Planewalker (5e Class)

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Planewalker (5e Class)[edit]

To most, the planes, Feywild and Shadowfell, Astral and Ethereal, Inner and Outer, are nothing more than myth. Stories of people seeing them and being there are speculation alone. But to some, the other planes are a second home of which they wander freely, and are always connected to them even when away.

Linked to the Planes[edit]

Planewalkers are born with an innate link to the other planes. This link grows with them to the point where they can call on magic created from energy of the realms. This connection to worlds beyond sends planewalkers into a fervent feeling of wanderlust, always trying to find more about the places which they feel so strongly for.

Creating a Planewalker[edit]

When did your character learn they were a planewalker? Was it accidental? Were they told of their nature? When did the planes first call to them? When they were learning to use their power, or when they were comfortable with it? What plane do they pine for? Is it different to the plane that calls them forth?

Quick Build

You can make a Planewalker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Hermit background. Third, choose the mage hand, ray of frost, and create bonfire cantrips, along with the 1st-level spells identify and Tenser's floating disc.

Class Features

As a Planewalker you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple weapons
Tools: Cartographer's tools
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Medicine, Perception, Religion, and Survival

Equipment

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

  • (a) A quarterstaff or (b) any simple melee weapon
  • (a) A dagger or (b) 5 darts
  • (a) Dungeoneer's pack or (b) explorer's pack
  • Studded leather armor and cartogripher’s tools
  • If you are using starting wealth, you have 3d6 x 10 gp in funds.

Table: The Planewalker

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Planar Focus 3 2
2nd +2 Planar Sight, Planar Body 3 2 2
3rd +2 Planar Focus improvement 3 3 3
4th +2 Ability Score Improvement 3 4 3
5th +3 3 4 4 2
6th +3 Elemental Plane Focus 3 4 4 2
7th +3 Plane\ar Focus improvement 4 5 4 3
8th +3 Ability Score Improvement 4 6 4 3
9th +4 4 6 4 3 2
10th +4 Planar Focus improvement 4 7 4 3 2
11th +4 Law/Chaos Plane Focus 4 8 4 3 3
12th +4 Ability Score Improvement 4 8 4 3 3
13th +5 4 8 4 3 3 1
14th +5 Elemental Planar Focus improvement 4 8 4 3 3 1
15th +5 Improved Positive/Negative Planar Focus 5 9 4 3 3 2
16th +5 Ability Score Improvement 5 9 4 3 3 2
17th +6 Planar Focus improvement 5 10 4 3 3 3 1
18th +6 5 10 4 3 3 3 1
19th +6 Ability Score Improvement 5 11 4 3 3 3 2
20th +6 Planar Master 5 11 4 3 3 3 2

Spellcasting[edit]

The planar energy inside you reacts to your will and the environment, forming as elemental attacks and less flashy support spells. Regardless, your energy grants a limited spellcasting ability.

Cantrips

At 1st level, you know 3 cantrips from the wizard spell list. They have to be from the evocation, conjuration, or divination schools of magic. You learn another cantrip at 7th level and another at 15th level.

Spells Known of 1st Level and Higher

The planewalker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

At 1st level, you know 2 spells from the wizard spell list, which must be evocation, conjuration, or divination. When you learn more spells of the same or higher level, you must choose it from evocation, conjuration, and divination schools of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your planewalker spells. The power of your spells come from your connect to the planes. You use your Intelligence whenever a planewalker spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a planewalker spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use cartographer's tools (see “Equipment”) as a spellcasting focus for your planewalker spells.

Planar Focus[edit]

At 1st level, you choose your focus on which plane of energy you focus on. Your choices are Ethereal(which focuses on teleportation) or Astral(which focuses on strength of the soul).

Planar Sight[edit]

At 2nd level, your gain the ability to see a limited distance into the Border Ethereal, giving you truesight to a range of 15 feet.

Planar Body[edit]

At 2nd level, your planar energy has lightly covered your entity, giving you resistance to force and psychic damage.

Ability Score Improvement[edit]

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.

Elemental Plane Focus[edit]

At 6th level, your planar energy has reacted to the energy of the elemental planes, giving you abilities corresponding to a certain elemental plane.

  • Fire You gain resistance to fire damage, do an extra 10 fire damage with melee attacks, and can cast control fire(doesn’t count against the number of spells known).
  • Water You gain a swimming speed equal to your walking speed, are amphibious, and are resistant to cold damage.
  • Earth You aren’t affected by difficult terrain, gain a 20 ft speed boost while touching stone or dirt, and gain tremorsense out to a range of 15 feet.
  • Air You can hold your breath for up to an hour, take no fall damage if the fall is less than 200 feet, and can cast levitate(doesn’t count against the number of spells known).

You choose another elemental plane focus at 14th level.

Law/Chaos Plane Focus[edit]

At 11th level, your planar energy connects to the plane of order, Mechanus, or the plane of chaos, Limbo. Your choice affects your alignment.

Law

Upon choosing the plane of law, your alignment changes to lawful, and you gain the following effects:
- You can tell the alignment of any creature you meet.
- You can cast suggestion 2 times a day, but only targeting chaotic creatures.
- You can cast find familiar if you couldn’t already(if you already had the spell learned, you can choose a different spell of the same level.) Instead of one of the normal options, you can summon a monodrone instead.

Chaos

Upon choosing the plane of chaos, your alignment changes to chaotic, and you gain the following effects:
- You can tell the alignment of any creature you meet.
- You can cast suggestion 2 times a day, but only targeting lawful creatures.
- You can cast find familiar if you couldn’t already(if you already had the spell learned, you can choose a different spell of the same level.) Instead of one of the normal options, you can summon a slaad tadpole instead.

Positive/Negative Plane Focus[edit]

At 15th level, your planar energy reaches to the plane of the deities, coming into contact with celestial and infernal beings. You get to choose between focus on the positive planes or negative planes. Your choice affects your alignment.

Positive

Your alignment becomes good, and you gain the following affects:
- You can cast summon celestial once per day, summoning a celestial with a challenge rating 6 or lower.
- You have advantage on all non combat based ability checks against celestials.
- Celestials have disadvantage on all non combat based ability checks against you.
- You have resistance to radiant damage.

Negative

Your alignment becomes evil, and you gain the following affects:
- You can cast infernal calling once per day, summoning a fiend with a challenge rating 6 or lower.
- You have advantage on all non combat based ability checks against fiends.
- Fiends have disadvantage on all non combat based ability checks against you.
- You have resistance to necrotic damage.

Planar Master[edit]

At 20th level, your planar energy has reached peak ability, giving access to unbelievable planar power. Your Intelligence and Wisdom increase by 2, to a maximum of 22. You can cast dimension door 3 times per day. You are immune to force and psychic damage, and are immune to 5th level and lower divination spells that read your mind or give away your location. You can cast gate once per day.

Plane Focuses[edit]

At 1st level, you choose a plane to focus on, either the Astral or Ethereal plane, to draw most of your power from.

Astral Plane[edit]

Planewalkers drawn to the astral plane learn how to manipulate souls, whether the souls belong to themselves or others.

Soul Harvest

At 1st level, you gain the ability to partially take the vitality of someone’s soul. You can reach out with your own soul and target a creature in a 15 foot radius. The target’s hit point maximum is reduced by 2d6, and you gain that many hit points. If a creature’s hit point maximum is reduced to 0 using this ability, it dies. Its hit point maximum returns to normal after a short or long rest. You can use this ability as many times as your Wisdom modifier.
This damage increases to 3d6 at 7th level, 4d8 at 10th level, and 5d8 at 17th level.

Astral Soul

At 3rd level, your soul can materialize as an ally in a fight. As a bonus action, you can summon your soul into the Material Plane to fight by your side. Its hit point maximum is ¼ yours(rounded up), and is immune to all damage except force. It can move 10 feet a turn. It has truesight out to a range of 30 ft. It can move 30 feet away from you, but no further. It is invisible and incorporeal, although it can be detected by a creature with truesight or an effect that allows a creature to see into the Border Ethereal, like the see invisibility spell. It appears as a see-through, ghostly version of you. It can communicate telepathically with you. It lasts until dismissed as a bonus action, you die or fall unconscious, or it is dispelled by a spell that traps a creature in another plane of existence, such as the banishment spell. It does not gain benefits from abilities that give resistance. It cannot be healed directly, but if you are healed, your soul is healed ¼ as much(rounded up). If your soul is reduced to 0 hit points, it returns to the Astral Plane, and you take damage equal to half your hit point maximum. It will then take 24 hours to be called upon again.
As a bonus action on your turn your soul can do one of three things:
- It can target an enemy’s soul, giving the target disadvantage on the next ability check, saving throw, or attack roll it makes. Until that time, your soul cannot do anything else.
- It can target an enemy’s soul and use the Soul Harvest ability as long as you have uses for it.
- It can target an ally’s soul, giving it advantage on the next ability check, saving throw, or attack roll it makes. Until that time, your soul cannot do anything else.

Improved Astral Soul

At 7th level, your soul becomes more used to its new power, and gains the following affects:
- Its hit point maximum is equal to ½ your hit point maximum(rounded up).
- If you are healed, your soul is healed ½ as much as you(rounded up).
- You can now teleport to your soul’s location. If your soul isn’t targeting another creature’s soul and is not in another creature or object’s space, you can use a bonus action to teleport to your soul’s current location. The teleportation fails if your soul is in an antimagic field or similar effect, or if you are on the Ethereal or Astral planes.

Advanced Astral Soul

At 10th level, your soul is slightly corporeal, which has benefits and downfalls.
- Its hit point maximum is equal to ¾ your hit point maximum(rounded up).
- If you are healed, your soul is healed ¾ as much as you(rounded up).
- Your soul can now go 45 feet away from you and moves 15 feet per round.
- Your soul gains vulnerability to psychic damage.
- Your soul can pick up objects up to 5 lbs. and move them.
- You can use your soul as a spellcasting conduit. If your soul is within 30 feet of you, you can use its current position to cast spells from. For example, if you cast a spell centered on you that affects creatures in a 30 foot radius, you can instead use your soul as the center for the spell. Any spell cast in this way doesn’t affect you if you are inside the radius of the spell.

Master Astral Soul

At 17th level, your soul is more corporeal and deadly.
- Its hit point maximum is equal to your hit point maximum.
- If you are healed, your soul is healed the same amount.
- Your soul can now go 60 feet away from you and moves 20 feet per round.
- Your soul gains vulnerability to radiant and necrotic damage.
- Your soul can now attack your enemies with you. It can make one attack as a bonus action on your turn, dealing 4d8 force damage to a target. Its attack is magical for the purpose of overcoming non magical resistance and immunity. It deals no damage if the target is immune to force, radiant, necrotic, or psychic damage.
- You can perform a ritual that takes the essence of a weapon and bestows it upon your soul. The ritual requires a single non magical weapon and 500 gp worth of rare ingredients. The weapon disintegrates and its essence is collected and reshaped into a weapon by your soul. Your soul now appears to be holding a ghostly version of the weapon sacrificed by the ritual and deals 6d10 damage on its turn. However, it can now only attack 3 times between long rests.

Ethereal Plane[edit]

Planewalkers drawn to the ethereal plane learn how to use it as a gateway to other places, sometimes taking others on the journey with them.

Ethereal Movement

At 1st level, you gain the ability to step into the Border Ethereal for a limited time. You can use a bonus action to step into the Border Ethereal. You can use your action to step out of the Border Ethereal at a point within 30 feet of where you entered. If you use your action to do something else while inside the Border Ethereal, you exit the Border Ethereal at the same place you entered. On the Material Plane, this effect seems instantanious.You cannot interact with anything on the Material Plane and vice versa while on the Border Ethereal, only things on the Ethereal Plane and the Border Ethereal. You can use this ability as many times as your Wisdom modifier.

Ethereal Sanctum

At 3rd level, you gain the ability to teleport you and up to 3 other people within 5 feet of you of your choice to your sanctum on the Ethereal Plane. It appears as a 25 by 25 foot piece of land floating through the Ethereal Plane. Anything you or anyone else you targeted with this spell is wearing or carrying teleports with you. It contains 2 chairs, a table, a washbasin, and a cabinet with 1 weeks worth of rations inside(lay them out as you wish). You can stay inside for up to 25 minutes, minus 5 minutes per person you brought with you. While inside, time on the Material Plane seems to stay still. When the time expires or you choose to teleport back as a bonus action, anything not being worn or carried is left in the sanctum. Food and drink left in the sanctum will not go bad. The rations and water replenish after 1 week. You can only use this ability once per long rest.

Ethereal Connection

At 7th level, you can perform a ritual that allows you to infuse plane-hopping ability to an object. The object has to be able to be worn on or carried in one hand, such as a quarterstaff or glove. The ritual takes 12 hours and costs 500 gp in rare material costs. Once the ritual is complete the item will become a portal conduit. You can only have one portal conduit at a time. Attempts to make another one always fail unless the previous one has been destroyed. A portal conduit can be used twice a day. The first use summons a portal on a corporeal flat surface you can see, such as a wall or ceiling, within 10 feet of you. The portal that appears is in its deactivated state, and appears as a faint white chalk circle. The second use summons a portal on a different corporeal flat surface within 10 feet of you and connects to the first portal. In order for the connection to work, the portals must be within 60 feet of each other on the same plane of existence. If not, the other portal automatically disappears. If the portals successfully connect, they both switch to their “on” mode, and show what is currently in front of the other portal. Magic and creatures can cross through the portal and appear at the location of the other portal. You can make both portals invisible as a bonus action. While the portals are active, the portal conduit does not regain uses. It regains both uses if the portals are dismissed as a bonus action. They are automatically dismissed if 10 creatures pass through the portal or if the portal conduit gets more than 100 feet away from either portal. If the portal is automatically dismissed, it takes 4 hours to regain both uses of the portal conduit.

Ethereal Wisps

At 10th level, your connection to the Ethereal Plane gives you access to a new spell, ethereal wisps. It does not count against the number of spells known.

Ethereal Banishment

At 17th level, your Ethereal ability allows you to teleport someone against their will. Target one creature you can see within 60 feet of you. That creature makes a Wisdom saving throw contested by your spell save DC. On a failure, the creature is transported to the Ethereal Plane, where it stays for 1 minute. After returning, the creature takes 3d10 psychic and 3d10 force damage and becomes paralyzed as punishment for its trip through the Ethereal Plane. On a successful save, the creature is immune to your Ethereal Banishment for 24 hours. You can only use this ability once per long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Planewalker class, you must meet these prerequisites: Intelligence 13, Wisdom 13

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



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