Planes Walker (5e Class)
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Planes Walker
<!-Introduction Leader->
Creating a Planes Walker
- Quick Build
You can make a Planes Walker quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices-> As a Planes Walker you gain the following class features:
Class Features
As a Planes Walker you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Planes Walker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Planes Walker level after 1st
- Proficiencies
Armor: light armor
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism kit
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Investigation, Intimidation, Insight, and Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) longsword or (b) battleaxe or (c) Any martial melee weapon
- (a) Herbalism kit or (b) another artisan kit
- (a) Explorer's pack or (b) Dungeoneer pack
Level | Proficiency Bonus |
Planar Charges | Features |
---|---|---|---|
1st | +2 | - | Spellcasting, Unarmored Defense, Tattooed |
2nd | +2 | 2 | Unarmored Movement, Plane Shift, Planar Charges |
3rd | +2 | 3 | Planar Knowledge |
4th | +2 | 4 | Ability Score Improvement |
5th | +3 | 5 | Extra Attack |
6th | +3 | 6 | Planar Knowledge (2), Enhanced Knowledge |
7th | +3 | 7 | Planar Intimidation |
8th | +3 | 8 | Ability Score Improvement |
9th | +4 | 9 | Plane’s Luck |
10th | +4 | 10 | Planar Knowledge (3) |
11th | +4 | 10 | Planar Tongue |
12th | +4 | 10 | Ability Score Improvement |
13th | +5 | 10 | Improved Shift |
14th | +5 | 10 | Planar Knowledge (4) |
15th | +5 | 10 | Weathered Form |
16th | +5 | 10 | Ability Score Improvement |
17th | +6 | 10 | Indestructible |
18th | +6 | 10 | Mark of Sigil |
19th | +6 | 10 | Ability Score Improvement, Planar Knowledge (5) |
20th | +6 | 10 | Planar Mastery |
Spellcasting
While the Planes Walker does not really do any Spellcasting, you do require a DC for some of your actions.
The spellcasting ability modifier is what will be used to determine damage done by Planar skills, healing, etc.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier.
Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Strength modifier + Your Wisdom modifier. You can still use a shield and maintain this benefit.
Tattooed
At 1st level, as a Planes Walker, your body is more attuned to the magics of nature and has in turn grown more adept at resisting the negative side effects from these magics. Your resistance allows you to maintain twice the number (8 instead of 4 basic or 4 instead of 2 medium or 2 instead of 1 large) of tattooed slots on your person at any time.
Planar Charges
At 2nd level, the Planes Walker's body has become adjusted to multiple different environments and in so doing, with the prolonged exposure, has the ability to channel a small amount of that planar energy into their abilities each day. Most planar skills require one or more charges, and they are renewed after a short rest.
Unarmored Movement
At 2nd level, your speed increases by 10 feet when you are not wearing any armor or wearing a shield.
Plane Shift
At 2nd level, due to your growing up in and around the planes, you have become naturally accustomed to traveling between them. Using two of your planar charges you can transport one willing creature to another plane of existence that you know and have been to.
Planar Knowledge
At 3rd level, you choose a plane to defend. Choose between Celestia, Baator or Mechanus, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th and 19th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th and 16th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by one. As normal, you cannot increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.
Enhanced Knowledge
At 6th level, you are now able to use additional charges to increase the effectiveness of your skills. The details are listed next to each skill individually.
Planar Intimidation
At 7th level, you are now able to spend two of your Planar charges to gain advantage or negate disadvantage on an Intimidation check.
Plane’s Luck
At 9th level, once per day the Planeswalker is able to expend three charges to re-roll any check, saving throw or attack roll. This ability can only occur once per long rest.
Planar Tongue
As you have grown as a Planes Walker and traveled far and wide, you have learned numerous different languages from different races. Upon attaining 11th level, when spending two planar charges, you can speak any language spoken within the planes for the next 24 hours, then the knowledge leaves your mind.
Improved Shift
Having much more experience and practice, at 13th level you are now able to shift to any plane within existence even if you have not been there before. As well, you now only need to spend one charge per willing creature.
Weathered Form
At 15th level, as a Planes Walker, your body has traveled and suffered from a lot of different weather patterns and energy flows. This has caused your exterior to gain a more intimidating presence. For any roll of Intimidation your proficiency bonus is doubled, or you are now proficient in Intimidation.
Indestructible
At 17th level, your toughened and durable exterior allows you to withstand a death blow. Once per day when you would be mortally wounded, you are instead brought back to 1 hit point.
Mark of Sigil
At 18th level, with the amount of travel and adventure that you have now undertaken within the planes, you have unlocked a hidden potential within yourself. Choose one of the tattoos listed below and have the nearest artisan engrave the symbol upon you.
- Lady of Pain – +2 Wisdomand +2 AC
- The Maze – +2 Wisdom and +2 to initiative
- The Dabus – +2 Strength and +2 Charges
- The Code – +2 Strength and +2 Constitution
Planar Mastery
At 20th level, having traveled and seen all that the planes have to offer, your body has strengthened to new heights. You are now resistant to the following types of damage (Fire, Cold, Lightning, Acidic, Poison, Necrotic, and Radiant)
Celestia
- Luna’s Blessing
Level 3, 1 Charge each, Reaching out to the connection from the first layer of Mount Celestia The Planeswalker is able to touch and shed the healing light on those around him. Able to heal one creature for 1d8 + Spell Modifier. This can be enhanced with additional charges (up to 4) each time increasing the effectiveness by an additional 1d8.
- Luna’s Ward
Level 3, 1 Charge each, Pulling from the same plane as before The Planeswalker can target one friendly creature and protect them from any type of Evil incursion. This includes any roll for or against a creature of Evil alignment the target has advantage. By using additional charges (up to 4) you can target an additional 4 targets. This effect lasts for 30 seconds.
- Mercuria’s Blade
Level 6, 2 Charges each, You create a golden blade floating nearby. It will follow your instructions for the duration of the skill (1 minute) as you move about the battlefield You are able to make a Melee spell attach with the blade as a bonus action, the damage equaling 1d10. It then remains, and on any turn for the next minute you are able to swing the blade once again. Charging the skill at a higher level (up to 4 charges) increases the damage by 1d10 per charge.
- Mercuria’s Light
Level 6, 2 Charges each, Pulling in the golden light from Mercuria you may choose any willing creature within range of you for the duration of the skill, 1 minute, who will have advantage on death saving throws, Wisdom saving throws and Intelligence saving throws.
- Venya’s Calm
Level 10, 4 Charges each, A pearly aura surrounds you as you invoke the power of Venya. For the next minute, any creature emanating from a non-good plane has disadvantage on attack rolls against you. You can also attempt one of the following once during the spell’s affect. Free any creature from charmed, frightened or possession from a creature. Or send a creature back to the plane it originates from. You must make a successful attack, and it must fail a Charisma Saving throw or be returned to its plane of origin.
- Solania’s Peace
Level 10, 4 Charges each, reaching into the ether your hands become engulfed in the silver light that beckon’s you from Solania’s Electrum Realm. The silver will flow into any creature which has died within a minute and return that creature to life. It will grasp to the air with a single hit point, a streak of silver through its hair.
- Merton’s Memories
Level 14, 6 Charges each, Reaching out you may choose one willing creature to instantly feel the memories of the great paladins from within Merton’s Platinum home. The target is instantly surged with energy healing up to 70 hit points. Additional Charges (up to 3) can be spent to increase the amount healed by 10 hit points per charge.
- Jovar’s Rain
Level 14, 6 Charges each, The heavens open and the jewel encrusted sky’s open. Calling upon their aid allows you to choose up to ten, 10-foot cubes to be targets on the battle field. Each creature caught within a cube must make a Dexterity saving throw. Each area takes 7d10 radiant damage on a failed save, or half on a successful. As well each creature must make a Constitution saving throw or else be blinded for the following turn. If you wish to use additional charges (up to 2) the damage increases by 1d10.
- Chronias’s Aid
Level 19, once per day, Feeling the call for aid Chronias send down a celestial to aid you in your combat against the forces of evil. You are able to summon a Celestial with a Challenge Rating of 6 or lower. The Celestial is friendly and helpful to your group, they will act as an ally in battle. Roll initiative for them, all their abilities are available in the Monster Manual.
Baator
- Avernus’s Spheres
Level 3, 1 Charge each, you Reaching out you summon forth the flaming spheres that streak across the sky of Avernus. You may summon a sphere dealing 2d6 plus your spell attack bonus to a target of your choice, the creature must make a Dexterity saving throw to take half damage. You may enhance this ability with additional charges (up to 4) each time adding an additional sphere
- Dis’s Illusion
Level 3, 1 Charge each, The city of dis is known to house all manner of devil and demon within its city limits. Calling upon that power you are able to alter your appearance to that of multiple different ways. You may give yourself the ability to no longer need air (weather through water breathing, or some other sort), you may change your appearance to look as though you are of any other creature of similar size or smaller, or lastly you may alter your hands and head to have horns that each can deal 1d6 plus your Spell Attack Bonus as an unarmed strike.
- Minauros’s Curse
Level 6, 2 Charges, Necrotic and oily liquid spews forth from your hands and coats a creature of your choosing. The target must make a successful saving throw for half damage or take the full 4d8 necrotic/acidic damage from the spell. It has no effect on undead. If you cast it on a construct the construct has disadvantage on its saving throw and the spell automatically deals max damage. You may enhance this skill with extra charges (up to 4) for each charge increase the damage by 1d8.
- Phelegthos’s River
Level 6, 2 Charges, Calling forth from the legendary plane of fire and magma shoots forth a stream of liquid fire. In a 30 foot line, all targets must make a Dexterity saving throw for half damage or take the full 4d6 plus your spell modifier damage. As well any object that is flammable disintegrates, along with any growth or wildlife. As well the magma remains on the ground and any creature walking through, or ending their turn there must make a Dexterity saving throw or take an additional 2d6 damage. You may enhance this skill with additional charges (up to 4) each one increases the initial damage by 2d6.
- Stygia’s Sky
Level 10, 4 Charges, Calling forth the ice from the sky of the frozen plane of Stygia you shoot forth an icicle at your enemies. This magical hell icicles deal an initial 4d10 cold damage as well your target must make a Constitution saving throw or else be restrained for the next turn as their body temperature drops to absolute 0. You may enhance this ability with additional charges (up to 2) each charge unleashes an additional icicle.
- Malbolge’s Trap
Level 10, 4 Charges, Summoning for the earth directly from Malborge’s realm you surround a creature of your choosing in stone. The creature must make a Wisdom saving throw or be restrained within a wall of earth. On each successive turn the creature may make a wisdom saving throw to break free of the earthen grasp.
- Maladomini’s Vision
Level 14, 6 Charges, Calling upon the broken plane of Maladomini you are able to change the landscape to reflect that or any other option you choose. For an area of 500 feet around you, you are able to modify the ground to look like anything else you might wish. If a creature has the ability to make an Intelligence check, with disadvantage, against your DC to know it is not the real terrain they may do so. However, all creatures, unless highly intelligent will believe the ground is real.
- Cania’s Glacier
Level 14, 6 Charges, The Icey hellscape of Cania bends to your whim as you summon a glacier’s in a nearby area. Summoning this power allows you to choose up to ten, 10-foot cubes to be targets on the battle field. Each creature caught within a cube must make a Dexterity saving throw to halve the damage from the sky. Each area takes 7d10 cold damage on a failed save, or half on a successful. As well each creature must make a Constitution saving throw or else be restrained for the following turn. If you wish to use additional charges (up to 2) the damage increases by 1d10.
- Nessus’s Champion
Level 19, once per day, Reaching into the depths of hell you are able to pull forth a demon from well beneath the realm of the living. You are able to summon a Devil with a Challenge Rating of 6 or lower. The Devil is friendly and helpful to your group, they will act as an ally in battle. Roll initiative for them, all their abilities are available in the Monster Manual.
Mechanus
- Automata’s Emotion
Level 3, 1 Charge, The city of order and control lashes out at those who stand against. After a successful attack the Planeswalker is able to create a forceful blow of lawful thunderous energy Causing an additional 2d6 damage to the target. As well if the target does not make a Dexterity saving throw they are pushed back 10 feet.
- Varuna’s Sight
Level 3, 1 Charge, Calling upon the orderly land of Varuna the caster targets an area of land in a 20 foot cube. Everything becomes outlined in silver and gold lines of the creatures fail a Dexterity saving throw. All of the affected creatures now shed a dim light around the room. Any and all attacks roles against the target have advantage during the duration of the spell, up to 1 minute.
- Anu’s Crafts
Level 6, 2 Charges, Through careful thought and concerted effort the Caster is able to create an object with the knowledge of Anu. You are able to sit with any manner of artisan/craftsman/etc. tools and effectively use them to create one non-magical item. You have the ability to do so anywhere even without all the necessary materials, as long as you have the tools. The item you craft has to be limited to 50gp of value. You are able to enhance this skill with additional charges (up to 4) each one increasing the value of the created object by 50gp.
- Anu’s Constructs
Level 6, 2 Charges, When you are able to take time and work alone you are able to create a full construct with the help of Anu, this process costs 50gp of materials and creates a basic Construct (CR1 or lower) that can help you. It will only listen to the creator and will follow you until you dismiss it, and it will then dismantle itself, or until it’s HP reaches 0.
- Yama’s Purity
Level 10, 4 Charges, A column of pure light erupts in a 10 foot radius up to 40 feet high area on the battlefield. Any creature within must make a Dexterity saving throw to be dealt half of the full damage of 4d6 radiant and 4d6 fire damage. You can enhance this ability with additional charges (up to 3) for an additional 1d6 of each type of damage.
- Rudra’s Chasm
Level 10, 4 Charges, Calling upon the Disk of Rudra a chasm open’s in a line in front of the player for 30 feet. Each character in the line must make a Dexterity saving throw to avoid falling into the pit. If a creature succeeds at the saving throw they are nocked prone but take no damage. If they do not they immediately fall 20 feet taking 4d8 bludgeoning damage as well as 4d6 piercing damage from the jagged spikes at the bottom and are knocked prone as well. You can enhance the ability with additional charges (up to 3) to either increase the length by 10 feet per charge, or increase the with (all 3 additional charges) to give every character disadvantage on their saving throw.
- The Jade Palace
Level 14, 6 Charges, Reaching out to one of the disks of Mechanus you summon a copy of part of the Jade Palace. The entrance has a slight glow and exists nearby. You, and any creature you deem worthy may enter the palace and be at peace. You can then summon and dismiss the entry door (making it invisible) as often as you would like during the duration (24 hours). The Palace comes staffed with a full set of Modron’s that are willing to do any bidding you have of them. The Palace is large and can be created exactly as you picture the Jade Palace to be. Any object from within cannot exist without, so at the end of the 24 hour period, or after another casting/being dismissed the mansion dissipates and all items from there vanish.
- Shang-Hi’s Heart
Level 14, 6 Charges, Pulling the love from the Great Shang-Hi you are able to restore many things to the way they were before as that is what she wishes. Reaching out to any number of willing creatures you are able to heal them for 4d8 + your spellcasting modifier. If you wish to enhance this skill with extra charges (up to 2) you can heal for an additional 1d8.
- Regulus’s Orders
Level 19, once per day, Reaching out to center plain of Regulus and to Primus himself you are sent a construct to your side to help return order to the current situation. You are able to summon a Construct with a Challenge Rating of 6 or lower. The Construct is friendly and helpful to your group, they will act as an ally in battle so roll initiative for them, all their stats are available in the Monster Manual.
Multiclassing
Prerequisites. To qualify for multiclassing into the planeswalker class, you must meet these prerequisites: Int score of at least 16, Must have visited a Plane to which you are not Native, and Must Have a rudimentary understanding of the local planar system.
Proficiencies. When you multiclass into the planes walker class, you gain the following proficiencies:
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