples when it comes to theft.
6 I compulsively diffuse diplomatic situations by speaking out of turn and disrespecting the other party.