Planebreaker (5e Class)

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Planebreaker

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Being a Planebreaker

The elf fell to the ground, a great injury oozing blood from his side. His foe, a barbarian, saw his chance and raised his axe high. Sunlight glanced off the dented edge as what was surely the elf's death descended upon him. Before the fatal blow could land, there was a great flash of light. The axe struck the ground, it's target gone. Meanwhile, within the Ethereal Plane, the elf took a few moments to recover before returning to fight.

The criminal ran. Despite his pursuers numbers and intent, they had no really hope of catching him. Soon, he had far outpaced them and had long since vanished amidst the trees. He lean again a tree to catch his breath, but a smile shone upon his face. They'd lost him, and he knew it. After a moment, he push away from the tree, ready to move on. At that moment, an arrow appeared from nowhere, pinning the man's sleeve to the tree. He look in panic at the arrow, then the human who seemed to have walked out of a tree. The archer smiled. With the ability to travel the planes, there was no where the criminal could run.

A Planebreaker is a quite versatile class. They are very mobile, especially when it comes to avoiding obstacles. While good fighters, they shine in using the planes to support allies and torment their foes. Because, when you wield the power of the plane itself, why wouldn't you?

Creating a Planebreaker

Quick Build

You can make a Planebreaker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose leather armor and a longbow if you want to be a mobile ranged flanker. Another play-style you could do is become a medium armored damage support by choosing scale mail and a rapier if you want to be a mobile damage support.

Class Features

As a Planebreaker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Planebreaker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Planebreaker level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple, Longbows, Shortbows, Rapiers, Shortswords, Longswords, Whips
Tools: Cartographer Tools
Saving Throws: Dexterity and Intelligence
Skills: Choose four from the following: Acrobatics, Athletics, Arcana, History, Investigation, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Explorer's Pack or (b) a Scholar's Pack
  • (a) a Rapier or (b) a whip
  • (a) a longbow with a quiver of 20 arrows or (b) or five javelins
  • (a) Leather Armor or (b) scale mail

Table: The Planebreaker

Level Proficiency
Bonus
Features
1st +2 Planar Edge
2nd +2 Eye of the Plane
3rd +2 Walker Path (Traveller, Doomwalker)
4th +2 Ability Score Improvement
5th +3 Planar Sight, Extra Attack
6th +3 Plane Step
7th +3 Walker Path Feature (Blink Step, Hands of Ruin)
8th +3 Ability Score Improvement
9th +4 Personal Plane
10th +4 Piercing Gaze, Plane Walk
11th +4 Walker Path Feature(Planar Throw, Planar Destruction)
12th +4 Ability Score Improvement
13th +5
14th +5 Infinite Edge
15th +5 Planar Safety
16th +5 Ability Score Improvement
17th +6 Planar Knowledge Walker Path Feature (Beyond Existence, Harbinger of Armageddon)
18th +6 Plane Rip
19th +6 Ability Score Improvement
20th +6

Planar Edge

At first level, you can infuse your strikes with a small amount of the energy of the plane. (Dependent on which plane you're on in what damage it deals, Example: material realm=force, speak to DM if more information is needed on what it would have). When you attack, you may have your attack do an additional 1d4 force damage.


Eye of the Plane

At 2nd level, you can see across the plane. Make an Intelligence check DC15. If you succeed, you may have an image of anything, anyplace, anyone, etc. that you have seen before appear in your mind. This image shows the object in question as it is at that very moment, and the immediate area around it (10ft). This only shows objects on the same plane as you. May be used only once per short rest.

Walker Path

At 3rd level, you may choose a walker path. Choose between the Traveller, or the Doomwalker

Ability Score Increase

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.

Extra Attack

At 5th level, whenever you take the Attack action, you can make 2 attacks as a part of the same action.

Planar Sight

At 5th level, your Eye of the Plane ability can now see an on object that you have seen before on other planes. While channeling this ability you become blind and deafened to your surroundings. You can also see 10 ft around the object.

Plane Step

At 5th level, you have gained the ability to expend your bonus action to shift into the ethereal plane. While doing this you are invisible and unable to attack. Only creatures on the same plane as you can attack you. You must use your full action to return to the material realm or whatever realm you were previously occupying. Once you shift you must return back to the plane you were last on within a minute. (Notice: Creatures that can see into the Ethereal Realm can still see you.) May only be used once per long rest.

Personal Plane

At 9th level, you have successfully created your own mini-plane. Your plane's size is 1000x your Planebreaker level sq. ft. You can travel to your plane as part of a ten minute ritual. Additionally while you are in this plane you may keep your plane open for up for 1x Planebreaker level+Int mod+Con mod hours. You may only bring yourself to this plane. While on your plane, you and only you can adjust the plane as you see fit. (with DM's discretion to change or negate adjustments). Requires a ten minute ritual to open.

At level 10, you may add non-intelligent plant life to your plane.

At level 15, you may add non-sentient life with a CR of 3 or less. You may also bring up to 5 allies into your plane for its duration.

At Level 20, you may bring hostile creatures into this plane requiring them to make Intelligence saving throw against a Intelligence Save (DC16) to resist. Once per long rest. If it fails this ability is expended. you personal plane is now a Superior Demiplane

Piercing Gaze

At 10th level, you have seen things beyond the plane you were born into. Perhaps they want to as well. As an action, you may have one creature looking at you make a DC 15 intelligence saving throw. If they fail, they take 1d4 psychic damage and is put into a sleep-like trance for 1 minute or until damage is taken. If they succeed, they take 1d4 psychic damage. Eye of the Plane now has DC of 12.

Plane Walk

At 10th level, you can walk among the planes. You may use an action to travel to another plane of existence of your choice. You can use a bonus action, but will arrive at a random plane of existence.

Infinite Edge

At 14th level the damage from your Planar Edge feature now deals 1d6 damage instead of 1d4.

Planar Safety

At 15th level, you may now pull an ally into your personal plane temporarily for one turn. When you see an allied creature take damage you may expend your reaction to cast Etherealness upon this ally. The ally remains in your personal plane for one turn before they return to the plane they were last on. Once you use this feature you must wait a long rest before you can use it again.

Planar Knowledge

At 17th level, you now have the ability to recall a time in history you were not present for. Using the lines of the Plane as a tool to retrace what happens you may present an image of what happened at a specific date or event that you wish to recall. This Event can be recalled from a history book or a story that was told by an individual. You are able to see what happened an hour before the event, all the way to the event, and an hour after the event. You may use this ability once per long rest.

Planar Tear

At 18th level, you now have the ability to bring down your hand upon a planar line and bring it up to the surface causing a Planar Tear. This Planar Tear will remain open for one minute. If it is entered you and whatever creature enters this Tear will be teleported to a random plane of existence. Once you use this ability you may not use it again until you finish a long rest. If used in combat it will require a one minute casting time that can be interrupted by moving, being moved, or taking damage.

Walker Paths

Traveller

Step Across the Plane

Starting at 3rd level, whenever you use your movement, you may also teleport a number of feet equal to your walking speed to an unoccupied space you can see. In addition, you can Dash as a Bonus Action.

May be used once per short rest.

Blink Step

Starting at 5th level, you have learned how to avoid an area of effects by disappearing for a brief second. When you would be affected by an Area of Effect spell or ability that requires a Dexterity saving throw and succeed on the Dexterity saving throw, you immediately teleport to the nearest square outside the affected area of the Area of Effect, additionally, you will take half damage if you fail the saving throw. Expends a reaction. Can only be used once per long rest.

Planar Throw

Starting at 10th level, while you are in the ethereal realm you may use an action to touch an creature from beyond their realm.

You may make a melee touch attack. Intelligence Saving throw DC 16 Your knowledge of the planes has allowed you to manipulate the energies which flow through all living beings on certain planes, and you instantly transport the target through a Plane. The Creature disappears and hurtles through a random Plane's landscape,

At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space, if the target was not native to the plane on which you transported it, it takes 5d10 Damage (Celestial,Necrotic,Physic,force) as it reels from the experience. This may be used once per long rest.

Roll a 1d6 for what plane it fell through. 1. Abyss 2. Beastlands 3. Shadowfell 4. Mt. Celestial 5. Feywild 6. Elemental Air

Beyond Existence

Starting at 17 level, you become a being beyond the existence of planes. Using one action: You gain resistance to all damage or immunity if you already are. When you take the attack action on your turn, you gain an additional attack which can only be used for Planar touch. Your DC for Planar Throw and other abilities which require saving throws are increased by 3 You gain 20 temporary hit points, which end after the minute. This feature ends after one minute. Can only be used once per long rest.

Superior Demiplane

When you pick this subclass You can conjure a portal in an unoccupied space you can see within range linking to a newly-created demiplane of your design. The portal is a circular opening, which you can make 5 to 30 feet in diameter. You can orient the portal in any direction you choose. You can choose for the portal to remain permanently open, for the portal to open when a creature speaks a command word, or for the portal to open or a limited kind of creature. In the latter case, the portal opens when a creature of a certain type (which can be as limited as a subtype) or alignment, or carrying a specific item, comes within 10 feet of the portal. If the portal is not permanently open, it opens or 1 minute when your conditions are fulfilled.

Your demiplane is a 2-mile radius sphere, which you can fill with space or remain empty as you so choose. The borders of the demiplane are either an impenetrable barrier, or the demiplane itself wraps around. You can create however much earth, stone, wood, common metals, or similar materials or vegetable matter you want in whatever form you specify, which can include artificial structures. You decide the weather patterns and temperature of the demiplane, and whether or not they change. As an action while on your demiplane, you can cast control water, control weather, and move earth at will, without expending a spell slot or any components. When you cast move earth or control weather this way, the casting time is only 1 action. This use of move earth can manipulate stone, metals, and ores, not just earth.

Each time you cast this spell, you can create a new demiplane, or open a new portal to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the portal connect to its demiplane instead.

Doomwalker

Aura of Planar Doom

Starting at 3rd level, using your newfound knowledge of planar forces you may compress an amount of force around you and have it used as a disruptive weapon in an area surrounding you. You gain a 20ft aura, centered on you, The area within this aura becomes difficult terrain all creatures who enter the cube must make a dexterity saving through DC 18 and take 1d4 Thunder damage. On a Failure they become restrained as the Gravity of the Planar energies pulls them in, closer towards the center, Each round a Creature is trapped they take 1d4 Thunder damage and are pulled 5ft closer to you . On success they are flung out of the aura. Taking 1d4 Thunder damage for every 5ft of aura they pass through, if they have not been caught in your wake and were merely entering, they pushed back 10ft, and are knocked prone.

Upon reaching 8th Level, this Aura increases to 30ft and thunder damage is increased from 1d4 to 1d6.

Hands of Ruin

Starting at 5th level, you have gained planar knowledge of how to manipulate planar forces into hands of force to bring ruin to those that you wish.

When you successfully hit a creature with an attack you may expend your bonus action to summon hands of planar force to restrain the creature you hit; forcing it to make a DC 16 Strength Saving Throw or be restrained. While restrained they also take 1d6 force damage each turn until they succeed the saving throw. This effect takes place at the start of each of the creature's turns. Upon succeeding its saving throw it takes the amount of damage per rounds failed. Example if the creature was restrained for 4 rounds they take 4d6 damage when they succeed their saving throw.

They must use their action each turn trying to escape the planar hands. You may use this ability up to your Intelligence modifier per long rest.

Planar Destruction

Starting at 10th level, you gain knowledge of planar forces that can bring about the destruction of structures and lives.

Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

May only be used once per long rest.

Harbinger of Armageddon

Starting at 17th level, all your life has led to the acquisition of Planar Knowledge. This is what you have researched and lived for. The Knowledge of Planar Forces flow through your veins, ready to be manipulated and manifested into a weapon of Armageddon.

You create a storm of Armageddon. You are able to cast the Spell Storm of Vengeance and pull from the plane you are currently in a Planar Gate. This Gate disappears in two turns. Roll a 1d20 for it's position on the turn order. At the end of its second turn the Gate evaporates from existence returning its energies back into the plane it was pulled from.

This ability can only be used once per long rest.

Superior Demiplane

When you choose this sub-class you can conjure a portal in an unoccupied space you can see within range linking to a newly-created demiplane of your design. The portal is a circular opening, which you can make 5 to 30 feet in diameter. You can orient the portal in any direction you choose. You can choose for the portal to remain permanently open, for the portal to open when a creature speaks a command word, or for the portal to open or a limited kind of creature. In the latter case, the portal opens when a creature of a certain type (which can be as limited as a subtype) or alignment, or carrying a specific item, comes within 10 feet of the portal. If the portal is not permanently open, it opens or 1 minute when your conditions are fulfilled.

Your demiplane is a 1-mile radius sphere, which you can fill with space or remain empty as you so choose. The borders of the demiplane are either an impenetrable barrier, or the demiplane itself wraps around. You can create however much earth, stone, wood, common metals, or similar materials or vegetable matter you want in whatever form you specify, which can include artificial structures. You decide the weather patterns and temperature of the demiplane, and whether or not they change. As an action while on your demiplane, you can cast control water, control weather, and move earth at will, without expending a spell slot or any components. When you cast move earth or control weather this way, the casting time is only 1 action. This use of move earth can manipulate stone, metals, and ores, not just earth.

Each time you cast this spell, you can create a new demiplane, or open a new portal to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the portal connect to its demiplane instead.

Multiclassing

Prerequisites. To qualify for multiclassing into the Planebreaker class, you must meet these prerequisites: Minimum 15 Intelligence.

Proficiencies. When you multiclass into the Planebreaker class, you gain the following proficiencies: Arcana



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