User:AtticusVS
Planeswalker[edit]
On the blighted wastes of Zendikar, a man stands and watches over the landscape, before taking a step and disappearing; hurling though the Blind Eternities between worlds and reappearing on the crowded streets of Ravnica.
The monsters were coming for her. The young girl trembled and struggled, but the manacles held her in place. As the creatures rounded the corner towards her, its claws like scythes, she shut her eyes tight and wished to be anywhere else. When her opened she was on an open plain, under skies full of angels.
In a plane of his own creation, the evil dragon schemes. His planeswalker agents across the multiverse allow him to manipulate events on a scale few others could comprehend, but, recently, a number of planeswalker had begun banding together. He would likely have to deal with them personally, and he looked forward to it.
Planeswalkers are born at random in sapient races, with no outward signs of their latent power. Only when they undergo great stress does their spark ignite, granting them the power to travel between the worlds of the multiverse, as well as to harness one of the five colors of mana. By drawing this mana from the lands they have travelled to, planeswalkers can cast spells and augment their abilities.
Creating a Planeswalker[edit]
- Quick Build
You can make a Planeswalker quickly by following these suggestions. First, your highest ability score should be the spellcasting modifier, followed by Constitution. Second, choose the far traveler background.
Class Features
As a Planeswalker you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Planeswalker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Planeswalker level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Nature, Perception, Religion, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) any martial weapon(if proficient)
- (a) leather armor or (b) chain mail and a shield(if proficient)
- An explorer's pack
- If you are using starting wealth, you have 5d4x10gp in funds.
Level | Proficiency Bonus |
Features | Signatures Known | Cantrips Known | Spells Known | Mana Available | Maximum Spell Level |
---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Colors of Mana, Planeswalking, Additional Proficiencies | - | 3 | 2 | 2 | 1 |
2nd | +2 | Ley of the Land, Signatures | 2 | 3 | 3 | 4 | 1 |
3rd | +2 | Gathering | 3 | 3 | 4 | 6 | 2 |
4th | +2 | Ability Score Improvement | 3 | 3 | 5 | 8 | 2 |
5th | +3 | Rapid Rituals | 4 | 3 | 6 | 10 | 3 |
6th | +3 | Color Feature | 4 | 4 | 7 | 12 | 3 |
7th | +3 | — | 5 | 4 | 8 | 14 | 4 |
8th | +3 | Ability Score Improvement | 5 | 4 | 9 | 16 | 4 |
9th | +4 | — | 6 | 4 | 10 | 18 | 5 |
10th | +4 | Color Feature | 6 | 5 | 11 | 20 | 5 |
11th | +4 | Planar Arcanum (6th level) | 7 | 5 | 12 | 22 | 5 |
12th | +4 | Ability Score Improvement | 7 | 5 | 12 | 24 | 5 |
13th | +5 | Planar Arcanum (7th level) | 8 | 5 | 13 | 26 | 5 |
14th | +5 | Color Feature | 8 | 5 | 13 | 28 | 5 |
15th | +5 | Planar Arcanum (8th level) | 9 | 5 | 14 | 30 | 5 |
16th | +5 | Ability Score Improvement | 9 | 5 | 14 | 32 | 5 |
17th | +6 | Planar Arcanum (9th level) | 10 | 5 | 15 | 34 | 5 |
18th | +6 | Planar Retreat | 10 | 5 | 15 | 36 | 5 |
19th | +6 | Ability Score Improvement | 11 | 5 | 15 | 38 | 5 |
20th | +6 | Unmend | 11 | 5 | 15 | 40 | 5 |
Spellcasting[edit]
Your spark allows you to draw mana from the lands you've visited, and to use this mana to cast spells. Your spell list is determined by your colors of mana.
- Mana Pool
Rather than having spell slots, you have a pool of mana that you can use to cast spells you have. You have an amount of mana in your pool equal to two times your level in this class as seen in the chart above. You regain all your spent mana after a long rest.
- Preparing Spells
You prepare the list of planeswalker spells that are available for you to cast. To do so, choose a number of planeswalker spells from the spell lists of your colors equal to your spells known, as shown on the Planeswalker table. The spells must be equal to or less than your maximum spell level, as shown on the Planeswalker table. You can change your list of prepared spells when you finish a long rest. Preparing a new list of planeswalker spells requires time spent mentally practicing them: at least 1 minute per spell level for each spell on your list that you change.
- Casting Spells
To cast a planeswalker spell of 1st level or higher, you must expend a number of mana from your mana pool equal to or greater than the level of the spell you wish to cast. The number of mana you spend to cast the spell is the level the spell is cast at.
- Spellcasting Ability
Your spellcasting ability depends on your colors: it is Wisdom or Charisma for White, Intelligence or Wisdom for Blue, Intelligence or Charisma for Black, Charisma for Red, and Wisdom for Green. If you have colors that do not share an ability, choose the highest of them to use(For example, if you are Blue and Red and you have a 14 in Intelligence and an 18 in Charisma, you would use Charisma for your spellcasting ability). In addition, you use this ability when setting the saving throw DC for a planeswalker spell you cast and when making an attack roll with one. Spell save DC = 8 + your Proficiency Bonus + your spellcasting ability modifier Spell Attack modifier = your Proficiency Bonus + your spellcasting ability modifier
- Cantrips
At 1st level, you know 3 cantrips of your choice from the spell lists of your colors of mana. You learn additional cantrips from the planeswalker spell lists that you access to at higher levels, as shown in the Cantrips Known column of the Planeswalker table. You can cast these cantrips at any time, regardless of whether you are gathering.
- Ritual Casting
You can cast a planeswalker spell with the ritual tag as a ritual if it is on a spell list you have access to and the spell's level is no higher than half your planeswalker level(rounded up).
- Spellcasting Focus
You can use your free hand as a Spellcasting focus for your planeswalker spells. You can also use an arcane focus, holy Symbol or druidic focus rather than a free hand to cast your planeswalker spells.
Colors of Mana[edit]
At 1st level, you choose your colors. Choose two between White, Blue, Black, Red and Green, You get the abilities of the two chosen, shown at the end of the class description. Your choice grants you features at 1st level and again 6th, 10th, and 14th.
Planeswalking[edit]
While planeswalkers have powerful magic, their most defining characteristic is the ability to step between worlds at will. By spending 1 minute concentrating, you can transport yourself to another plane of your choice. When you first planeswalk to a plane, you appear in a random location on it unless you are given a location on the plane to go to. When you planeswalker to a plane you've been to before, you appear in the location you were last at on that plane. If you are planeswalking with another planeswalker then you can follow their aether trail to appear at the same location they appeared at after planeswalking.
Additional Proficiencies[edit]
Due to your attunement with the mana of the multiverse, you learned your way around certain weapons and tools. Choose two sets of proficiencies below based on your colors.
White:
- Medium Armor, Heavy Armor and Shields
- Martial Weapons and Insight
Blue:
- Medium Armor and a Tool of your choice.
- Two Tools of your choice and Investigation
Black:
- Martial Weapons and Firearms(If firearms are not allowed replace with Two Tools of your choice)
- Stealth, Intimidation and Thieves Tools
Red:
- Martial Weapons and Medium Armor
- Acrobatics, Persuasion and you add your proficiency bonus to Initiative checks.
Green:
- Heavy Armor and Strength Saving Throws
- Nature, Survival and Herbalism Kits
Signatures[edit]
At 2nd level, you gain two planeswalker signatures of your choice. A list of the available Planeswalker Signatures can be found at the bottom of this class description. When you gain certain planeswalker levels, you gain additional signatures of your choice, as shown in the Signatures Known column of the Planeswalker table.
Additionally, when you gain a level in this class, you can choose one of the signatures you know and replace it with another signature that you could learn at that level.
If a planeswalker signature has prerequisites, you must meet them to learn it. You can learn the signature at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Ley of the Land[edit]
Beginning at 2nd level, you can draw additional power from the land directly around you if it is rich in a color of mana that you are attuned with. Plains are rich in white mana, islands are rich in blue mana, swamps are rich in black mana, mountains are rich in red mana, and forests are rich in green mana. While you are in such terrain, you have a bonus to your Spell Save DC and Spell Attack rolls equal to your proficiency.
Gathering[edit]
At 3rd level, you can draw mana from your environment to replenish your spent mana. You can spend 10 minutes concentrating to fill your mana pool with an amount of mana equal to your level up to a maximum of 10 mana, this cannot fill your pool over your maximum Mana Available, as shown in the planeswalker table. You can’t use this feature again until you finish a Long Rest.
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.
Rapid Rituals[edit]
Starting at 5th level, when you cast a planeswalker spell as a ritual, the casting time of the spell is only increased by 1 minute, rather than 10 minutes.
Planar Arcanum[edit]
At 11th level, you gain access to more powerful spells which can be prepared as an arcanum. Whenever you prepare your list of planeswalker spells, also choose one 6th level spell from any of the planeswalker spell lists you have access to as this arcanum. You can cast your arcanum spell once without spending mana. You must finish a long rest before you can do so again. At higher levels, you gain access to more planeswalker spells that can be cast in this way: you can prepare one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th level spell at 17th level. All of these spells must come from spell lists you have access to. You regain all uses of your Planar Arcanum when you finish a long rest.
Planar Retreat[edit]
Whenever you would be killed outright or fail a third death saving throw, your innate spark sends you to another plane of existence, chosen by your DM, you appear in a safe space in that plane and are stabilized. This feature can't be used again until after 7 days of rest.
Unmend[edit]
Long ago, planeswalkers were like gods: immortal and able to create entirely new planes out of nothing but their own raw magical power. This power was given up in order to prevent the destruction of all existence. At 20th level, however, you have regained some of this long lost power. You no longer age, and, by spending 1 year working on it, you can create a new plane of existence. A plane you create is entirely as you wish it to be in terms of terrain, weather, and non-sapient life. Additionally, you can now planeswalk as an action.
Planeswalker Colors[edit]
Starting at 1st level you choose a Specialty for each of your base two colors. The chosen specialty gives you more abilities at 6th level, 10th level and 14th level, detailed after the Specialty options(ie. if you chose Radiant from the Divine Specialty, you would get any abilities from the Radiant tree). The Competent and Expert levels are based on what your other base color is(ie. if you are Red and White, you would get the Red marked abilities for the White Specialty trees). When you gain a spell from a color subclass, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
White[edit]
At each indicated planeswalker level, you add the listed spell to your spells prepared.
Planeswalker Level | Spells |
---|---|
1st | guiding bolt |
3rd | spiritual weapon |
5th | mass healing word |
7th | death ward |
9th | holy weapon |
Divine Specialty[edit]
At 1st level, you choose you main specialty with your spells effects. Choose one of these effects when you gain this feature, you can change the one you chose when you would gain a level in this class.
- Buffs: Whenever you cast a non-healing spell that targets another friendly creature, you can choose an additional creature within 5 feet of that creature to also be affected by the spell.
- Healing: Whenever you use a spell of 1st level or higher to restore hit points to another creature, the creature regains additional hit points equal to 2 + the spell's level.
- Radiant: Whenever you deal Radiant damage, choose a creature that was dealt damage this way and they make a Constitution Saving throw, on a failed save they are blinded until your next turn.
Buffs[edit]
Competent[edit]
Starting at 6th level, your buffing of others has melded with your other color.
- Blue: Whenever you cast a non-healing spell that targets another friendly creature, you can choose an enemy creature within range of the spell. That creature has their next damage roll reduced by an amount equal to 2 + spell's level.
- Black: When you cast a non-healing spell that has a duration of 1 minute or longer that targets another friendly creature, whenever that creature brings an enemy creature to 0 hit points for the first time each turn, the remaining duration for the spell doubles up to a maximum duration of 24 hours.
- Red: Whenever you cast a non-healing spell that targets another friendly creature, that creature can use their reaction to move up to half their movement speed towards an enemy creature and make a weapon attack against them. This movement doesn't provoke opportunity attacks.
- Green: Whenever you cast a non-healing spell that targets another friendly creature, that creature gets advantage on their next weapon attack they make before your next turn.
Proficient[edit]
Starting at 10th level, you have figured out how to help more people around you. Whenever you cast a non-healing spell that targets another friendly creature, you can choose an additional creature within 5 feet of that creature to also be affected by the spell.
Expert[edit]
Starting at 14th level, your other color has further increased the power of your buffs.
- Blue: When you cast a non-healing spell that targets another friendly creature, that creature gains a flying speed equal to their movement speed for the next minute.
- Black: When you cast a non-healing spell that targets another friendly creature, that creature has advantage on their next attack roll against a creature of their choice.
- Red: Whenever you cast a non-healing spell that targets another friendly creature, that creature has double movement speed until the end of your next turn.
- Green: Whenever you cast a non-healing spell that targets another friendly creature, that creature gets temporary hit points equal to your level for the next minute.
Healing[edit]
Competent[edit]
Starting at 6th level, your buffing of others has melded with your other color.
- Blue: Whenever you cast a spell of 1st level or higher to restore hit points to another creature, choose a creature that was restored hit points this way, they regain an amount of mana equal to one less than the spell cast or the equivalent spell slot. If the chosen creature doesn't have mana or spell slots, you may instead choose a cantrip you know and allow them to cast that cantrip until the end of your next turn.
- Black: Whenever you use a spell of 1st level or higher to restore hit points to another creature, you may lose any amount of life up to twice your level, that creature regains that many hit points in addition. That creature can't benefit from this effect again until you cast another spell.
- Red: Whenever you use a spell of 1st level or higher to restore hit points to another creature, that creature gets an additional 1d8 lightning damage to their next damage roll. That creature can't benefit from this effect again until you cast another spell.
- Green: Whenever you use a spell of 1st level or higher to restore hit points to another creature, you regain hit points equal to half the amount they regained.
Proficient[edit]
Starting at 10th level, you've learned how to heal more people at the same time. Whenever you use a spell of 1st level or higher to restore hit points to another creature, choose up to a number of additional creatures equal to your proficiency bonus in range to regain half as many hit points.
Expert[edit]
Starting at 14th level, your other color has further increased the power of your healing.
- Blue: Whenever an enemy creature ends their turn within 5 feet of an ally creature you can see, the ally creature can use their reaction to regain hit points equal to your level. A creature can only benefit from this ability once per day.
- Black: Whenever a friendly creature within 60 feet of you casts a spell that deals damage to one or more creatures, you may expend 4 mana to regain hit points equal to half of the damage dealt to one of those creatures.
- Red: Whenever an enemy creature you can see would gain hit points, you can use your reaction to make them make a Constitution Saving Throw, on a failed save they don't regain any hit points and you can choose a creature within 5 feet of you to regain those hit points instead.
- Green: Whenever you use a spell of 1st level or higher to restore hit points to another creature, that creature gets +5 to their AC until the end of your next turn. That creature can't benefit from this effect again until you cast another spell.
Radiant[edit]
Competent[edit]
Starting at 6th level, your holy light has melded with your other color.
- Blue: Whenever you cast a spell that deals Radiant Damage, choose a creature that was dealt damage this way and they make an Intelligence Saving throw, on a failed save you can see that creature's prepared or known spells if they have any. Choose one of those spells with a spell level equal to or less than the spell you cast. That creature can't cast that spell for the next minute.
- Black: Whenever you deal Radiant Damage to an enemy creature, you regain hit points equal to the damage dealt this way. You can regain a total number of hit points equal to twice your level before needing to take a long rest.
- Red: Whenever you cast a spell that deals Radiant Damage, choose a creature that was dealt damage this way, that creature has disadvantage on their next attack roll until your next turn.
- Green: Whenever you make an attack or cast a spell that would deal bludgeoning, piercing or slashing damage, you may change that damage type to Radiant.
Proficient[edit]
Starting at 10th level, you've learned how to get past anyone who would resist you. Radiant damage you deal ignores resistance to radiant damage and treats immunity to radiant damage as though it was resisted instead.
Expert[edit]
Starting at 14th level, your other color has further increased the power of your light.
- Blue: Whenever you cast a spell that deals Radiant Damage, you may get Advantage on the next saving throw you make before the end of your next turn.
- Black: Whenever you cast a spell that deals Radiant Damage, each creature that was dealt damage this way makes a Constitution saving throw, on a failed save a creature takes additional Necrotic damage equal to half the Radiant damage dealt.
- Red: Whenever you deal Radiant Damage to an enemy creature, the next attack roll made against that creature before the end of your next turn has advantage.
- Green: Attack you make that can deal radiant damage score a critical hit on a roll of 18-20.
Blue[edit]
At each indicated planeswalker level, you add the listed spell to your spells prepared.
Planeswalker Level | Spells |
---|---|
1st | armor of agathys |
3rd | invisibility |
5th | counterspell |
7th | dimension door |
9th | cone of cold |
Arcane Specialty[edit]
At 1st level, you choose you main blue specialty with your spells effects. Choose one of these effects when you gain this feature.
- Cold: Whenever you cast a spell that deals Cold damage, choose a creature that was dealt damage this way, they have half their movement speed until your next turn.
- Illusion: Illusion spells you cast have a higher Spell Save DC equal to 10 + Proficiency Bonus + your spellcasting ability modifier.
- Psychic: Whenever you cast a spell that deals Psychic damage, choose a creature that was dealt damage this way, they subtract 1d4 from their next attack roll or saving throw before your next turn. The die used for this signature increases as your proficiency bonus increases equal to twice your proficiency bonus (+3=1d6, +4=1d8,...)
Cold[edit]
Competent[edit]
Starting at 6th level,
- Black: Whenever you cast a spell that deals Cold damage to an enemy creature, that creature makes a Wisdom saving throw, on a failed save you can see that creature's prepared or known spells if they have any. Choose one of those spells with a spell level equal to or less than the spell you cast. That creature can't cast that spell for the next minute.
- Red: Whenever you deal Cold damage to an enemy creature, that creature makes a Constitution saving throw, on a failed save that creature takes 1d6 fire damage for every 5 feet they move until the end of your next turn.
- Green: Whenever you deal Cold damage to an enemy creature, that creature makes a Strength Saving throw, on a failed save that creature becomes prone.
- White: Whenever you deal Cold damage to an enemy creature, that creature makes a Strength Saving throw, on a failed save that creature can't make weapon attacks during their next turn.
Proficient[edit]
Starting at 10th level, you've learned how to get past anyone who would resist you. Cold damage you deal ignores resistance to cold damage and treats immunity to cold damage as though it was resisted instead.
Expert[edit]
Starting at 14th level,
- Black: Whenever you cast a spell that deals Cold damage to an enemy creature, that creature that creature is marked until the end of your next turn, whenever a marked creature attacks you or casts a spell that targets you, that creature makes a Constitution saving throw, on a failed save that creature takes an amount of cold damage equal to your level.
- Red: At the start of your turn, if a creature you dealt cold damage to on your last turn has taken fire damage since your last turn, that creature loses hit points equal to the fire damage and cold damage dealt to them since the beginning of your last turn.
- Green: When a creature fails the saving throw for your Cold Competent effect, that creature's movement becomes 0 until your next turn.
- White: When a creature fails the saving throw for your Cold Competent effect, it becomes vulnerable to Cold damage until the end of your next turn.
Illusion[edit]
Competent[edit]
Starting at 6th level,
- Black: Creatures that you don't choose when you cast an Illusion spell have disadvantage on rolls to know if your illusion isn't real.
- Red: Whenever a creature touches an illusion you created, that creature makes a Dexterity saving throw, on a failed save that creature takes a number of d6 fire damage equal to the level of the spell cast that created that Illusion or the level of the spell you're concentrating on if the illusion was created by the Competent Selfbuff effect.
- Green: Whenever you cast an Illusion spell, for the duration of that spell you can move that illusion once on your turn without taking up a bonus action or an action.
- White: You can make your illusions explode in radiant light. As an action you can end an Illusion spell you cast early, each creature within 20 feet of that illusion makes a Constitution saving throw, on a failed save a creature takes a number of d8 Radiant damage equal to the level of the spell that created the illusion.
Proficient[edit]
Starting at 10th level, you have learned to keep multiple Illusions up at a time. You can maintain concentration on two things as long as one of them is an Illusion spell, but you only make one roll to maintain concentration on both spells.
Expert[edit]
Starting at 14th level,
- Black: Whenever you create one or more Illusions with a spell or magical ability, you can create one additional Illusion within the same range.
- Red: You can make your illusions explode in a burst of flame. As an action you can end an Illusion spell you cast early, each creature within 20 feet of that illusion makes a Dexterity saving throw, on a failed save a creature takes a number of d8 Fire damage equal to twice the level of the spell that created the illusion.
- Green: Whenever you create or move an Illusion in front an enemy creature, that creature makes a Wisdom saving throw, on a failed save that creature has to try to attack the illusion on their next turn.
- White: Whenever a creature touches an illusion you created, that creature makes a Constitution saving throw, on a failed save that creature takes a number of d6 Radiant damage equal to the level of the spell cast that created that Illusion or the level of the spell you're concentrating on if the illusion was created by the Competent Selfbuff effect.
Psychic[edit]
Competent[edit]
Starting at 6th level,
- Black: Whenever you use a spell to deal Psychic damage, choose a creature that has been damaged this way and you can read the thoughts of that creature, if the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment, but you can attempt to probe deeper into that creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, they can't be affected by this effect for the next 24 hours. You can only use this effect a number of times equal to your proficiency bonus until you need a long rest.
- Red: Whenever you cast a spell that deals Psychic damage, your spell attack roll and DC for that spell are increased by 2.
- Green: Whenever you spend mana to cast a spell that deals Psychic damage, each creature dealt damage this way takes extra damage equal to 2 times the mana spent.
- White: Whenever you use a spell to deal Psychic damage, choose a creature that was dealt damage this way and they make an Intelligence Saving throw, on a failed save you can see that creature's prepared or known spells if they have any. Choose one of those spells with a spell level equal to or less than the spell you cast. That creature can't cast that spell for the next minute.
Proficient[edit]
Starting at 10th level, you've learned how to get past anyone who would resist you. Psychic damage you deal ignores resistance to psychic damage and treats immunity to psychic damage as though it was resisted instead.
Expert[edit]
Starting at 14th level,
- Black: Psychic damage you deal ignores immunity to psychic damage and you deal psychic damage to creatures without immunity or resistance to psychic damage as though they had vulnerability to psychic damage.
- Red: Whenever a enemy creature fails a saving throw against a spell you cast, that creature takes a number of d4 psychic damage equal to the spell's level.
- Green: Whenever you deal Psychic damage to an enemy creature, that creature makes a Constitution saving throw, on a failed save that creature is stunned until the end of your next turn.
- White: Whenever a creature fails the saving throw for your Psychic Competent effect, if that creature doesn't have spells prepared or known, that creature takes an amount of Psychic damage equal to your level. If that creature has spells, you can cast the spell you chose until the end of your next turn.
Black[edit]
At each indicated planeswalker level, you add the listed spell to your spells prepared.
Planeswalker Level | Spells |
---|---|
1st | inflict wounds |
3rd | shadow blade |
5th | animate dead |
7th | phantasmal killer |
9th | cloudkill |
Demonic Specialty[edit]
At 1st level, you choose you main black specialty with your spells effects. Choose one of these effects when you gain this feature.
- Debuff: Whenever you target an enemy creature with a spell that doesn't deal damage, the Spell Save DC for that spell is equal to 10 + Proficiency Bonus + your spellcasting ability modifier.
- Necrotic: Whenever you cast a spell that deals Necrotic damage, choose a creature that was dealt damage this way and they make a Constitution Saving throw, on a failed save they have their maximum hit points reduced equal to the damage taken until they finish a long rest.
- Selfhealing: Whenever you use a spell of 1st level or higher to restore hit points to yourself, you regain additional hit points equal to twice your proficiency bonus.
Debuff[edit]
Competent[edit]
Starting at 6th level,
- Red: Whenever you target an enemy creature with a spell that doesn't deal damage with a duration of 1 minute or longer, when that creature is reduced to 0 hit points before the spell duration ends you can use your reaction to move the spell to affect a different creature within range of that spell.
- Green: Whenever you target an enemy creature with a spell that doesn't deal damage, choose a creature targeted that way, when you reduce that creature to 0 hit points before the spell duration ends or 1 minute if the spell is instantaneous, you regain mana equal to half the mana spent to cast the spell, rounded down.
- White: Whenever you target an enemy creature with a spell that doesn't deal damage, your next attack roll you make against that creature can score a critical hit on a roll of 16-20.
- Blue: Whenever you target an enemy creature with a spell that doesn't deal damage, you learn what that creature has skill proficiencies in, you may choose one of them to be proficient in for the next 1 hour.
Proficient[edit]
Starting at 10th level, your Specialty has gotten harder to get away from. Enemy creatures have disadvantage on saving throws against spells you cast that don't deal damage.
Expert[edit]
Starting at 14th level,
- Red: Whenever you would move a spell effect to a different creature using your Debuff Competent effect, you can move it to a creature up to three times the spells range.
- Green: Whenever you target an enemy creature with a spell that doesn't deal damage, choose a creature targeted that way, when you reduce that creature to 0 hit points before the spell duration ends or 1 minute if the spell is instantaneous, you regain mana equal to half the mana spent to cast the spell, rounded down. If you chose the same creature as your Debuff Competent effect, you can only regain mana up to one less than the mana spent to cast the spell.
- White: Whenever you score a critical hit against an enemy creature, you can multiple the damage you would deal by three instead of two.
- Blue: Whenever you choose a skill proficiency from the Debuff Competent effect, you can add twice your proficiency bonus to skill checks made with it for the duration.
Necrotic[edit]
Competent[edit]
Starting at 6th level,
- Red: Enemy creatures within 30 feet of you can't regain hit points.
- Green: Whenever you deal Necrotic damage to an enemy creature, choose a creature that was dealt damage this way, you regain hit points equal to half the damage dealt to that creature. You can only use this ability a number of times equal to your proficiency bonus until you need a long rest.
- White: Necrotic damage you deal is considered to also be radiant damage for the purpose of features and effects that refer to radiant damage, such as a zombie's Undead Fortitude feature or the features granted by the radiant branch of the white subclass. This does not change how much necrotic damage a creature that is resistant, immune, or vulnerable to radiant damage takes.
- Blue: Attack rolls you make that can deal necrotic damage can treat a d20 roll of 7 or lower as 8.
Proficient[edit]
Starting at 10th level, you've learned how to get past anyone who would resist you. Necrotic damage you deal ignores resistance to necrotic damage and treats immunity to necrotic damage as though it was resisted instead.
Expert[edit]
Starting at 14th level,
- Red: Whenever you deal cast a spell that deals Necrotic damage, each creature within 15 feet of you makes a Dexterity saving throw, on a failed save that creature takes any damage that spell deals.
- Green: Whenever you cast a spell that deals Necrotic damage, if one or more of the targets are missing any of their hit points, the damage die for the spell damage increases(1d4 to 1d6, 1d6 to 1d8, etc.).
- White: Necrotic damage you deal to aberration, celestial, elemental, fey, fiend, or undead creatures is doubled.
- Blue: Whenever you cast a spell that deals Necrotic damage, your spell attack roll and DC for that spell are increased by 2.
Selfhealing[edit]
Competent[edit]
Starting at 6th level,
- Red: Whenever you use a spell of 1st level or higher to restore hit points to yourself, you get an additional 1d8 lightning damage to your next damage roll. You can't benefit from this effect again until you cast another spell.
- Green: Whenever you cast a spell of 2nd level or higher to restore hit points to yourself, you regain an amount of mana equal to half of the level of the spell cast, rounded down.
- White: Whenever you cast a spell that deals damage, you can regain hit points equal to half the damage dealt to a creature damaged this way. You can use this effect a number of times equal to your proficiency bonus until you need a long rest.
- Blue: Whenever you use a spell of 1st level or higher to restore hit points to yourself, you get advantage on the next skill check or saving throw you make before the end of your next turn.
Proficient[edit]
Starting at 10th level, whenever you use a spell of 1st level or higher that restores hit points to yourself, that spell is cast at one level higher than the mana or spell slot spent.
Expert[edit]
Starting at 14th level,
- Red: Whenever you cast a spell of 1st level or higher to restore hit points to yourself, you get a bonus to your next damage roll equal to half the hit points you were restored.
- Green: Whenever you use a spell of 1st level or higher to restore hit points to yourself, each enemy creature within 15 feet of you makes a Constitution saving throw, on a failed save they take Necrotic damage equal to half the hit points you were restored.
- White: Whenever you cast a spell that deals damage to one or more creatures, you may expend 3 mana to regain hit points equal to half of the damage dealt to one of those creatures.
- Blue: Whenever you cast a spell of 1st level or higher to restore hit points to yourself, you get advantage on the next attack roll you make before the end of your next turn.
Red[edit]
At each indicated planeswalker level, you add the listed spell to your spells prepared.
Planeswalker Level | Spells |
---|---|
1st | searing smite |
3rd | dragon's breath |
5th | fireball |
7th | fire shield |
9th | wall of stone |
Passionate Specialty[edit]
At 1st level, you choose you main red specialty with your spells effects. Choose one of these effects when you gain this feature.
- Fire: Whenever you cast a spell that deals Fire damage, choose a creature that was dealt damage this way and they make a Dexterity Saving throw, on a failed save they are set on fire and take 1d6 fire damage on the start of their turn until they use an action to put themselves out.
- Lightning: Whenever you deal Lightning damage, choose a creature that was dealt damage this way and they make a Constitution Saving throw, on a failed save they take Thunder Damage equal to half the Lightning damage dealt.
- Selfbuffs: Whenever you cast a non-healing spell that targets yourself, you can spend mana equal to the spells level to have that spell affect a number of friendly creature within 5 feet of you equal to your proficiency bonus.
Fire[edit]
Competent[edit]
Starting at 6th level,
- Green: Whenever a creature damages to you with a melee attack within 5 feet of you, they take 1d4 fire damage.
- White: Spells you cast that deal Fire damage don't damage a number of other creatures of your choice equal to your spellcasting ability.
- Blue: Whenever you deal Fire damage to an enemy creature, that creature can skip their next turn's action, if they don't they take psychic damage equal to the fire damage taken. If they skip their next action this way, they are immune to this effect for the next 24 hours.
- Black: Fire damage you deal ignores resistance to fire damage and treats immunity to fire damage as though it was resisted instead. This ability also replaces the effect at 10th level with "Fire damage you deal ignores immunity to fire damage and fire damage you deal can't cause opponents to regain hit points from Fire Absorption-like abilities."
Proficient[edit]
Starting at 10th level, you've learned how to get past anyone who would resist you. Fire damage you deal ignores resistance to fire damage and treats immunity to fire damage as though it was resisted instead.
Expert[edit]
Starting at 14th level,
- Green: Your Fire Competent ability does 3d4 fire damage instead.
- White: Spells you cast that deal Fire damage don't damage you and you have Immunity to Fire damage.
- Blue: Your Fire Competent ability requires them to skip their entire turn instead of their action.
- Black: Whenever you deal Fire damage to an enemy creature, they have their maximum hit points reduced equal to the damage taken until they finish a long rest.
Lightning[edit]
Competent[edit]
Starting at 6th level,
- Green: Whenever you make an attack or cast a spell that would deal bludgeoning, piercing or slashing damage, you may change that damage type to Lightning.
- White: Whenever you cast a spell that deals lightning damage, you can regain hit points equal to half the damage dealt to a creature damaged this way. You can use this effect a number of times equal to your proficiency bonus until you need a long rest.
- Blue: Whenever you cast a spell that deals lightning damage, your spell attack roll and DC for that spell are increased by 2.
- Black: Whenever you cast a spell that deals lightning damage, choose a creature that was dealt damage this way to make a Constitution saving throw, on a failed save that creature is stunned until your the start next turn.
Proficient[edit]
Starting at 10th level, you've learned how to get past anyone who would resist you. Lightning damage you deal ignores resistance to lightning damage and treats immunity to lightning damage as though it was resisted instead.
Expert[edit]
Starting at 14th level,
- Green: Attack you make that can deal lightning damage score a critical hit on a roll of 18-20.
- White: Whenever you cast a spell that deals lightning damage to one or more creatures, you may expend 2 mana to regain hit points equal to half of the damage dealt to one of those creatures.
- Blue: Attack rolls you make that can deal lightning damage can treat a d20 roll of 7 or lower as 8.
- Black: Lightning damage you deal ignores immunity to lightning damage and lightning damage you deal can't cause opponents to regain hit points from Lightning Absorption-like abilities.
Selfbuffs[edit]
Competent[edit]
Starting at 6th level,
- Green: You have advantage on saving throws to maintain concentration on spells that were cast on yourself.
- White: The range for your Passionate Specialty is increased to 30 feet.
- Blue: As long as you are concentrating on a spell that is affecting you, you can use your bonus action to create an illusionary copy of yourself within 30 feet of you for the duration of the spell or until you use this effect again. Whenever you make an attack roll against a creature that is within 5 feet of the illusion, the attack has advantage.
- Black: As long as you are concentrating on a spell that is affecting you, you can use your action to try to frighten a creature. As an action, you can make a creature make a Wisdom saving throw, the creature must be able to hear you, and the two of you must share a language, on a failed save that creature is frightened of you for the spell's duration. A creature frightened this way can use their action to make a Wisdom (Insight) check against your spell save DC to stop being frightened. When they succeed a saving throw against this effect, they are immune to this effect for the next 24 hours.
Proficient[edit]
Starting at 10th level, your buffs last longer the more enemies you slay. When you cast a non-healing spell that has a duration of 1 minute or longer that targets only yourself, for the duration of that spell, whenever you bring an enemy creature to 0 hit points for the first time each turn, the remaining duration for the spell doubles up to a maximum duration of 24 hours.
Expert[edit]
Starting at 14th level,
- Green: Whenever you break concentration on a spell due to damage, you regain mana equal to half the spells level, rounded down.
- White: The range for your Passionate Specialty is increased to 90 feet.
- Blue: When you cast a non-healing spell that targets yourself, you gain a flying speed equal to your movement speed for the next minute.
- Black: When you cast a non-healing spell that targets yourself, you have advantage on your next attack roll against a creature of your choice.
Green[edit]
At each indicated planeswalker level, you add the listed spell to your spells prepared.
Planeswalker Level | Spells |
---|---|
1st | goodberry |
3rd | barkskin |
5th | plant growth |
7th | giant insect |
9th | tree stride |
Druidic Specialty[edit]
At 1st level, you choose you main green specialty with your spells effects. Choose one of these effects when you gain this feature.
- Healing: Whenever you use a spell of 1st level or higher to restore hit points to a creature, you can choose a different creature within range of the spell to regain half as many hit points.
- Mana: Your mana available increases equal to your proficiency bonus minus 1.
- Poison: Spells you cast ignore resistance to poison damage and treat immunity to poison damage as though it was resisted.
Healing[edit]
Competent[edit]
Starting at 6th level,
- White: Whenever you cause a creature to regain hit points, you gain a +1 bonus to AC and attack rolls until the end of your next turn. If you healed another creature this way, this effect also applies to them.
- Blue: Whenever you cause a creature to regain hit points, you gain a +1 bonus to ability checks and saving throws until the end of your next turn. If you healed another creature this way, this effect also applies to them.
- Black: Whenever you cause a creature to regain hit points, each creature of your choice within 30 feet of you takes 1 necrotic damage.
- Red: Whenever you cause a creature to regain hit points, you gain a +1 bonus to damage rolls until the end of your next turn. If you healed another creature this way, this effect also applies to them.
Proficient[edit]
Starting at 10th level, if you would cause a creature that is missing hit points to regain more hit points than it was missing, the excess hit points are converted to temporary hit points that last for 1 minute.
Expert[edit]
Starting at 14th level,
- White: Once during each turn when you cause a creature to regain hit points, you can cause that creature to gain resistance to one damage type of your choice until the end of its next turn. If it already has resistance to that damage type, it gains immunity instead. A creature with resistance to bludgeoning, piercing, and/or slashing damage cannot gain immunity to those damage types this way.
- Blue: Once during each turn when you cause a creature to regain hit points, that creature regains 1 mana; gains a 1st-level spell slot; or increases the level of an unexpended spell slot by one, to a maximum of a 5th-level spell slot. That creature cannot benefit in this way from the same feature or the same spell again until it finishes a long rest, and if you regain mana from this feature you can't do so again until you finish a short or long rest.
- Black: Your Healing Competent feature deals 3 necrotic damage instead.
- Red: Whenever you roll the maximum possible for a die rolled to restore hit points to a creature, that creature can add that number to its next attack roll or damage roll.
Mana[edit]
Competent[edit]
Starting at 6th level,
- White: Whenever you spend 1 or more mana, you regain hit points equal to the mana spent.
- Blue: Whenever you spend 1 or more mana, choose one spell on one of the spell lists for your colors that is of a level equal to or less than half the amount of mana you spent. You may cast that spell until the end of your next turn.
- Black: Whenever you spend 1 or more mana, you may spend hit points equal to three times the mana spent to give all creatures disadvantage on their next saving throw against this spell or feature until the end of this turn if the mana was spent to cast a spell or use a planeswalker feature, or to give yourself a number of rot points equal to the mana spent. You can spend 1 rot point when a creature makes an attack roll against you to impose disadvantage on that roll, and unexpended rot points are lost at the end of your next turn.
- Red: Whenever you spend 1 or more mana, your speed increases by 5 times the mana spent until the end of your next turn.
Proficient[edit]
Starting at 10th level, you recover mana at an astonishing rate. Whenever you regain mana, you regain additional mana equal to half the mana regained, rounded down. If this mana is regained in the same turn that you spent mana, the additional mana regained cannot cause the total mana regained to equal or exceed the mana spent.
Expert[edit]
Starting at 14th level,
- White: Whenever you regain mana, you gain resistance to one damage type of your choice until you finish a short or long rest.
- Blue: When you become the target of a spell, you can counter it, as with the spell counterspell. You can't do so again until you regain mana.
- Black: Whenever you regain mana, you gain temporary hit points equal to the mana regained. If you already have temporary hit points from this feature, the new temporary hit points are added to them instead of replacing them.
- Red: At the beginning of each of your turns, you may gain advantage on all attack rolls, ability checks, and saving throws until the start of your next turn. You can't do so again until you regain mana.
Poison[edit]
Competent[edit]
Starting at 6th level,
- White: If you use a feature or cast a spell that deals poison damage to a friendly creature, you can use your reaction to have that creature regain hit points equal to the mana you spent to use that feature or cast that spell instead of taking damage.
- Blue: Poison damage you deal is considered to also be cold damage for the purpose of features and effects that refer to cold damage, such as the features granted by the cold branch of the blue subclass. This does not change how much poison damage a creature that is resistant, immune, or vulnerable to cold damage takes.
- Black: Poison damage you deal is considered to also be necrotic damage for the purpose of features and effects that refer to necrotic damage, such as the features granted by the necrotic branch of the black subclass. This does not change how much poison damage a creature that is resistant, immune, or vulnerable to necrotic damage takes.
- Red: Once during each of your turns when you roll for poison damage, you deal an additional amount of fire damage equal to the number of dice rolled.
Proficient[edit]
Starting at 10th level, you've learned how to poison people's soul. Poison damage you deal ignores resistance and immunity to poison damage.
Expert[edit]
Starting at 14th level,
- White: Creatures that are poisoned by one of your features or a spell you cast are also blinded.
- Blue: Creatures that are poisoned by one of your features or a spell you cast are also charmed.
- Black: Creatures that are poisoned by one of your features or a spell you cast are also frightened.
- Red: Creatures that are poisoned by one of your features or a spell you cast are also incapable of regaining hit points.
Planeswalker Signatures[edit]
Colorless Signatures[edit]
- Magically Protected
You now have an unarmored defense equal to 10 + your Dexterity modifier + your spellcasting ability modifier.
- Mana Vision
You can cast Detect Magic at will but it tells you the color of the magic rather than the school.
- Planar Understanding
You gain the ability to understand all humanoid languages, and to be understood while speaking by any humanoid who speaks any language. This does not let you understand written languages.
- Well Prepared
You like to keep your options open. You can prepare up to two additional planeswalker spells each day.
- Mana Transfer (Prerequisites: 5th-level, Spell Slots)
You can use mana to cast spells from your other class' list of spells prepared/known.
- Magically Attuned (Prerequisites: 9th-level)
You can attune to 1 additional magic item, for which you ignore the class and alignment requirements.
- Winged (Prerequisites: 13th-level)
As a bonus action, you can sprout a pair of magical wings from your shoulder blades; they last until you dismiss them as a bonus action on your turn. You choose the appearance of these wings when you sprout them for the first time, after which they appear the same whenever you use this signature. Common examples include angelic wings for white planeswalkers, leathery wings for black, fiery wings for red, bird-like or cloud wings for blue, and translucent bug-like wings for green, or some combination thereof.
- Master of Artifice (Prerequisites: 17th-level)
Transmutation spells you cast cost 1 less mana to cast. Once you cast a transmutation spell this way, you cannot cast that spell this way again until you finish a long rest.
- Omniscient (Prerequisites: 17th-level)
You can cast one planeswalker spell you know of 8th level or lower without spending any mana or using any material components. You can’t do so again until you finish a long rest.
White Signatures[edit]
- Altruistic Personality (Prerequisites: White)
You know the cantrip spare the dying if you didn’t already. In addition, you are immune to having your hit point maximum reduced by necrotic damage.
- Desire to Protect (Prerequisite: White)
When a creature within 5 feet of you becomes the target of an attack from a creature you can see, you can use your reaction to impose disadvantage on that attack roll. You can use this signature a number of times equal to your spellcasting ability modifier and regain all expended uses when you finish a short or long rest.
- Destroyer of the Undead (Prerequisites: White)
You abhor the undead like nothing else. When you hit an undead with an attack, you deal an additional 1d8 radiant damage.
- Enhanced Healer (Prerequisites: White)
Whenever a planeswalker spell you control causes a creature to regain hit points, that creature regains additional hit points equal to your proficiency bonus.
- Harm Redirector (Prerequisites: 5th-level, White)
As a reaction to when a creature you can see within 60 feet of you takes damage, you can reduce the damage that creature takes by an amount equal to your planeswalker level. A different creature in range then takes the prevented damage. You can’t do so again until you finish a short or long rest.
- Perennially Protected (Prerequisite: 5th-level, White)
Whenever you or a creature within 30 ft. of you takes damage equal to or less than twice your level, you may spend 1 mana to prevent that damage. You can’t do so again until the start of your next turn.
- Bane of the Devilish (Prerequisites: 9th-level, White, Destroyer of the Undead Signature)
To you, the very existence of fiends is an atrocity. When you hit a fiend with an attack, you deal an additional 1d8 radiant damage. In addition, fiends cannot have advantage on saving throws against spells you cast.
- Holier than Thou (Prerequisites: 9th-level, White)
Your very existence is so divine, most other creatures can’t compare. You have resistance to all damage caused by creatures with a CR of 1/3 your level or lower, rounded down.
- Truly Unyielding (Prerequisites: 9th-level, White)
You never give up, even in the face of defeat. Whenever you are reduced to 0 hit points, you may spend 1 revival point to have your hit points become equal to your planeswalker level instead. Whenever a friendly creature with a level or CR of your proficiency bonus or higher is reduced to 0 hit points, you gain 1 revival point if it’s the first time that creature has been reduced to 0 hit points since the last time it finished a long rest. Unexpended revival points are lost when you start a long rest, and you gain 1 revival point when you finish a long rest.
- Expert of Deflection (Prerequisites: 13th-level, White, Harm Redirector)
Once during each turn when a friendly creature within 60 ft. of you takes damage, you can spend 1 mana to reduce the damage taken by half your planeswalker level. Another creature of your choice within range takes the prevented damage.
- Annihilator of Evil (Prerequisites: 17th-level, Bane of the Devilish Signature)
All things inherently evil fear you, whether they know who you are or not. Aberrations, fiends, and undead have disadvantage on saving throws against effects you control, cannot have advantage on attack rolls against you, and cannot grapple you. In addition, you have advantage on all saving throws against these creatures and all effects they control.
- Bringer of Life (Prerequisites: 17th-level, White)
Death is merely a suggestion to you. You can spend 15 mana to cast the spell true resurrection. When you cast this spell this way, there is no limit on how long ago the creature can have died, nor does the soul have to be willing or able. In addition, neither you nor the creature suffer any penalties after you cast this spell this way. You can’t do so again until you finish a long rest, or until after a month has passed if the creature was dead for longer than 1 century, if its soul wasn’t willing, or if its soul wasn’t able.
- Master of Protection (Prerequisites: 17th-level, White)
Abjuration spells you cast cost 1 less to cast. Once you cast an abjuration spell this way, you cannot cast that spell this way again until you finish a long rest.
Blue Signatures[edit]
- Amphibious (Prerequisites: Blue)
You can breathe in both air and water, and you have a swim speed of 30 ft. If you already had a swim speed or were to gain a swim speed of 30 feet or slower, your swim speed increases by 15 feet instead.
- Desire to Learn (Prerequisites: Blue)
If you make an Intelligence check, you can give yourself advantage on that check. You can use this signature a number of times equal to your spellcasting ability modifier and regain all expended uses when you finish a long rest.
- Freezing Personality (Prerequisites: Blue)
You know the cantrip ray of frost if you didn’t already. In addition, you are immune to the effects of Extreme Cold.
- Knowledgeable (Prerequisites: Blue)
You gain proficiency with two of the following skills: Arcana, History, Investigation, Nature, and Religion checks.
- Magnetic Presence (Prerequisites: Blue)
When a creature fails to charm you, they must make a Wisdom saving throw against your spell save DC or become charmed by you for 1 minute or until they take damage.
- Ventriloquist (Prerequisites: Blue)
Your words aren’t always spoken by you. As a bonus action, choose a number of creatures up to your proficiency bonus. Those creatures make an Intelligence saving throw against your planeswalker spell save DC. On a failed save, the creatures perceive your voice to originate from a source of your choosing within 30 feet of you until the end of your next turn. If the chosen source is another creature, the affected creatures perceive the words to be spoken by that creature. You can use this signature a number of times equal to your planeswalker spellcasting ability modifier, regaining all expended uses when you finish a long rest.
- Compulsive Canceller (Prerequisites: 5th-level, Blue)
When a creature within 60 ft. of you casts a spell, you can spend 2 mana to cast the spell counterspell at 4th level without using your reaction. You can’t do so again until you finish a short or long rest.
- Doppelganger (Prerequisites: 5th-level, Blue)
As an action, you can spend 1 mana to cast the spell silent image, 2 mana to cast the spell mirror image, or 3 mana to cast the spell major image, requiring no material components. All illusions created must look exactly like you, including anything you are wearing or carrying as you cast the spell. You cannot use this signature again until you finish a long rest.
- Head in the Clouds (Prerequisites: 5th-level, Blue)
As a bonus action, you can spend 3 mana to cast the spell fly on yourself without using any somatic or material components. You cannot use this signature again until you finish a long rest.
- Supremely Knowledgeable (Prerequisites: 9th-level, Blue, Knowledgeable signature)
You add your proficiency bonus to all Intelligence checks, if you would already add your proficiency bonus to it then you can add half your proficiency bonus to the check, rounded up.
- Gaslighter (Prerequisites: 13th-level, Blue)
You find that the truth bends quite easily. You can spend 5 mana to cast the spell modify memory, and the duration is instantaneous rather than needing to be concentrated on for 1 minute. You do not need to verbally describe the changes to the creature’s memory, instead projecting them into and overriding the creature’s mind directly when you cast the spell this way.
- Hexproofed (Prerequisites: 13th-level, Blue, Warding signature)
You cannot be targeted by spells of 3rd level or lower from enemy creatures, and you have advantage on saving throws against all other spells and magical effects.
- Psychic Drainer (Prerequisites: 13th-level, Blue)
Your gaze places a burden on the minds of others. As an action, you can cast the spell mind spike without spending mana. If the target fails its saving throw, you regain 1 spent mana. You can use this signature a number of times equal to your planeswalker spellcasting ability modifier.
- Master of Illusions (Prerequisites: 17th-level, Blue)
Illusion spells you cast cost 1 less mana to cast. Once you cast an illusion spell this way, you cannot cast that spell this way again until you finish a long rest.
- Temporal Master (Prerequisites: 17th-level, Blue)
You can spend 10 mana to cast the spell time stop, and you can take the Attack action and cast spells that have spell attacks during the extra turns when you cast the spell this way. You cannot have advantage on attack rolls made during the duration. You cannot use this signature again until you finish a long rest.
Black Signatures[edit]
- Desire to Murder (Prerequisites: Black)
When you hit with an attack against a creature that hasn’t taken a turn in combat yet, or when such a creature fails a saving throw against an effect you control that deals damage, that creature takes an additional 2d6 damage. This damage must be of the same type as one of the types of damage inflicted by the attack or effect, and it cannot be applied more than once each turn.
- Devious Personality (Prerequisites: Black)
You know the cantrip minor illusion if you didn’t already. In addition, you are immune to having your thoughts read while you aren’t incapacitated or charmed, unless you choose to let a creature do so.
- Hostile Presence (Prerequisites: Black)
When a creature fails to charm you, they must make a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute or until they take damage.
- Touched by Death (Prerequisites: Black)
Your strikes reach the very souls of others. Once during each turn when you deal damage to a creature within 10 feet of you with a CR of 1/4 your level or less, that creature dies instantly.
- Commander of the Undead (Prerequisites: 5th-level, Black, Animate Dead spell)
Your minions of darkness are stronger than those of casual necromancers. You can cast the spell animate dead without expending mana, and cannot do so again until you finish a long rest. In addition, whenever you cast that spell, you may choose to have one of the corpses be reanimated as a specter instead.
- Sacrificer (Prerequisites: 5th-level, Black)
As a bonus action, you can reduce a creature you created, such as by casting the spells animate dead or find familiar, to 0 hit points. When you do so choose one of the following:
- You regain hit points equal to 16 times the creature’s CR (minimum of 1 hit point).
- Your planeswalker spell save DC increases by 1 for 1 minute.
- A creature you can see within 60 ft. makes a Constitution saving throw against your spell save DC, taking a number of d6 necrotic damage equal to the maximum number of hit dice the sacrificed creature had.
- Dark General (Prerequisites: 9th-level, Black, Commander of the Undead specialty)
Stronger undead and even fiends bow to your commands. You can spend 3 mana to cast the spell summon lesser demons without using material components, and the demons summoned this way obey your commands, although they still aren’t necessarily friendly towards you. In addition, if you would lose concentration on a spell that summoned a fiend, you instead maintain concentration on that spell. When such a spell ends, the summoned creature disappears instead of doing anything else. Furthermore, for every three skeletons or zombies you raise or reassert control over with animate dead, you may instead raise or reassert control over one wight.
- Soul Render (Prerequisites: 9th-level, Black)
You can strike a creature’s very soul, diminishing its life force. Whenever you deal bludgeoning, piercing, necrotic, or slashing damage to a creature, its hit point maximum decreases by half the damage it takes. A creature dies if its hit point maximum is reduced to 0 in this way.
- Disintegrator (Prerequisites: 13th level, Black)
You know the spell disintegrate, and it doesn’t count against the number of planeswalker spells you can prepare. It only costs 5 mana for you to cast, instead of 6, and requires no material components to cast. In addition, if you would reduce a creature to 0 hit points through any means, that creature turns to ashes and its body is destroyed.
- Ender of Life (Prerequisites: 17th-level, Black)
The weaklings that dare to oppose you shall only know death. You can spend 15 mana to cast the spell power word kill. When you cast this spell this way, there’s instead a pool of 100 hit points that affects creatures of your choice within range, with the pool being reduced by an amount equal to the hit points of each creature affected by this spell. A creature with more hit points than the amount remaining in the pool cannot be affected by this spell. You can’t do so again until you finish a long rest.
- Master of Life and Death (Prerequisites: 17th-level, Black)
Necromancy spells you cast cost 1 less mana to cast. Once you cast a necromancy spell this way, you cannot cast that spell this way again until you finish a long rest.
Red Signatures[edit]
- Arcane Lodestone (Prerequisites: Red)
When a creature within 10 feet of you is targeted by a spell, you can use your reaction to become the target of that spell instead, even if you are outside of the spell’s natural range. You can’t do so again until you finish a short or long rest.
- Desire to Burn (Prerequisites: Red)
When you hit with an attack that deals fire damage against one or more creatures, or when one or more creatures fail their saving throws against an effect you control that deals fire damage, you deal an additional amount of fire damage to one of those creatures equal to the number of dice rolled to deal damage to that creature.
- Destructive (Prerequisites: Red)
Your melee attacks deal double damage to buildings and objects.
- Hasted (Prerequisites: Red)
You can take the Dash action as a bonus action. When you do so, you can also spend 1 mana to have your speed increase by 10 ft. until the end of your turn.
- Hot-Headed Personality (Prerequisites: Red)
You know the cantrip produce flame if you didn’t already. In addition, you are immune to the effects of Extreme Heat.
- Explosive (Prerequisites: 5th-level, Red)
Whenever you cast a spell without a range of self that deals fire damage in an area, you can choose to center the effect on yourself. You have advantage on your saving throw against the effect and each other creature in the area has disadvantage on their saving throw.
- Tempered Body (Prerequisites: 5th-level, Red)
When struck, your body feels like solid metal. You have resistance to fire damage, and you take no damage from the spell heat metal.
- Frenzied (Prerequisites: 9th-level, Red)
You have advantage on melee attacks against any creature that doesn’t have all its hit points.
- High-Strung (Prerequisites: 9th-level, Red)
You’re always waiting for something to happen, because it will, and you must be ready. You have advantage on initiative rolls.
- Extreme Speed (Prerequisites: 13th-level, Red)
You have two reactions each round of combat and your walking speed is increased by 20 feet.
- Flinger (Prerequisites: 13th-level, Red)
With or without weapons, you are a force to be reckoned with. When you use an improvised weapon or make an unarmed strike, you deal 1d10 or 1d8 damage of the appropriate type instead, respectively. In addition, your thrown improvised weapons have a range of 40/120 and deal an additional 1d10 damage if they hit a target that is further than 40 feet away from you. Furthermore, small and smaller objects can be improvised weapons for you regardless of how heavy they are.
- Destroyer of Worlds (Prerequisites: 17th-level, Red)
Nothing is safe from your wrath. You can spend 15 mana to cast the spell meteor swarm with a range of infinite, creating six meteors instead of four. You do not need to be able to see the locations you summon each meteor: merely knowing of the location is enough, so long as it’s on the same plane of existence. You can’t do so again until you finish a long rest.
- Master of the Elements (Prerequisites: 17th-level, Red)
Evocation spells you cast cost 1 less mana to cast. Once you cast an evocation spell this way, you cannot cast that spell this way again until you finish a long rest.
Green Signatures[edit]
- Beast Speech (Prerequisites: Green, The Ability to Speak)
You may cast the spell speak with animals at will.
- Desire to Persist (Prerequisites: Green)
If you would be reduced to 0 hit points and not killed outright, you are reduced to 1 hit point instead. You can’t do so again until you finish a long rest.
- Hardy as the Trees (Prerequisites: Green)
Your maximum hit points are increased by 1 for each level in this class. In addition, your AC while not wearing armor increases by 1, after determining your minimum AC.
- Serene Personality (Prerequisites: Green)
You know the cantrip mending if you didn’t already. In addition, you are immune to disease.
- Spidery (Prerequisites: Green)
You have a climb speed of 30 ft., and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If you already had a climb speed or were to gain a climb speed of 30 ft. or slower, your climb speed increases by 15 ft. instead.
- Trampler (Prerequisites: Green)
When you reduce a creature to 0 hit points with a melee attack and there is excess damage, you may have another creature within 5 feet of you or within 5 feet of the target take that excess damage.
- Abhorrer of Flight (Prerequisites: 5th-level, Green)
You can spend 1 mana to cast the spell earthbind.
- All-Natural (Prerequisites: 5th-level, Green)
You can spend 2 mana to cast the spell barkskin without requiring any material components. It does not require concentration for you when you cast the spell in this way, and it lasts for 8 hours instead. You can’t do so again until you finish a long rest.
- Hold Your Ground (Prerequisites: 5th-level, Green)
You can use Constitution instead of Dexterity when calculating AC and rolling Dexterity saving throws.
- Reclaimer (Prerequisites: 5th-level, Green)
When you miss a spell attack from a planeswalker spell you spent mana to cast, you may regain half of the mana used to cast the spell, rounded up. You may use this signature a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.
- Empowered by Nature (Prerequisites: 9th-level, Green)
The natural world soothes you and enhances your abilities. Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. While in the chosen terrain, you gain a +1 bonus to your AC and to all rolls.
- Extraordinarily Sized (Prerequisites: 9th-level, Green)
You are the behemoth. You can spend 1 mana to cast the spell enlarge/reduce on yourself without using verbal or material components, choosing the enlarge effect. When you cast the spell this way, you can spend an additional 3 mana to increase your size category an additional time for the duration, and weapons enlarged in this way deal 2d4 extra damage instead.
- Indomitable Caster (Prerequisites: 9th-level, Green)
Nothing can stop you from casting your battle spells. Whenever you start to cast a planeswalker spell with a casting time of 1 action, 1 bonus action, or 1 reaction, all creatures within 120 ft. of you cannot take reactions until after the spell's initial effects have occurred.
- Battery for Mana (Prerequisites: 13th-level, Green)
You are a reservoir for magical energy. You have a pool of reserved mana equal to your proficiency bonus. Whenever a creature you can see within 60 ft. of you casts a spell, you can choose to let that creature draw from this reserve instead of expending a spell slot or spending their own mana. Once a creature has drawn reserved mana from this pool, it can’t do so again until it finishes a long rest. You regain one spent reserved mana at the start of each of your turns and each time you cast a planeswalker spell of 1st-level or higher using your regular mana.
- Sixth Sense (Prerequisites: 13th-level, Green)
Who needs eyes to see? You have blindsight out to a radius of 15 ft. and creatures cannot have advantage on attack rolls as a result of not being seen by you so long as you are neither blinded nor deafened.
- Avenger of Nature (Prerequisites: 17th-level, Green)
Sentient creatures have done enough to this world: it’s time for nature to fight back. You can spend 15 mana to cast the spell storm of vengeance, except all effects happen every round instead of only on specific rounds and creatures you designate are immune to the spell. You can’t do so again until you finish a long rest.
- Master of the Swarm (Prerequisites: 17th-level, Green)
Conjuration spells you cast cost 1 less mana to cast. Once you cast a conjuration spell this way, you cannot cast that spell this way again until you finish a long rest.
Multicolor Signatures[edit]
- Adherent to Law (Prerequisites: White or Black)
You are always aware of the laws of the region you are in, so long as you know the name of the said region.
- Azorius Acolyte (Prerequisites: White and Blue)
Your verdicts are never wasted. When you take the Ready action to ready a spell, you do not spend the mana for that spell until after you choose to act upon the trigger.
- Boros Acolyte (Prerequisites: Red and White)
You’re always on guard, even when on the move. When you take the Dash action, you can make one weapon attack as a bonus action before, during, or after the movement.
- Dimir Acolyte (Prerequisites: Blue and Black)
Object permanence does not apply to you. When you take the Hide action to hide in an area heavily obscured by shadows, you become invisible until you leave the shadows or until you make an attack or cast a spell.
- Enhanced by Pain (Prerequisites: Black or Red)
Whenever you lose one or more hit points, you deal an additional +1 damage with all weapons and spells until the end of your next turn.
- Golgari Acolyte (Prerequisites: Black and Green)
Your enemies can never be rid of you. When you take damage after taking the Dodge action, you regain 5 hit points after taking the damage. You regain these hit points only if you are conscious.
- Gruul Acolyte (Prerequisites: Red and Green)
Nobody pushes you around; that’s your job. When you take the Attack action and choose to shove a creature, you deal your weapon’s damage to the shoved creature if you beat the skill contest by 5 or more.
- Izzet Acolyte (Prerequisites: Blue and Red)
You exemplify the chaos of Izzet workspaces. When you take the Cast a Spell action to cast a spell that deals lightning damage, each creature grappling you or grappled by you is affected by the spell in addition to the spell’s normal effects. This also applies to creatures that have swallowed you or are otherwise holding or restraining you.
- Magical Duelist (Prerequisites: White or Black)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. In addition, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- Martial Magic (Prerequisites: Green or White)
Your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to damage.
- Orzhov Acolyte (Prerequisites: White and Black)
You manipulate items as easily as you manipulate the law. You can take the Use an Object action during your turn without using an action. You can’t do so again until the start of your next turn.
- Rakdos Acolyte (Prerequisites: Black and Red)
Blood must flow; yours or theirs. When you take the Attack action, you can choose to attack recklessly. You gain advantage on all melee weapon attack rolls until the end of your turn, but all attacks against you have advantage until the start of your next turn.
- Readily Armed (Prerequisites: Red or White or Black)
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond with a new weapon, you must break the bond with the previous one first.
- Selesnya Acolyte (Prerequisites: Green and White)
Your aid extends to all. When you take the Help action, you can either help two creatures instead of one or the effects of your action last for up to two attack rolls instead of one.
- Shielded by Faith (Prerequisites: White or Black)
You can cast the spell shield of faith on yourself without spending mana. You can’t do so again until you finish a short or long rest.
- Simic Acolyte (Prerequisites: Green and Blue)
Your movements are as bizarre as that of a simic creation. When you take the Disengage action, you can also attempt to escape from all effects causing you to be grappled or restrained, if possible.
- Split Second Caster (Prerequisites: Green or Blue or Red)
Whenever you cast a spell with a casting time of a reaction, that spell can't be affected by counterspell like spells.
- Stalwart (Prerequisites: Red or Green)
Creatures have disadvantage on Strength checks made to shove you and you have advantage on saving throws made to resist being pushed, pulled, or knocked prone.
- Unbreakable as the Earth (Prerequisites: Red and Green, Hardy as the Trees signature)
Your maximum hit points are increased by 1 for each level in this class. In addition, you reduce all damage you take by 1, to a minimum of 0.
- Unnoticed Striker (Prerequisites: Blue or Black)
Once during your turn when you hit a creature with an attack, if you have advantage on the attack roll or an ally is within 5 ft. of your target and you don’t have disadvantage on the attack roll, you can roll one additional damage die for the attack. If the attack deals multiple types of damage that you roll for, you choose which one gains the additional die.
- Arcane Hemorrhage (Prerequisites: 5th-level, Blue and Black)
As an action, spend an amount of mana up to your proficiency bonus and choose a creature within 60 ft. of you. That creature must succeed on an Intelligence saving throw against your planeswalker spell save DC or lose the ability to cast an equal number of randomly chosen spells they know and/or have prepared. They regain the ability to cast those spells when they finish a long rest.
- Arcane Plagiarist (Prerequisites: 5th-level, Blue and Black, Counterspell)
When you successfully counter a spell, if the spell is of a level equal to half your planeswalker level, rounded up, you can steal the knowledge of how to cast that spell and can cast it as if it were a spell you had prepared. Once you cast a spell you’ve stolen this way, you lose the knowledge of how to cast that spell using this signature.
- Biased Luck (Prerequisites: 5th-level, Blue and Red)
Once during your turn, you may magically spend 10 gp to gain +1 to your next attack or damage roll. You may spend an additional 20 gp to gain an additional +1 to that roll, a further 30 gp for another +1 (60 gp, +3 total), another 40 gp for another +1 (100 gp, +4 total), and a final additional 50 for a final additional +1 (150 gp, +5 total).
- Combat Tactics (Prerequisites: 5th-level, Red or White)
Once during your turn when you use your action to take the Attack action, you may make one additional attack as part of that action.
- Compounded Caster (Prerequisites: 5th-level, White and Blue and Red)
You gain the spells bless, blur, haste, and jump, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. Whenever you cast one of these spells, you gain a +1 bonus to AC, attack rolls, saving throws, and your spell save DC until the end of your next turn.
- Disenchanter (Prerequisites: 5th-level, Green or White)
You can spend 2 mana to cast the spell dispel magic as a bonus action. You can’t do so again until you finish a short or long rest.
- Grim Potency (Prerequisites: 5th-level, White and Black)
You can cast Animate Dead without expanding mana once per long rest. When you cast Animate Dead, you can choose to reanimate the corpse as a Spectre instead of Zombie or Skeleton.
- Maelstrom of Luck (5th-level, Green and Blue and Red)
Whenever you would make a d20 roll, you may choose to get advantage or disadvantage on that roll. If you do, the next d20 roll you make after this has advantage if you chose disadvantage or has disadvantage if you chose advantage, the roll can't be changed by this effect.
- Populator (5th-level, Green and White)
No one should ever ask you “You and what army?” If a spell you cast would summon two or more creatures, you summon an additional creature of the same kind as one of the creatures summoned. This additional creature follows the same limitations of the spell as the other creatures summoned.
- Quick Caster (Prerequisites: 5th-level, Blue or Red or White)
You can spend 1 mana to cast any 5th-level or lower planeswalker spell you have prepared with a casting time of 1 action as a bonus action, spending additional mana equal to half the spell’s level, rounded up. You can do this a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
- Readily Armored (Prerequisites: 5th-level, Red or White)
You learn a ritual that creates a magical bond between yourself and one suit of armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond. Once you have bonded a suit of armor to yourself, you can't be doffed of that armor unless you are incapacitated or you choose to doff it. If it is on the same plane of existence, you can don that armor as a bonus action on your turn, causing it to teleport instantly onto your body. If you attempt to bond with a new suit of armor, you must break the bond with the previous one first.
- Restorer of Well-Being (Prerequisites: 5th-level, Green or White)
You can spend 1 mana to cast the spell lesser restoration as a bonus action. You can’t do so again until you finish a long rest.
- Sacrificial Aegis (Prerequisites: 5th-level, Black and Green)
As a bonus action, spend an amount of mana up to your proficiency bonus and choose an equal number of planeswalker spells you have prepared that aren’t always prepared. Those spells are no longer on your list of prepared spells, and you gain a bonus to AC and saving throws for 1 minute equal to the number of spells chosen this way, and a number of temporary hit points equal to five times that number. You can’t do so again until you finish a short or long rest.
- Scroll Fabricator (Prerequisites: 5th-level, White and Blue or Blue and Red)
After you finish a long rest you can magically turn gold into a spell scroll. Choose a spell that you have prepared with a level no higher than your proficiency bonus and if you have the gold required to craft the spell scroll then the scroll magically appears in your hands and the gold disappears. Costs:
- Cantrips: 15gp
- 1st Level: 25gp
- 2nd Level: 250gp
- 3rd Level: 500gp
- 4th Level: 2,500gp
- 5th Level: 5,000gp
- 6th Level: 15,000gp
- Shrouded (Prerequisites: 5th-level, Blue and Black)
As an action, you shroud yourself between the folds of the Weave for 8 hours. For the duration, you cannot become the target of any spell or other magical effect, including ones you control, and you can end this effect as a bonus action. If you cast such a spell or use a feature that creates a magical effect that targets you, the spell fails and the effect does nothing. You can’t do so again until you finish a long rest.
- Smiter (Prerequisites: 5th-level, Red and White and Black)
You burn with the need to bring justice to those who do wrong. You gain the branding smite, blinding smite, searing smite, thunderous smite, and wrathful smite spells, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. You may cast one of these spells without using a bonus action during your turn, and it costs 1 less mana to cast when cast this way. You can’t do so again until you finish a long rest.
- Warded (Prerequisites: 5th-level, White or Blue or Green)
Whenever an enemy creature targets you with a spell or magical effect for the first time during its turn, it must either expend a spell slot, spend 1 mana, or expend the appropriate amount of an equivalent magical resource to prevent the spell from being countered, as with the spell counterspell.
- Consumer of the Weak (Prerequisites: 9th-level, Black and Red and Green)
Your summons exist purely to serve you, and you’re willing to exploit that. As a bonus action, you can kill any number of creatures you have summoned to gain a bonus to AC, attack rolls, saving throws, and spell save DCs equal to the combined CR of the killed creatures for 1 minute.
- Elementalist (Prerequisites: 9th-level, Green and Blue and Red)
You gain the conjure elemental, conjure minor elementals, and summon elementals spells, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. Whenever you create an elemental, its maximum hit points increase by an amount equal to your planeswalker level plus its Constitution score.
- Ferocious (Prerequisites: 9th-level, Red and Green and White)
Whenever you or a creature you have summoned deals 20 or more damage in a single turn with weapon attacks, the creature that dealt that damage may make one weapon attack as a bonus action.
- Forever Survivor (Prerequisites: 9th-level, White and Black and Green)
You gain the spells aid, false life, feign death, and greater restoration, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. Aid and false life both have their initial effects increased by an amount equal to your proficiency bonus; you have immunity to all damage except psychic while under the effects of feign death; and you can cast greater restoration without using mana once, after which you must finish a long rest to do so again.
- Harmless Offering (Prerequisites: 9th-level, Blue and Red and White)
Your generosity truly has no limits. At the start of your turn while you are concentrating on a spell that you’ve chosen yourself as one of the targets for, you can choose for another creature within 30 feet of you to become one of the targets of that spell instead of yourself. The effects of the spell end for you and start for the chosen creature without them making an initial saving throw against the spell. Other creatures targeted by the spell are unaffected by this signature.
- Help Yourself (Prerequisites: 9th-level, White and Black)
When you make an attack roll, you can spend 3 mana to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
- Help Your Friends (Prerequisites: 9th-level, Green and White)
When a creature within 30 feet of you makes an attack roll, you can use your reaction to spend 3 mana to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
- Lifeforce Caster (Prerequisites: 9th-level, Black and Green)
The best source of magical energy is that of your own soul, even if it’s painful. As a bonus action, you can spend 4 hit points any number of times to regain 1 mana for every 4 hit points spent. Your hit point maximum decreases by an amount equal to half the hit points spent, and you die at the end of your turn if this reduces your hit point maximum to 0. Your hit point maximum returns to normal when you finish a long rest.
- Partial Judge (Prerequisites: 9th-level, White or Black)
In your eyes, innocence proves nothing. As an action, you can cast the spell hold monster without spending mana, and creatures that have dealt damage to you have disadvantage on their saving throw. You can’t do so again until you finish a long rest.
- Progenitor of the Animated (Prerequisites: 9th-level, Red or White or Black, Readily Armored signature)
As an action, you can magically doff your bonded armor and animate it. It becomes an Animated Armor for 1 hour, until you dismiss this effect as a bonus action, or until you don the armor again. You must maintain concentration on this effect, as if concentrating on a spell. Alternatively, you can animate your weapon, which becomes a Flying Sword. In either case, the resulting construct’s AC changes to match the armor’s AC benefit or its attack changes to match the weapon’s damage, it gains 20 temporary hit points, and if it was magical the construct gains all the magical properties of the item. When it is reduced to 0 hit points, the effect ends and the item is unharmed.
- Reanimator of Spirits (Prerequisites: 9th-level, Blue and Black and Red)
When a creature you have summoned is reduced to 0 hit points, its body remains for up to 1 minute. As a bonus action, you can spend an amount of mana equal to half its CR (minimum 1) to bring it to 1 hit point. At the end of that creature’s next turn, regardless of how many hit points it has, it disappears.
- Shaper of Flesh (Prerequisites: 9th-level, Green and Blue)
You gain the spell polymorph, it is always prepared, and it doesn’t count against the number of planeswalker spells you can prepare each day. When you cast polymorph, you can choose for the target to retain their Intelligence, Wisdom, and Charisma scores; their proficiency bonus; and all of their saving throw, skill, tool, and language proficiencies.
- Silent Soul (Prerequisites: 9th-level, Black and Green and Blue)
Your very presence subdues the world around you. You gain the spells antilife shell, gentle repose, nondetection, and silence, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. Whenever you cast one of these spells, the next planeswalker spell you cast that isn’t one of these spells costs 1 less mana to cast. This effect lasts for 1 hour.
- Uncounterable (Prerequisites: 9th-level, Green or Blue or Red, Split Second Caster Signature)
Spells you cast are unaffected by Counterspell-like spells.
- Well Talented (Prerequisites: 9th-level, Blue or Black)
There are some things you can do without fail. Choose two of your skill or tool proficiencies. When you make an ability check using one of the chosen proficiencies, you can treat a d20 roll of 9 or lower as a 10.
- What’s Yours is Mine (Prerequisites: 9th-level, Blue and Black, Arcane Plagiarist signature)
Once during your turn when you deal damage to a creature that can cast spells, you can steal its knowledge of a random spell it knows. The creature cannot cast that spell, and if the spell is of a level equal to half your planeswalker level, rounded up, you can cast it as if it were a spell you had prepared. Once you cast a spell you’ve stolen, you lose the knowledge of how to cast that spell using this signature. A creature whose spell has been stolen regains the ability to cast the stolen spell when it finishes a long rest.
- Artifact-Minded (Prerequisites: 13th-level, White and Blue and Black)
You can spend mana to use the properties of magic items you are attuned to that require charges, spending 1 mana per charge required to use the magic item’s property. Magic items you are attuned to also regain all expended charges daily at dawn, instead of the normal amount. In addition, magic items you are attuned to never turn to dust as a result of running out charges.
- Bearer of Rot (Prerequisites: 13th-level, Black and Green)
You always deal the maximum amount of damage to plants. If you reduce a plant to 0 hit points, it dissolves into a formless mass of brown slime and is destroyed. In addition, whenever you roll one or more dice to deal damage to one or more creatures that need to eat, you deal 1d8 necrotic damage to those creatures, regardless if they succeed or failed on a saving throw against the effect they are taking damage from.
- Denier of Spells (13th-level, White and Blue, Compulsive Canceller signature)
If you cast either of the spells counterspell or dispel magic, you may do so without using your action or reaction. You can’t do so again until the start of your next turn. In addition, if you fail to counter or end a spell after spending mana to cast one of these spells, you regain 1 mana.
- Ghostform (13th-level, White and Black)
As a bonus action, you become Incorporeal which gives you a flying speed equal to your current speed and the ability to move through other creatures and Objects as if they were Difficult Terrain. You take 5 (1d10) force damage if you end your turn inside an object. While Incorporeal you cannot use the Attack action. This ability lasts for 4 minutes or until you use a bonus action to stop being Incorporeal.
- Prized Champion (Prerequisites: 13th-level, Green and White and Blue)
Whenever another friendly creature within 30 ft. of you ends their turn without having made any attack rolls or without having forced a creature to make a saving throw, you gain a +1 bonus to AC, attack rolls, saving throws, and to your spell save DC until the end of your next turn.
- Rejuvenated by Combat (Prerequisites: 13th-level, White or Black)
At the start of each of your turns, you may spend 2 mana to enhance your abilities with lifelink. Until the end of your turn, whenever you deal damage to one or more creatures, you regain hit points equal to half the damage you dealt to one of those creatures.
- Wall of Iron (Prerequisites: 13th-level, Green and White, Readily Armored)
While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- Drainer of all Thought (Prerequisites: 17th-level, Blue or Black)
As a bonus action, you can spend any amount of mana to remove a creature’s ability to cast one random spell it knows or has prepared for each mana spent. Alternatively, you can spend 2 mana any number of times to remove the creature’s ability to cast a specific spell it knows or has prepared for every 2 mana spent. The creature regains its ability to cast all spells removed in this way when it finishes a long rest.
- Forever Accompanied (17th-level, Green and White, Populator signature)
If a spell you cast would summon one or more creatures, you summon an identical copy of one of those creatures. If the original summoned creature would disappear when the spell ends, the copy does not. You cannot have more than one creature permanently summoned in this way: trying to summon a second causes the first one to disappear.
- Mentor of the Masses (Prerequisites: 17th-level, Red and White)
Each creature within 60 feet of you gains a +1 bonus to attack rolls and AC for every point of difference between your proficiency bonus and their proficiency bonus.
- Perfectly Shocking (Prerequisites: 17th-level, Blue and Red)
Your very being seems to act as a lightning rod. You add half your spellcasting ability modifier, rounded up, to every damage die you roll for lightning damage.
Color Spell Lists[edit]
White Spell List[edit]
- Cantrips
blade ward, guidance, light, mending, message, resistance, sacred flame, spare the dying, thaumaturgy, true strike, word of radiance
- 1st Level
absorb elements, alarm, bless, ceremony, color spray, cure wounds, detect evil and good, detect magic, detect poison and disease, divine favor, faerie fire, guiding bolt, healing word, heroism, mage armor, magic missile, protection from evil and good, purify food and drink, sanctuary, shield, shield of faith, Silvery Barbs, thunderous smite
- 2nd Level
aid, Borrowed Knowledge, branding smite, calm emotions, cordon of arrows, enhance ability, find steed, gentle repose, healing spirit, hold person, lesser restoration, magic weapon, moonbeam, prayer of healing, protection from poison, silence, spiritual weapon, warding bond, warding wind, zone of truth
- 3rd Level
aura of vitality, beacon of hope, blinding smite, conjure barrage, crusader's mantle, daylight, dispel magic, life transference, magic circle, mass healing word, motivational speech, protection from energy, remove curse, revivify, speak with dead, spirit guardians(Radiant Damage), tiny servant
- 4th Level
aura of life, aura of purity, banishment, death ward, find greater steed, guardian of faith, mordenkainen's faithful hound, otiluke's resilient sphere, summon construct
- 5th Level
banishing smite, circle of power, conjure volley, dispel evil and good, flame strike, greater restoration, hallow, hold monster, holy weapon, mass cure wounds, raise dead, summon celestial, swift quiver
- 6th Level
blade barrier, Fizban's Platinum Shield, forbiddance, globe of invulnerability, heal, heroes' feast, planar ally, primordial ward, sunbeam, tasha's otherworldly guise, word of recall
- 7th Level
conjure celestial, mordenkainen's sword, plane shift, resurrection, sequester
- 8th Level
antimagic field, antipathy/sympathy, holy aura, mind blank, sunburst
- 9th Level
gate, mass heal, power word heal, prismatic wall, true resurrection, wish
Blue Spell List[edit]
- Cantrips
control flames, encode thoughts, friends, frostbite, mage hand, message, mind sliver, minor illusion, prestidigitation, ray of frost, shape water, vicious mockery
- 1st Level
alarm, armor of agathys, charm person, command, comprehend languages, create or destroy water, detect magic, disguise self, dissonant whispers, find familiar, fog cloud, frost fingers, ice knife, identify, illusory script, magic missile, mage armor, silent image, Silvery Barbs, sleep, unseen servant
- 2nd Level
alter self, arcane lock, augury, blur, Borrowed Knowledge, calm emotions, detect thoughts, find traps, gift of gab, invisibility, knock, levitate, locate object, magic mouth, mind spike, mirror image, misty step, pass without trace, phantasmal force, rime's binding ice, see invisibility, suggestion, tasha's mind whip, Vortex Warp, wristpocket
- 3rd Level
blink, catnap, clairvoyance, counterspell, dispel magic, fly, gaseous form, glyph of warding(Spell Glyph), hypnotic pattern, intellect fortress, leomund's tiny hut, major image, nondetection, pulse wave, sending, sleet storm, slow, tidal wave, tiny servant, tongues, wall of water, water walk
- 4th Level
arcane eye, compulsion, control water, dimension door, divination, dominate beast, fabricate, greater invisibility, phantasmal killer, polymorph, raulothim's psychic lance, summon aberration, summon construct, summon elemental, watery sphere
- 5th Level
animate objects, bigby's hand, cone of cold, dominate person, dream, geas, legend lore, mislead, modify memory, rary's telepathic bond, scrying, seeming, summon draconic spirit, telekinesis, teleportation circle, wall of force
- 6th Level
arcane fate, drawmij's instant summons, investiture of ice, otto´s irresistible dance, planar ally, programmed illusion, tasha's otherworldly guise, wall of ice, wind walk
- 7th Level
dream of the blue veil, etherealness, forcecage, mirage arcane, plane shift, project image, simulacrum, teleport
- 8th Level
antimagic field, dominate monster, feeblemind, illusory dragon, maze, telepathy, tsunami
- 9th Level
foresight, gate, psychic scream, shapechange, time ravage, time stop, wish
Black Spell List[edit]
- Cantrips
acid splash, chill touch, mage hand, message, poison spray, sapping sting, thaumaturgy, toll the dead, vicious mockery
- 1st Level
arms of hadar, bane, cause fear, detect evil and good, detect magic, dissonant whispers, distort value, false life, hellish rebuke, hex, inflict wounds, magic missile, protection from evil and good, ray of sickness, Tasha's caustic brew, Tasha's hideous laughter, wrathful smite
- 2nd Level
arcanist's magic aura, blindness/deafness, cloud of daggers, crown of madness, darkness, darkvision, find steed, gift of gab, Melf's acid arrow, mind spike, Tasha's mind whip, ray of enfeeblement, shadow blade, wither and bloom
- 3rd Level
animate dead, bestow curse, dispel magic, fear, feign death, glyph of warding, hunger of hadar, incite greed, life transference, phantom steed, slow, speak with dead, spirit guardians(Necrotic Damage), stinking cloud, summon fey, summon lesser demons, summon shadowspawn, summon undead, vampiric touch
- 4th Level
banishment, black tentacles, blight, elemental bane, find greater steed, Leomund's secret chest, locate creature, phantasmal killer, Raulothim's psychic lance, shadow of moil, staggering smite, summon aberration, vitriolic sphere
- 5th Level
banishing smite, cloudkill, contact other plane, contagion, dispel evil and good, dominate person, dream, hallow, insect plague, planar binding
- 6th Level
circle of death, create undead, eyebite, flesh to stone, harm, magic jar, planar ally, summon fiend, Tasha's otherwordly guise
- 7th Level
divine word, finger of death, plane shift, sequester, simulacrum, symbol
- 8th Level
Abi-Dalzim's Horrid Wilting, clone, demiplane, feeblemind, illusory dragon, power word stun
- 9th Level
astral projection, blade of disaster, gate, imprisonment, power word kill, storm of vengeance, weird, wish
Red Spell List[edit]
- Cantrips
control flames, create bonfire, fire bolt, friends, green-fire blade, lightning lure, mending, mold earth, produce flame, shocking grasp, thunderclap, vicious mockery
- 1st Level
burning hands, catapult, chaos bolt, charm person, chromatic orb, detect magic, dissonant whispers, earth tremor, expeditious retreat, faerie fire, gift of alacrity, grease, hellish rebuke, magic missile, searing smite, silvery barbs, thunderous smite, thunderwave, witch bolt, zephir strike
- 2nd Level
Aganazzar's scorcher, cloud of daggers, continual flame, crown of madness, dragon's breath, dust devil, earthbind, enthrall, flame blade, flaming sphere, fortune's favor, heat metal, kinetic jaunt, knock, Maximillian's earthen grasp, pyrotechnics, scorching ray, shatter, suggestion, summon beast
- 3rd Level
Ashardalon's stride, call lightning, dispel magic, elemental weapon, enemies abound, erupting earth, fast friends, fireball, flame arrows, glyph of warding (explosive runes), haste, lightning arrow, lightning bolt, meld into stone, Melf's minute meteors, summon shadowspawn, wall of sand
- 4th Level
confusion, conjure minor elementals, elemental bane, fabricate, fire shield, freedom of movement, stone shape, stoneskin, storm sphere, summon elemental, wall of fire
- 5th Level
conjure elemental, flame strike, immolation, passwall, summon draconic spirit, transmute rock, wall of stone
- 6th Level
blade barrier, bones of the earth, chain lightning, disintegrate, draconic transformation, investiture of flame, investiture of stone, move earth, irresistible dance, summon fiend, Tasha's otherworldly guise
- 7th Level
delayed blast fireball, fire storm, plane shift, prismatic spray, symbol
- 8th Level
antipathy/sympathy, earthquake, glibness, incendiary cloud, mighty fortress
- 9th Level
blade of disaster, gate, meteor swarm, prismatic wall, wish
Green Spell List[edit]
- Cantrips
druidcraft, guidance, gust, infestation, primal savagery, poison spray, shillelagh, thorn whip
- 1st Level
animal friendship, beast bond, create or destroy water, cure wounds, detect poison and disease, detect magic, ensnaring strike, entangle, find familiar, fog cloud, goodberry, hail of thorns, hunter's mark, jump, longstrider, magic missile, purify food and drink, snare, speak with animals, Tasha's caustic brew
- 2nd Level
alter self, animal messenger, barkskin, beast sense, darkvision, dust devil, enhance ability, enlarge/reduce, find traps, gust of wind, healing spirit, lesser restoration, locate animals or plants, Nathair's mischief, pass without trace, protection from poison, spider climb, spike growth, summon beast, warding wind, web
- 3rd Level
aura of vitality, conjure animals, create food and water, dispel magic, haste, magic circle, plant growth, remove curse, sleet storm, speak with plants, water breathing, wind wall
- 4th Level
aura of life, conjure woodland beings, dominate beast, freedom of movement, giant insect, grasping vine, ice storm, locate creature, polymorph, storm sphere, summon elemental, summon fey
- 5th Level
awaken, control winds, commune with nature, greater restoration, insect plague, maelstrom, mass cure wounds, passwall, reincarnate, swift quiver, tree stride
- 6th Level
conjure fey, find the path, flesh to stone, heal, investiture of wind, planar ally, transport via plants, true seeing, wall of thorns
- 7th Level
plane shift, regenerate, whirlwind
- 8th Level
animal shapes, control weather, draconic transformation, tsunami
- 9th Level
gate, mass heal, storm of vengeance, wish
Planeswalker Feats[edit]
Planar Experience[edit]
Prerequisite: Planeswalker
Choose a color that you haven't already chosen for your planeswalker.
You get an ability score increase based on the color chosen:
- Blue: +1 Intelligence
- White or Green: +1 Wisdom
- Black or Red: +1 Charisma
You learn one cantrip of your choice from the chosen color's spell list, and choose one 1st-level spell from that spell list. You always have that spell prepared, and it doesn't count against the number of planeswalker spells you can prepare. In addition, you are now considered to be the chosen color in addition to your previous colors for the purposes of preparing and casting spells and for choosing signatures.
You can take this feat multiple times.
Credits To[edit]
IntellectMaster for balancing, all of the green color features and most of the signatures.