Planescape Campaign Guide

Start by reading the Players Guide to the Planes

Information on the Planes is found in Planewalker's Handbook

The Factol's Manifesto has more in-depth descriptions of the factions, ONLY read the chapter of the Faction you have chosen!

In the Cage: A Guide to Sigil is and in-depth description of the City of Doors, this combined with the table below should give you a good idea what life in Sigil could be like for your character.

The power of Belief

On the planes the power of Belief is a real tangible thing. If enough like-minded Bloods are in a place, the place itself can move from one plane to another to adjust for the alignment of its inhabitants

The Player Characters will Receive Inspiration if they adhere to their Specific Beliefs (Mostly associated with their factions or their ideals) when faced with adversity .

Inspiration points Requirement
1 point PC adhered to a Belief
2 points PC adhered to a Belief at a cost
3 points PC adhered to a Belief at a Great cost

Every Faction has Specific abilities which allow Players to spent their Inspiration.
In addition to those here are some General uses for Inspiration points:

Point Cost Effect
1 point Gain advantage on any roll
2 points Automatically succeed any roll
3 points Ask DM any one Question about the plane they're on
5 points Shift a gate-town on the verge of slipping from the Outlands to a neighboring plane (or vice versa).
Or shift a realm in upheavel within a plane to another location within the same plane (provided no god contests you).

The DM might allow other uses for inspiration points like: Stabilize a shifting conduit/portal leading to a plane with an ideal/alignment similar to your own, or masking your Alignment from any detection spells. So be creative and ask your DM if you can use your inspiration in interesting ways!

Some sample beliefs include:

Character Creation

Factions of the Planes

Player Goals

Extra cleric option for athar members: http://daedaluswing.wikidot.com/the-unknown-domain

Lifestyle costs by Ward

Hive Lower Market Guildhall Clerk's Lady's
Wretched 0
Squalid 1sp
Poor 2sp 4sp 6sp
Modest 1gp 1.5gp 2gp
Comfortable 3gp 4gp 6gp
Wealthy 15gp 25gp
Aristocratic 50gp

Extra Race Options

Extra Spells

Warp Sense

2nd-level, Divination

  • Casting time: 1 action
  • Range: Self
  • Components: V, S, a razorvine leaf
  • Duration: Concentration, up to 1 minute

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.

If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.

The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Classes: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

Source: Sigil and the Outlands p. 12

Gate Seal

4th-level, Abjuration

  • Casting time: 1 minute
  • Range: 60 feet
  • Components: V, S, a broken portal key, which the spell consumes
  • Duration: 24 hour

You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.

Classes: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

Source: Sigil and the Outlands p. 12