Walker, Variant (5e Class)

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Walker[edit]

I have walked the many planes that existence has come to offer. From the natural world of the material to the dwellings of the deities above and below us, all are interweaved together to form a cohesive mess of a tapestry that I and many others can only ponder why existence has made us like so.
Unknown, quote from the first Walker


A Walker is a person who've come to have a supernatural connection with one of the many Planes of Existence. Whether it be due to a divine or demonic calling to a result of some supernatural experiment/accident, they've become connected to the very fabric of that plane and with it has birthed within them powers and abilities that are somewhat unique to their alternate dimension.

The Trail[edit]

Due to the infinite possibilities that an alternate dimension can have, Walkers usually have a unique connection to one of these alternate realities, but upon meeting another Walker, they can often find that their realities are too similar in nature that the differences are few or minute that its difficult to distinguish between the two. These Walker groups would eventually come to form a 'Trail', an order of Walkers dedicated to the common plane that binds them all together.

While many of these groups would usually serve just as a way to welcome or initiate those new to the Trail, these same groups also worked to further their own goals and wishes, whether it be for themselves or of the plane that they all originate from. They would come to establish their own orders and tenets wholly dedicated to their common plane. This would result into conflict from those of opposing Trails, resulting into centuries of conflict that last to the present day.

Blessings of the Trail[edit]

Thanks to their inherent connection with their plane, Walkers are blessed with abilities unique to the plane itself and would even forge a weapon from their connecting plane to better the connection the Walker has with the plane. But like the planes themselves, these abilities and weapons would manifest differently in infinite possibilities. While two Walkers may have found their Trail to be in the Plane of Fire, one would manifest their connection as a polearm and a resistance to the searing fire while the other may manifest it as a bow and would breath out flames like a dragon. Though one thing that is common to all Walkers, regardless of their Trail, is their ability to teleport at will. While weak at first, only able to teleport within the plane they are in, this would grow in size and power, eventually allowing them a true connection to the plane that they are connected to, then to planes similar like it, then finally to wholly different altogether.

Creating a Walker[edit]

How did your character become a Walker? Have they merely awakened to their connection of the trail? Was it given to them by a deity? Was it a result of an accident or an experiment? What kind of Trail does your character walk? Is it of the elemental plane? Outer plane? Or an alternate dimension? These are a just a few questions when creating your Walker.


Quick Build

You can make a Slinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Lastly, pick the Soldier Background.

Class Features

As a Walker you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Choose any 2
Saving Throws: Wisdom and Intelligence
Skills: Choose any 2

Equipment

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

  • Leather armor and a Dagger
  • Two tools of your choice
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Walker

Level Proficiency
Bonus
Features
1st +2 Walking the Trail
2nd +2 Touch of Existence, Shortcuts
3rd +2 Walking the Trail Feature, Planeswalk
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Walking the Trail Feature
7th +3 Mother Dialect, Planeswalk Improvement
8th +3 Ability Score Improvement
9th +4 Walking the Trail Feature
10th +4 Eyes of the Planes
11th +4 Touch of Existence Improvement
12th +4 Ability Score Improvement
13th +5 Walking the Trail Feature
14th +5 Planeswalk Improvement
15th +5 Eternal Travel
16th +5 Ability Score Improvement
17th +6
18th +6 Walking the Trail Feature
19th +6 Ability Score Improvement
20th +6

Walking the Trail[edit]

Starting at 1st level, choose one plane your character has bonded with from the list of available planes below. Each plane is detailed in their own feature and each one provides examples of how the plane exists in its own unique ways. It also grants you additional features at the 3rd, 6th, 9th, 13th, 18th levels. This would also modify the damage of your Plane Weapon of which you gain at the 1st level.

Plane Weapon[edit]

Starting at 1st level, the bond with your plane has come to manifest as a weapon unique to you. You can now make your Planar weapon using the rules and table listed down below.

Creating your Plane Weapon

Your Plane Weapon is an extension of the character and thus is born to be fit them the best. When creating the weapon, first determine if the weapon is a Melee or Ranged weapon. Melee weapons start off with a weapon die of 1d8. Ranged weapons start off with a weapon die of 1d4, have a range of 150/600, and automatically comes with a pouch or container for its ammunition.

Once picked, you may now choose which properties the weapon would have from the table below. This can drastically change the weapon as each property would come with its own requirements and may increase or reduce the weapon die (1d8 -> 1d10/1d8 -> 1d6) depending on the property acquired. The weapon may only have three properties.


Plane Weapon Properties
Name Requirement Die Change Description Effect
Finesse Melee, Not Heavy - The weapon's build makes it that it hinges more on technique and dexterous ability in wielding it. When making an Attack, you may use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Heavy Two-Handed Increases by +2 The weapon is made heavier and bulkier with more material to better strengthen it. Small Creatures have disadvantage on Attack rolls with heavy Weapons.
Light - Decreases by -2 Light and easy to handle, the weapon's small size make it easy to hold in one hand and conceal it. You gain a +2 bonus to Stealth/Sleight of Hands checks to conceal it.
Loading Ranged Increases by +2 Loading the weapon requires a considerable amount of time You can only make one attack with it when you use an Action, bonus Action, or Reaction to fire it, regardless of the number of Attacks you can normally make.
Reach Melee Decreases by -2 The weapon is made longer to better attack enemies from afar This weapon adds 5ft to your reach when you Attack with it, as well as when determining your reach for opportunity Attacks with it.
Thrown Not Heavy - Thanks to its design, the weapon can effectively be thrown at a target The weapon can be thrown to make a ranged attack with same ability modifiers you when doing a melee attack, of which its range is 50/150ft.
Two-Handed - Increase by +1 Due to its size and weight, the weapon can only be effectively wielded with two hands. The weapon requires two hands when you make an attack with it.
Versatile Melee - Thanks to its balanced frame, the weapon can be wielded in one hand or two hands effectively. When using the weapon with two hands, the weapon's damage die is increased by 1 (1d8 -> 1d10).

The damage type that your Plane Weapon deals is determined by the Trail you pick at 1st level.

Touch of Existence[edit]

Starting at 2nd level, your bond with a plane has granted you insight in various areas of existence. You can now add half your proficiency bonus(rounded down) to any ability check you make that doesn't already include your proficiency bonus.

This feature is improved at the 11th level, where you pick three skills you are already proficient in, of which your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.

Shortcuts[edit]

Starting at 2nd level, your experiences with the planes now allow you to see certain 'shortcuts' that you may use to better maneuver and even escape certain danger. As a bonus action, you can now teleport up to a distance equal to your movement speed to an unoccupied space that you can see. You have a number of uses equal to your proficiency modifier, of which you regain all uses after a short rest.

Planeswalk[edit]

Starting at 3rd level, you may now transport yourself and two others with you to your bonded plane or to another plane within the same category as it. 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 planeswalk to a plane you've been to before, you appear in the location you were last at on that plane. You can use this feature an amount of times equal to your proficiency modifier, of which you regain all uses after a long rest.

This feature is improved at the 7th level and 14th level. Starting at the 7th level, you may now bring up to eight creatures when you planeswalk and at the 14th level, you may now freely planeswalk to any plane of your choice.

Ability Score Improvement[edit]

When you reach the 4th Level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level in this class.

Mother Dialect[edit]

Starting at 7th level, you gain the ability to understand all languages and can be understood while speaking at anyone who speaks any language and allows you to understand any written script.

Eyes of the Planes[edit]

Starting at 10th level, you gain your choice of either blindsight, tremorsense, and truesight up to range of 60ft. In addition, you are able to easily discern any item or creature not native to the plane you are in within 120ft of you.

Eternal Travel[edit]

Starting at 15th level, the influence of the planes have changed your body greatly. You stop aging and are now immune to any effect that would age you, and you can't die from old age. In addition, you no longer need to eat or drink.




Trails of the Walker[edit]

Trail of Fire[edit]

To fill background

Subclass feat title

Trail of Mundane[edit]

To fill background

Subclass feat title


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Slinger class, you must meet these prerequisites: Wis/Int 13

Proficiencies. When you multiclass into the Slinger class, you gain the following proficiencies: One skill and one tool of your choice



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