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<div></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=999986Planerider (5e Class)2018-01-19T21:25:27Z<p>Cobaltfalcon: </p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma, then Constitution. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves= Dexterity, Charisma<br />
|skills=Choose Three from Acrobatics, Arcana, Acrobatics, Perception, Insight, Investigation, Survival, Persuasion, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Planerider Suit, Bayard<br />
|classfeatures2= Interplanar Dip, Planar Affinity, Planeride<br />
|classfeatures3= Planar Shadows<br />
|classfeatures4= <br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity, Side-Along Planeride<br />
|classfeatures7= Planerider Suit Improvement, Bayard Specialization<br />
|classfeatures8=<br />
|classfeatures9= <br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= <br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Side-Along Planeride Passengers<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=-<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=6<br />
|extra2_17=6<br />
|extra2_18=7<br />
|extra2_19=7<br />
|extra2_20=8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
Save DC: 8 + Charisma modifier + proficiency bonus<br />
// Modifier: Charisma modifier + proficiency bonus<br />
<br />
In addition, every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Planerider Suit ====<br />
<br />
No so much a physical suit as it is a manifestation of your latent planar abilities, your Planerider Suit is what gives you your features. You can call upon it or dismiss it as an immediate-action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks). You gain no benefits from any armor you were wearing while using your Planerider suit. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up. If you are, for any reason, teleported to a plane hostile to your survival, your Planerider suit materializes instantly.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it or dismiss it. You can use a full round action to reconfigure it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance. At level 12 you may use a standard action to reconfigure it instead of a full round action.<br />
<br />
<br />
Bayard Configuration - Standby<br />
<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
<br />
Bayard Configuration - Energy Sword<br />
<br />
Your bayard produces a long, glowing blade from its head. It has the finesse, versatile, and special properties. It does 1d6 (1d8 versatile) damage, which increases at level 8 (2d6) (2d8 versatile), and level 16 (3d6) (3d8 versatile). While using this configuration in one hand with the other hand free, you gain a +1 shield bonus, increasing to +2 at level 8, and +3 at level 16.<br />
<br />
<br />
Bayard Configuration - Energy Hook<br />
<br />
At level 3, you gain a new configuration for your bayard<br />
<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, light, and special properties. It does 1d4 damage, which increases by at level 8 (1d6), and level 16 (1d8). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This sneak attack damage increases at level 8 (2d6), and level 16 (3d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
<br />
Bayard Configuration - Energy Blaster<br />
<br />
At level 5, you gain a new configuration for your bayard.<br />
<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy, two-handed, and special properties. It requires no ammunition, but rather draws its energy from your connection with planar energy. It does 1d8+1 damage at 3rd level, which increases at 8th level (1d8+2), and 16th level (2d8+3). Its Earth/Mechanus/Material damage type is piercing. As a bonus action while using this configuration, you may hide immediately after attacking as long as there is sufficient cover for you to hide.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 50 ft, and make an attack using your Energy Burst Modifier, or you can release it on all enemies in a 10 foot radius, and all targets must make a save against your Planar Forces ability (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Planar Shadows ====<br />
<br />
As a result of your growing presence on the multiple planes, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged unless summoned to your current plane, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to. If you use Truesight, you can see through the eyes of any of your ghosts.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to your proficiency bonus.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases by one every other level, as shown on the chart.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane and up to 1 minute after you leave. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. You may only benefit from one resistance (or immunity) from this ability). In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Specialization ====<br />
Your focus on one configuration of your Bayard has given you insight into its many uses. When you reach 7th level, you can choose one Bayard Specialization, detailed at the end of the class. This ability improves at 12th level, and again at 17th level.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at 10th level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Planar Forces DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex. Whenever you are damaged, you gain resistance to that damage for 1 round.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex. Your Plane specific resistance (or immunity) lasts until you choose to change it, and you may benefit from two different resistances (or immunities) this way.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Improved Energy Rifle: When using the Energy Rifle Configuration, your critical threat range increases to 19-20. This bonus stacks with other sources that increase your threat range.<br />
<br />
:Improved Energy Sword: When using the Energy Sword Configuration, you may add +2 to dmg and take -2 to atk bonus.<br />
<br />
:Improved Energy Hook: When using the Energy Hook configuration, you may add your ability modifier to the extra attack from wielding a weapon in two hands.<br />
<br />
;Level 13 Upgrades<br />
<br />
:Force Sight: When using your Energy Rifle configuration within its maximum range, you add +2 to your atk bonus and may see through up to 20 ft of material while concentrating on this ability.<br />
<br />
:Force Shield: Each time you make a successful attack while using the Energy Sword configuration, you may benefit from its shield bonus while wielding it in two hands for 1 round.<br />
<br />
:Force Stab: Each time you use a bonus action to attack while using the Energy Hook configuration, you may deal an extra 1d4+Cha modifier force dmg to your target, even if the attack misses. This extra damage does not trigger sneak attack damage.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Planar Bullet: At level 17, you may add +2 to your damage when using the Energy Rifle configuration. In addition, you can utilize your connections with the planes to Planar Dip your bullets towards your target. Once per short rest you may make an attack from hiding without breaking stealth. You determine the plane your bullet travels though. On a miss, you may deal your Energy Rifle damage for that bullet normally. On a successful hit, you may spend a use of your Planar Dip ability to manifest it at the location of your bullet. Your bullet still does its normal damage, and on a critical both normal and Planar Dip damage are doubled.<br />
<br />
:Planar Parry: At level 17, you may add +2 to its shield bonus when using the Energy Sword configuration. In addition, you can utilize your connection with the planes to force a potential attacker to Planeride. Once per short rest, whenever an enemy attacks you with a melee attack, you may force them to make a save against your Planar Forces ability. On a successful save, the attacker misses, and you may push them 10 feet in any direction away from you. On a failed save, the attacker misses and is forced to Planeride in a random plane each round without the benefit of your Planar Suit ability for 1d6 rounds. At the end of this Planeride, the creature reappears in its original location and must make Wisdom save (DC=8+your Charisma Bonus+rounds it was Planeriding) or be confused for 1 minute.<br />
<br />
:Planar Strike: At level 17, you may add +2d6 to your sneak attack damage when using the Energy Hook configuration. In addition, you can utilize your connection with the planes to summon your Planar Shadows into existence on your current plane. Once per short rest, as a full round action, you may summon up to 2 different, random, Planar Shadow c9opies of you in any open space within 30 yards of you. These shadows last for 1 minute or until you stop concentrating on this ability. Each Planar Shadow has 1/2 (rounded down) your current hit points, their own round of actions, but is essentially you, has your stats, and acts on the same turn you do. If your either of your Planar Shadows are destroyed for any reason, you are stunned for 1d4 rounds, lose 1/4 of your max hit points (round up) and you are unable to travel to or summon from that Planar Shadow's plane for any reason for the 1 week.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 120 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to your half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This doubles at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Charisma increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Dex 13 and Cha 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=999984White Dwarf (5e Race Variant)2018-01-19T21:15:03Z<p>Cobaltfalcon: /* Dwarf Subrace */</p>
<hr />
<div>{{needsbalance|two elemental resistances, plus cantrips, and also a super overpowered ability that doubles your spell damage with a comparatively small drawback}}<br />
<br />
===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They are known to be chaotic and literally explosive. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned, although their hair and eyes tend to be very light. The name is given due to the fact that they glow dim white light when in darkness.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, when in darkness your skin glows white light, casting up to 20 feet of bright light and an additional 20 feet of dim light. You can dim or brighten the light at will, at minimum 1 foot of bright light and 1 foot of dim light. This is considered natural sunlight, not magical light.<br />
|trait2= Sun Kissed<br />
|description2= Instead of Dwarven Resiliance, you have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, you learn either the Firebolt or Sacred Flame cantrip. At level 3 you learn the other. You use your Intelligence for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does an additional 1d6 of the same damage. However, you also deal half the bonus damage to yourself (ignoring your resistance/immunity, rounded down). The amount of bonus damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th Level.<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Coldskin_(5e_Race)&diff=999975Coldskin (5e Race)2018-01-19T20:59:10Z<p>Cobaltfalcon: /* Coldskin */</p>
<hr />
<div>==Coldskin==<br />
<br />
"Cold people, of a cold land. But if you get to know one, or do some valuable service to them, their hearths become some of the warmest in the world."<br />
<br />
===Physical Description===<br />
Coldskin can be of any human race, but their skin is always paler, and their hair lighter. But the one truly remarkable feature of all Coldskin are their eyes, which are a bright and brilliant shade of blue.<br />
<br />
===History===<br />
Long ago, a band of humans stumbled upon a portal to the Elemental Planes. Well, specifically, to the border of two: the Plane of Water and the Plane of Air. As always, there was a war between the two planes, and this band of humans was caught in the middle of it. However, rather than tear them apart, the group was somehow transformed by the event. As they returned through the portal, the icy mix of the two planes came with them, turning much of the surrounding region into a frozen wasteland. Most animals died immediately, many died soon after, but some survived and adapted, as did the vegetation. The land itself became seeped with wild, cold magic. As for the humans? Their skin paled and their eyes turned blue, and their blood flow slowed to a near standstill. They managed to close the portal, and adapted to the land. Though some say that the portal is still there, still connected to the Elemental Planes, still maintained by whatever unknown force created it.<br />
<br />
===Society===<br />
Out of necessity, Coldskin are close-knit tribes, either fishing villages on the coast, nomads following herds of prey, or central towns that rely on the other groups, providing them with crafts and services. Loners often do not survive long, unless they find their way out of their homeland. Think about why your Coldskin has risked leaving their tribe.<br />
<br />
===Coldskin Names===<br />
Coldskin are often named after ancestors that have died honorably or live nobly, but at age 15 they have a renaming ceremony, where they choose their own name. This honored tradition takes away "usual" names, as most people do not want their names to blend in and are encouraged to be creative with their name. One person may be named Rhijar, after one of the first Coldskin, while another may name herself She-Who-Hunts-Wolves, and still, others may go with something simple, such as Bob. Because of this tradition, very few Coldskin have last names. The only exceptions are exiles, who take a last name relating to the reason for their exile, as they see fit.<br />
<br />
===Coldskin Traits=== <!-- Musicus: 5.5-7 --><br />
{{5e Racial Traits<br />
|summary=Coldskin are humans that came in contact with the Elemental Planes of Water and Air in a bizarre event that changed them, and their world, forever.<br />
|abilities=Your {{5a|con}} score increases by 2 and one other score of your choice increase by 1. <!-- 3 --><br />
|age=Being formed from humans, they have the same average life expectancy as humans. <br />
|alignment=Their life in tightly knit communities leans most Coldskin's towards the lawful and good alignments, although as they are still human, there are some that deviate from this.<br />
|size=Coldskin tend to be slightly heavier but shorter than most humans. Your size is Medium.<br />
|speed=As a Coldskin, your blood moves slower than most other races, so you must choose your movements more deliberately. Your walking speed is 25 feet, but when you take the Dash action, your base walking speed is considered to be 30 feet. <!-- 0-0.5 --><br />
|trait1=Frozen Blood <!-- 0.5 --><br />
|description1=As your blood moves slowly, you take longer to bleed out. Creatures that attempt {{5s|Medicine}} checks against you have advantage.<br />
|trait2=Snowstorm Senses <!-- 1 --><br />
|description2=Accustomed to your vision being impaired by the storms of your homeland, you have superior vision in lightly and heavily obscured conditions. You can see in {{5e|Lightly Obscured}} areas within 60 feet of you as if it was not obscured, and in {{5e|Heavily Obscured}} areas as if it were {{5e|Lightly Obscured}}.<br />
|trait3=Life Source <!-- 0.5 --><br />
|description3=Life in the tundra relies heavily on animals. You have proficiency in {{5s|Animal Handling}}.<br />
|trait4=Light as Snow <!-- 0.5 --><br />
|description4=You are proficient in the {{5s|Stealth}} skill. In addition, while in a tundra you can add double your proficiency bonus to {{5s|Stealth}} checks, instead of your normal proficiency bonus.<br />
|trait5=Tundra Born <!-- 0-1 --><br />
|description5=You have resistance to cold damage, and when you are in a tundra or a similar region, you have resistance to fire damage. Otherwise, you have vulnerability to fire damage. In addition, you automatically succeed on checks against the effects of Thin Ice and Slippery Ice.<br />
|languages=You can speak, read, and write Common, and you can understand the Primordial dialects of Aquan and Auran.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Coldskin<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=120<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=999899White Dwarf (5e Race Variant)2018-01-19T16:48:48Z<p>Cobaltfalcon: /* Dwarf Subrace */</p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They are known to be chaotic and literally explosive. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned, although their hair and eyes tend to be very light. The name is given due to the fact that they glow dim white light when in darkness.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, when in darkness your skin glows white light, casting up to 20 feet of bright light and an additional 20 feet of dim light. You can dim or brighten the light at will, at minimum 1 foot of bright light and 1 foot of dim light. This is considered natural sunlight, not magical light.<br />
|trait2= Sun Kissed<br />
|description2= Instead of Dwarven Resiliance, you have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, you learn either the Firebolt or Sacred Flame cantrip. At level 3 you learn the other. You use your Intelligence for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half the original damage to yourself (ignoring your resistance/immunity). For example, if you roll a 4 on your damage dice, the target(s) will take 8 damage and you will take 2 (round down).<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Coldskin_(5e_Race)&diff=999898Coldskin (5e Race)2018-01-19T16:45:01Z<p>Cobaltfalcon: /* Coldskin Traits */</p>
<hr />
<div>--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 05:46, 8 May 2017 (UTC)<br />
==Coldskin==<br />
<br />
"Cold people, of a cold land. But if you get to know one, or do some valuable service to them, their hearths become some of the warmest in the world."<br />
<br />
===Physical Description===<br />
Coldskin can be of any human race, but their skin is always paler, and their hair lighter. But the one truly remarkable feature of all Coldskin are their eyes, which are a bright and brilliant shade of blue.<br />
===History===<br />
Long ago, a band of humans stumbled upon a portal to the Elemental Planes. Well, specifically, to the border of two: the Plane of Water and the Plane of Air. As always, there was a war between the two planes, and this band of humans was caught in the middle of it. However, rather than tear them apart, the group was somehow transformed by the event. As they returned through the portal, the icy mix of the two planes came with them, turning much of the surrounding region into a frozen wasteland. Most animals died immediately, many died soon after, but some survived and adapted, as did the vegetation. The land itself became seeped with wild, cold magic. As for the humans? Their skin paled and their eyes turned blue, and their blood flow slowed to a near standstill. They managed to close the portal, and adapted to the land. Though some say that the portal is still there, still connected to the Elemental Planes, still maintained by whatever unknown force created it.<br />
===Society===<br />
Out of necessity, Coldskin are close knit tribes, either fishing villages on the coast, nomads following herds of prey, or central towns that rely on the other groups, providing them with crafts and services. Loners often do not survive long, unless they find their way out of their homeland. Think about why your Coldskin has risked leaving their tribe.<br />
===Coldskin Names===<br />
Coldskin are often named after ancestors that have died honorably or live nobly, but at age 15 they have a renaming ceremony, where they choose their own name. This honored tradition takes away "usual" names, as most people do not want their names to blend in and are encouraged to be creative with their name. One person may be named Rhijar, after one of the first Coldskin, while another may name herself She-Who-Hunts-Wolves, and still others may go with something simple, such as Bob. Because of this tradition, very few Coldskin have last names. The only exceptions are exiles, who take a last name relating to the reason for their exile, as they see fit.<br />
<br />
===Coldskin Traits===<br />
{{5e Racial Traits<br />
|summary=Coldskin are humans that came in contact with the Elemental Planes of Water and Air in a bizarre event that changed them, and their world, forever.<br />
|abilities=Your life living in the cold makes you hardier, and your human nature gives you a versatility much needed in the frozen wastes. Your Constitution raises by +2, and two other abilities of your choice increase by +1.<br />
|age=As mostly humans, they have the same average life expectancy as humans. Coldskin are required by necessity to start participating in communal work from much younger ages though.<br />
|alignment=Life in tight knit communities leads Lawful and Good alignments, although as they are still human, there are some that deviate from this.<br />
|size=Coldskin tend to be slightly heavier but shorter than most humans. Your size is Medium.<br />
|speed=As a Coldskin, your blood moves slower than most other races, so you must choose your movements more deliberately. Your walking speed is 25 ft, but if you take the Dash action, consider it 30.<br />
|trait1=Frozen Blood<br />
|description1=As your blood moves slowly, you take longer to bleed out. Medicine checks used on you have advantage. When you regain hitpoints, you regain an additional amount equal to half your level (round up).<br />
|trait2=Snowstorm Senses<br />
|description2=You are used to your vision being impaired by the storms of your homeland, so your race adapted to "see" in other ways. You gain blindsight up to 60 feet.<br />
|trait3=Life Source<br />
|description3=Life in the tundra relies heavily on animals. You have proficiency in Animal Handling.<br />
|trait4=Step Lightly<br />
|description4=You know how to move absolutely silently when you want to, allowing you to walk on thin ice or creaky floorboards. Others have disadvantage on Perception checks to find you that rely on hearing, and you have advantage on Stealth checks to avoid being heard. In addition, you automatically succeed on checks to walk on thin ice or similar things.<br />
|trait5=Tundra Born<br />
|description5=You have resistance to cold damage, and when you are in your homeland or a similar region (i.e. cold and snowy), you have resistance to fire damage. Otherwise, you have vulnerability to fire damage.<br />
|languages=You can speak, read, and write Common, and you can understand the Aquan and Auran dialects of Primordial.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Coldskin<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=120<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Coldskin_(5e_Race)&diff=999896Coldskin (5e Race)2018-01-19T16:39:12Z<p>Cobaltfalcon: The grammar/spelling checks were unnecessary (I’m an English major). Most of the changes made were unnecessary, and the others were unwanted. Refer to the talk page if you want me to change things.</p>
<hr />
<div>--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 05:46, 8 May 2017 (UTC)<br />
==Coldskin==<br />
<br />
"Cold people, of a cold land. But if you get to know one, or do some valuable service to them, their hearths become some of the warmest in the world."<br />
<br />
===Physical Description===<br />
Coldskin can be of any human race, but their skin is always paler, and their hair lighter. But the one truly remarkable feature of all Coldskin are their eyes, which are a bright and brilliant shade of blue.<br />
===History===<br />
Long ago, a band of humans stumbled upon a portal to the Elemental Planes. Well, specifically, to the border of two: the Plane of Water and the Plane of Air. As always, there was a war between the two planes, and this band of humans was caught in the middle of it. However, rather than tear them apart, the group was somehow transformed by the event. As they returned through the portal, the icy mix of the two planes came with them, turning much of the surrounding region into a frozen wasteland. Most animals died immediately, many died soon after, but some survived and adapted, as did the vegetation. The land itself became seeped with wild, cold magic. As for the humans? Their skin paled and their eyes turned blue, and their blood flow slowed to a near standstill. They managed to close the portal, and adapted to the land. Though some say that the portal is still there, still connected to the Elemental Planes, still maintained by whatever unknown force created it.<br />
===Society===<br />
Out of necessity, Coldskin are close knit tribes, either fishing villages on the coast, nomads following herds of prey, or central towns that rely on the other groups, providing them with crafts and services. Loners often do not survive long, unless they find their way out of their homeland. Think about why your Coldskin has risked leaving their tribe.<br />
===Coldskin Names===<br />
Coldskin are often named after ancestors that have died honorably or live nobly, but at age 15 they have a renaming ceremony, where they choose their own name. This honored tradition takes away "usual" names, as most people do not want their names to blend in and are encouraged to be creative with their name. One person may be named Rhijar, after one of the first Coldskin, while another may name herself She-Who-Hunts-Wolves, and still others may go with something simple, such as Bob. Because of this tradition, very few Coldskin have last names. The only exceptions are exiles, who take a last name relating to the reason for their exile, as they see fit.<br />
<br />
===Coldskin Traits===<br />
{{5e Racial Traits<br />
|summary=Coldskin are humans that came in contact with the Elemental Planes of Water and Air in a bizarre event that changed them, and their world, forever.<br />
|abilities=Your life living in the cold makes you hardier, and your human nature gives you a versatility much needed in the frozen wastes. Your Constitution raises by +2, and two other abilities of your choice increase by +1.<br />
|age=As mostly humans, they have the same average life expectancy as humans. Coldskin are required by necessity to start participating in communal work from much younger ages though.<br />
|alignment=Life in tight knit communities leads Lawful and Good alignments, although as they are still human, there are some that deviate from this.<br />
|size=Coldskin tend to be slightly heavier but shorter than most humans. Your size is Medium.<br />
|speed=As a Coldskin, your blood moves slower than most other races, so you must choose your movements more deliberately. Your walking speed is 25 ft, but if you take the Dash action, consider it 30.<br />
|trait1=Frozen Blood<br />
|description1=As your blood moves slowly, you take longer to bleed out. Medicine checks used on you to stop your bleeding have advantage.<br />
|trait2=Snowstorm Senses<br />
|description2=You are used to your vision being impaired by the storms of your homeland, so your race adapted to "see" in other ways. You gain blindsight up to 90 feet.<br />
|trait3=Life Source<br />
|description3=Life in the tundra relies heavily on animals. You have proficiency in Animal Handling.<br />
|trait4=Step Lightly<br />
|description4=You know how to move absolutely silently when you want to, allowing you to walk on thin ice or creaky floorboards. Others have disadvantage on Perception checks to find you that rely on hearing, and you have advantage on Stealth checks to avoid being heard. While using this feature, you have -5 ft of movement speed.<br />
|trait5=Tundra Born<br />
|description5=You have resistance to cold damage, and when you are in your homeland or a similar region, you have resistance to fire damage. Otherwise, you have vulnerability to fire damage.<br />
|languages=You can speak, read, and write Common, and you can understand Primordial: Aquan and Auran.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Coldskin<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=120<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=997259Planerider (5e Class)2018-01-13T03:59:02Z<p>Cobaltfalcon: </p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Interplanar Dip, Planar Affinity, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= <br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity, Side-Along Planeride<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Side-Along Planeride Passengers<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=-<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=6<br />
|extra2_17=6<br />
|extra2_18=7<br />
|extra2_19=7<br />
|extra2_20=8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases by one every other level, as shown on the chart.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Talk:Planerider_(5e_Class)&diff=997208Talk:Planerider (5e Class)2018-01-12T21:50:47Z<p>Cobaltfalcon: /* Unwanted changes */ new section</p>
<hr />
<div>I fixed up a bunch of issues on the page and nerfed the class a bit. I reduced the hit dice to d6, and reduced the options for Interplanar Dip and Planeride. Clarified damage on the upgrades and reduced the number of upgrades attainable. I took away the option for using Interplanar Dip while grappling, and reduced the time on Planeride's forced travel by 5 minutes, as well as added a feature increasing the Charisma DC by 5 every 5 minutes.<br />
I realize access to other planes isn't typically available until higher levels, but that is the purpose of this class. I tried to make it so that it's not very reliable until higher levels to sort of even it out.<br />
<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 16:26, 5 June 2017 (UTC)<br />
<br />
== Unwanted changes ==<br />
<br />
Someone went and made a lot of changes to this class that were unwanted. Please discuss changes you want here instead of just adding them. Thank you.<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 14:50, 12 January 2018 (MST)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=997206Planerider (5e Class)2018-01-12T21:44:00Z<p>Cobaltfalcon: /* Planerider Suit */</p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma, then Constitution. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves= Dexterity, Charisma<br />
|skills=Choose Three from Acrobatics, Arcana, Acrobatics, Perception, Insight, Investigation, Survival, Persuasion, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Planerider Suit, Bayard<br />
|classfeatures2= Interplanar Dip, Planar Affinity, Planeride<br />
|classfeatures3= Planar Shadows<br />
|classfeatures4= <br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity, Side-Along Planeride<br />
|classfeatures7= Planerider Suit Improvement, Bayard Specialization<br />
|classfeatures8=<br />
|classfeatures9= <br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= <br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Side-Along Planeride Passengers<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=-<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=6<br />
|extra2_17=6<br />
|extra2_18=7<br />
|extra2_19=7<br />
|extra2_20=8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
Save DC: 8 + Charisma modifier + proficiency bonus<br />
// Modifier: Charisma modifier + proficiency bonus<br />
<br />
In addition, every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Planerider Suit ====<br />
<br />
No so much a physical suit as it is a manifestation of your latent planar abilities, your Planerider Suit is what gives you your features. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks). You gain no benefits from any armor you were wearing while using your Planerider suit. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up. If you are, for any reason, teleported to a plane hostile to your survival, your Planerider suit materializes instantly.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it or dismiss it. You can use a full round action to reconfigure it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance. At level 12 you may use a standard action to reconfigure it instead of a full round action.<br />
<br />
<br />
Bayard Configuration - Standby<br />
<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
<br />
Bayard Configuration - Energy Sword<br />
<br />
Your bayard produces a long, glowing blade from its head. It has the finesse, versatile, and special properties. It does 1d6 (1d8 versatile) damage, which increases at level 8 (2d6) (2d8 versatile), and level 16 (3d6) (3d8 versatile). While using this configuration in one hand with the other hand free, you gain a +1 shield bonus, increasing to +2 at level 8, and +3 at level 16.<br />
<br />
<br />
Bayard Configuration - Energy Hook<br />
<br />
At level 3, you gain a new configuration for your bayard<br />
<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, light, and special properties. It does 1d4 damage, which increases by at level 8 (1d6), and level 16 (1d8). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This sneak attack damage increases at level 8 (2d6), and level 16 (3d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
<br />
Bayard Configuration - Energy Blaster<br />
<br />
At level 5, you gain a new configuration for your bayard.<br />
<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy, two-handed, and special properties. It requires no ammunition, but rather draws its energy from your connection with planar energy. It does 1d8+1 damage at 3rd level, which increases at 8th level (1d8+2), and 16th level (2d8+3). Its Earth/Mechanus/Material damage type is piercing. As a bonus action while using this configuration, you may hide immediately after attacking as long as there is sufficient cover for you to hide.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 50 ft, and make an attack using your Energy Burst Modifier, or you can release it on all enemies in a 10 foot radius, and all targets must make a save against your Planar Forces ability (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Planar Shadows ====<br />
<br />
As a result of your growing presence on the multiple planes, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged unless summoned to your current plane, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to. If you use Truesight, you can see through the eyes of any of your ghosts.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to your proficiency bonus.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases by one every other level, as shown on the chart.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane and up to 1 minute after you leave. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. You may only benefit from one resistance (or immunity) from this ability). In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Specialization ====<br />
Your focus on one configuration of your Bayard has given you insight into its many uses. When you reach 7th level, you can choose one Bayard Specialization, detailed at the end of the class. This ability improves at 12th level, and again at 17th level.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at 10th level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Planar Forces DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex. Whenever you are damaged, you gain resistance to that damage for 1 round.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex. Your Plane specific resistance (or immunity) lasts until you choose to change it, and you may benefit from two different resistances (or immunities) this way.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Improved Energy Rifle: When using the Energy Rifle Configuration, your critical threat range increases to 19-20. This bonus stacks with other sources that increase your threat range.<br />
<br />
:Improved Energy Sword: When using the Energy Sword Configuration, you may add +2 to dmg and take -2 to atk bonus.<br />
<br />
:Improved Energy Hook: When using the Energy Hook configuration, you may add your ability modifier to the extra attack from wielding a weapon in two hands.<br />
<br />
;Level 13 Upgrades<br />
<br />
:Force Sight: When using your Energy Rifle configuration within its maximum range, you add +2 to your atk bonus and may see through up to 20 ft of material while concentrating on this ability.<br />
<br />
:Force Shield: Each time you make a successful attack while using the Energy Sword configuration, you may benefit from its shield bonus while wielding it in two hands for 1 round.<br />
<br />
:Force Stab: Each time you use a bonus action to attack while using the Energy Hook configuration, you may deal an extra 1d4+Cha modifier force dmg to your target, even if the attack misses. This extra damage does not trigger sneak attack damage.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Planar Bullet: At level 17, you may add +2 to your damage when using the Energy Rifle configuration. In addition, you can utilize your connections with the planes to Planar Dip your bullets towards your target. Once per short rest you may make an attack from hiding without breaking stealth. You determine the plane your bullet travels though. On a miss, you may deal your Energy Rifle damage for that bullet normally. On a successful hit, you may spend a use of your Planar Dip ability to manifest it at the location of your bullet. Your bullet still does its normal damage, and on a critical both normal and Planar Dip damage are doubled.<br />
<br />
:Planar Parry: At level 17, you may add +2 to its shield bonus when using the Energy Sword configuration. In addition, you can utilize your connection with the planes to force a potential attacker to Planeride. Once per short rest, whenever an enemy attacks you with a melee attack, you may force them to make a save against your Planar Forces ability. On a successful save, the attacker misses, and you may push them 10 feet in any direction away from you. On a failed save, the attacker misses and is forced to Planeride in a random plane each round without the benefit of your Planar Suit ability for 1d6 rounds. At the end of this Planeride, the creature reappears in its original location and must make Wisdom save (DC=8+your Charisma Bonus+rounds it was Planeriding) or be confused for 1 minute.<br />
<br />
:Planar Strike: At level 17, you may add +2d6 to your sneak attack damage when using the Energy Hook configuration. In addition, you can utilize your connection with the planes to summon your Planar Shadows into existence on your current plane. Once per short rest, as a full round action, you may summon up to 2 different, random, Planar Shadow c9opies of you in any open space within 30 yards of you. These shadows last for 1 minute or until you stop concentrating on this ability. Each Planar Shadow has 1/2 (rounded down) your current hit points, their own round of actions, but is essentially you, has your stats, and acts on the same turn you do. If your either of your Planar Shadows are destroyed for any reason, you are stunned for 1d4 rounds, lose 1/4 of your max hit points (round up) and you are unable to travel to or summon from that Planar Shadow's plane for any reason for the 1 week.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You can see more clearly in darkness. You gain Darkvision up to 60 ft while wearing your suit. If you already have a Darkvision feature, add 60 feet to the total.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to your half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You are more suited to the dim light of the Feywild. You gain Darkvision up to 60 feet while wearing your suit. If you already have a Darkvision feature, then you can see in darkness as if it were bright light for 60 feet.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This doubles at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Charisma increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Dex 13 and Cha 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=997204Planerider (5e Class)2018-01-12T21:40:58Z<p>Cobaltfalcon: /* Planar Affinity - Level 6 */</p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma, then Constitution. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves= Dexterity, Charisma<br />
|skills=Choose Three from Acrobatics, Arcana, Acrobatics, Perception, Insight, Investigation, Survival, Persuasion, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Planerider Suit, Bayard<br />
|classfeatures2= Interplanar Dip, Planar Affinity, Planeride<br />
|classfeatures3= Planar Shadows<br />
|classfeatures4= <br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity, Side-Along Planeride<br />
|classfeatures7= Planerider Suit Improvement, Bayard Specialization<br />
|classfeatures8=<br />
|classfeatures9= <br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= <br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Side-Along Planeride Passengers<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=-<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=6<br />
|extra2_17=6<br />
|extra2_18=7<br />
|extra2_19=7<br />
|extra2_20=8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
Save DC: 8 + Charisma modifier + proficiency bonus<br />
// Modifier: Charisma modifier + proficiency bonus<br />
<br />
In addition, every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Planerider Suit ====<br />
<br />
No so much a physical suit as it is a manifestation of your latent planar abilities, your Planerider Suit is what gives you your features. You can call upon it or dismiss it as an immediate-action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks). You gain no benefits from any armor you were wearing while using your Planerider suit. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up. If you are, for any reason, teleported to a plane hostile to your survival, your Planerider suit materializes instantly.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it or dismiss it. You can use a full round action to reconfigure it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance. At level 12 you may use a standard action to reconfigure it instead of a full round action.<br />
<br />
<br />
Bayard Configuration - Standby<br />
<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
<br />
Bayard Configuration - Energy Sword<br />
<br />
Your bayard produces a long, glowing blade from its head. It has the finesse, versatile, and special properties. It does 1d6 (1d8 versatile) damage, which increases at level 8 (2d6) (2d8 versatile), and level 16 (3d6) (3d8 versatile). While using this configuration in one hand with the other hand free, you gain a +1 shield bonus, increasing to +2 at level 8, and +3 at level 16.<br />
<br />
<br />
Bayard Configuration - Energy Hook<br />
<br />
At level 3, you gain a new configuration for your bayard<br />
<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, light, and special properties. It does 1d4 damage, which increases by at level 8 (1d6), and level 16 (1d8). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This sneak attack damage increases at level 8 (2d6), and level 16 (3d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
<br />
Bayard Configuration - Energy Blaster<br />
<br />
At level 5, you gain a new configuration for your bayard.<br />
<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy, two-handed, and special properties. It requires no ammunition, but rather draws its energy from your connection with planar energy. It does 1d8+1 damage at 3rd level, which increases at 8th level (1d8+2), and 16th level (2d8+3). Its Earth/Mechanus/Material damage type is piercing. As a bonus action while using this configuration, you may hide immediately after attacking as long as there is sufficient cover for you to hide.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 50 ft, and make an attack using your Energy Burst Modifier, or you can release it on all enemies in a 10 foot radius, and all targets must make a save against your Planar Forces ability (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Planar Shadows ====<br />
<br />
As a result of your growing presence on the multiple planes, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged unless summoned to your current plane, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to. If you use Truesight, you can see through the eyes of any of your ghosts.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to your proficiency bonus.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases by one every other level, as shown on the chart.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane and up to 1 minute after you leave. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. You may only benefit from one resistance (or immunity) from this ability). In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Specialization ====<br />
Your focus on one configuration of your Bayard has given you insight into its many uses. When you reach 7th level, you can choose one Bayard Specialization, detailed at the end of the class. This ability improves at 12th level, and again at 17th level.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at 10th level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Planar Forces DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex. Whenever you are damaged, you gain resistance to that damage for 1 round.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex. Your Plane specific resistance (or immunity) lasts until you choose to change it, and you may benefit from two different resistances (or immunities) this way.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Improved Energy Rifle: When using the Energy Rifle Configuration, your critical threat range increases to 19-20. This bonus stacks with other sources that increase your threat range.<br />
<br />
:Improved Energy Sword: When using the Energy Sword Configuration, you may add +2 to dmg and take -2 to atk bonus.<br />
<br />
:Improved Energy Hook: When using the Energy Hook configuration, you may add your ability modifier to the extra attack from wielding a weapon in two hands.<br />
<br />
;Level 13 Upgrades<br />
<br />
:Force Sight: When using your Energy Rifle configuration within its maximum range, you add +2 to your atk bonus and may see through up to 20 ft of material while concentrating on this ability.<br />
<br />
:Force Shield: Each time you make a successful attack while using the Energy Sword configuration, you may benefit from its shield bonus while wielding it in two hands for 1 round.<br />
<br />
:Force Stab: Each time you use a bonus action to attack while using the Energy Hook configuration, you may deal an extra 1d4+Cha modifier force dmg to your target, even if the attack misses. This extra damage does not trigger sneak attack damage.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Planar Bullet: At level 17, you may add +2 to your damage when using the Energy Rifle configuration. In addition, you can utilize your connections with the planes to Planar Dip your bullets towards your target. Once per short rest you may make an attack from hiding without breaking stealth. You determine the plane your bullet travels though. On a miss, you may deal your Energy Rifle damage for that bullet normally. On a successful hit, you may spend a use of your Planar Dip ability to manifest it at the location of your bullet. Your bullet still does its normal damage, and on a critical both normal and Planar Dip damage are doubled.<br />
<br />
:Planar Parry: At level 17, you may add +2 to its shield bonus when using the Energy Sword configuration. In addition, you can utilize your connection with the planes to force a potential attacker to Planeride. Once per short rest, whenever an enemy attacks you with a melee attack, you may force them to make a save against your Planar Forces ability. On a successful save, the attacker misses, and you may push them 10 feet in any direction away from you. On a failed save, the attacker misses and is forced to Planeride in a random plane each round without the benefit of your Planar Suit ability for 1d6 rounds. At the end of this Planeride, the creature reappears in its original location and must make Wisdom save (DC=8+your Charisma Bonus+rounds it was Planeriding) or be confused for 1 minute.<br />
<br />
:Planar Strike: At level 17, you may add +2d6 to your sneak attack damage when using the Energy Hook configuration. In addition, you can utilize your connection with the planes to summon your Planar Shadows into existence on your current plane. Once per short rest, as a full round action, you may summon up to 2 different, random, Planar Shadow c9opies of you in any open space within 30 yards of you. These shadows last for 1 minute or until you stop concentrating on this ability. Each Planar Shadow has 1/2 (rounded down) your current hit points, their own round of actions, but is essentially you, has your stats, and acts on the same turn you do. If your either of your Planar Shadows are destroyed for any reason, you are stunned for 1d4 rounds, lose 1/4 of your max hit points (round up) and you are unable to travel to or summon from that Planar Shadow's plane for any reason for the 1 week.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You can see more clearly in darkness. You gain Darkvision up to 60 ft while wearing your suit. If you already have a Darkvision feature, add 60 feet to the total.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to your half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You are more suited to the dim light of the Feywild. You gain Darkvision up to 60 feet while wearing your suit. If you already have a Darkvision feature, then you can see in darkness as if it were bright light for 60 feet.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This doubles at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Charisma increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Dex 13 and Cha 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=997203Planerider (5e Class)2018-01-12T21:37:55Z<p>Cobaltfalcon: /* Planar Affinity - Level 6 */</p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma, then Constitution. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves= Dexterity, Charisma<br />
|skills=Choose Three from Acrobatics, Arcana, Acrobatics, Perception, Insight, Investigation, Survival, Persuasion, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Planerider Suit, Bayard<br />
|classfeatures2= Interplanar Dip, Planar Affinity, Planeride<br />
|classfeatures3= Planar Shadows<br />
|classfeatures4= <br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity, Side-Along Planeride<br />
|classfeatures7= Planerider Suit Improvement, Bayard Specialization<br />
|classfeatures8=<br />
|classfeatures9= <br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= <br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Side-Along Planeride Passengers<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=-<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=6<br />
|extra2_17=6<br />
|extra2_18=7<br />
|extra2_19=7<br />
|extra2_20=8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
Save DC: 8 + Charisma modifier + proficiency bonus<br />
// Modifier: Charisma modifier + proficiency bonus<br />
<br />
In addition, every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Planerider Suit ====<br />
<br />
No so much a physical suit as it is a manifestation of your latent planar abilities, your Planerider Suit is what gives you your features. You can call upon it or dismiss it as an immediate-action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks). You gain no benefits from any armor you were wearing while using your Planerider suit. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up. If you are, for any reason, teleported to a plane hostile to your survival, your Planerider suit materializes instantly.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it or dismiss it. You can use a full round action to reconfigure it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance. At level 12 you may use a standard action to reconfigure it instead of a full round action.<br />
<br />
<br />
Bayard Configuration - Standby<br />
<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
<br />
Bayard Configuration - Energy Sword<br />
<br />
Your bayard produces a long, glowing blade from its head. It has the finesse, versatile, and special properties. It does 1d6 (1d8 versatile) damage, which increases at level 8 (2d6) (2d8 versatile), and level 16 (3d6) (3d8 versatile). While using this configuration in one hand with the other hand free, you gain a +1 shield bonus, increasing to +2 at level 8, and +3 at level 16.<br />
<br />
<br />
Bayard Configuration - Energy Hook<br />
<br />
At level 3, you gain a new configuration for your bayard<br />
<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, light, and special properties. It does 1d4 damage, which increases by at level 8 (1d6), and level 16 (1d8). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This sneak attack damage increases at level 8 (2d6), and level 16 (3d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
<br />
Bayard Configuration - Energy Blaster<br />
<br />
At level 5, you gain a new configuration for your bayard.<br />
<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy, two-handed, and special properties. It requires no ammunition, but rather draws its energy from your connection with planar energy. It does 1d8+1 damage at 3rd level, which increases at 8th level (1d8+2), and 16th level (2d8+3). Its Earth/Mechanus/Material damage type is piercing. As a bonus action while using this configuration, you may hide immediately after attacking as long as there is sufficient cover for you to hide.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 50 ft, and make an attack using your Energy Burst Modifier, or you can release it on all enemies in a 10 foot radius, and all targets must make a save against your Planar Forces ability (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Planar Shadows ====<br />
<br />
As a result of your growing presence on the multiple planes, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged unless summoned to your current plane, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to. If you use Truesight, you can see through the eyes of any of your ghosts.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to your proficiency bonus.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases by one every other level, as shown on the chart.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane and up to 1 minute after you leave. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. You may only benefit from one resistance (or immunity) from this ability). In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Specialization ====<br />
Your focus on one configuration of your Bayard has given you insight into its many uses. When you reach 7th level, you can choose one Bayard Specialization, detailed at the end of the class. This ability improves at 12th level, and again at 17th level.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at 10th level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Planar Forces DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex. Whenever you are damaged, you gain resistance to that damage for 1 round.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex. Your Plane specific resistance (or immunity) lasts until you choose to change it, and you may benefit from two different resistances (or immunities) this way.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Improved Energy Rifle: When using the Energy Rifle Configuration, your critical threat range increases to 19-20. This bonus stacks with other sources that increase your threat range.<br />
<br />
:Improved Energy Sword: When using the Energy Sword Configuration, you may add +2 to dmg and take -2 to atk bonus.<br />
<br />
:Improved Energy Hook: When using the Energy Hook configuration, you may add your ability modifier to the extra attack from wielding a weapon in two hands.<br />
<br />
;Level 13 Upgrades<br />
<br />
:Force Sight: When using your Energy Rifle configuration within its maximum range, you add +2 to your atk bonus and may see through up to 20 ft of material while concentrating on this ability.<br />
<br />
:Force Shield: Each time you make a successful attack while using the Energy Sword configuration, you may benefit from its shield bonus while wielding it in two hands for 1 round.<br />
<br />
:Force Stab: Each time you use a bonus action to attack while using the Energy Hook configuration, you may deal an extra 1d4+Cha modifier force dmg to your target, even if the attack misses. This extra damage does not trigger sneak attack damage.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Planar Bullet: At level 17, you may add +2 to your damage when using the Energy Rifle configuration. In addition, you can utilize your connections with the planes to Planar Dip your bullets towards your target. Once per short rest you may make an attack from hiding without breaking stealth. You determine the plane your bullet travels though. On a miss, you may deal your Energy Rifle damage for that bullet normally. On a successful hit, you may spend a use of your Planar Dip ability to manifest it at the location of your bullet. Your bullet still does its normal damage, and on a critical both normal and Planar Dip damage are doubled.<br />
<br />
:Planar Parry: At level 17, you may add +2 to its shield bonus when using the Energy Sword configuration. In addition, you can utilize your connection with the planes to force a potential attacker to Planeride. Once per short rest, whenever an enemy attacks you with a melee attack, you may force them to make a save against your Planar Forces ability. On a successful save, the attacker misses, and you may push them 10 feet in any direction away from you. On a failed save, the attacker misses and is forced to Planeride in a random plane each round without the benefit of your Planar Suit ability for 1d6 rounds. At the end of this Planeride, the creature reappears in its original location and must make Wisdom save (DC=8+your Charisma Bonus+rounds it was Planeriding) or be confused for 1 minute.<br />
<br />
:Planar Strike: At level 17, you may add +2d6 to your sneak attack damage when using the Energy Hook configuration. In addition, you can utilize your connection with the planes to summon your Planar Shadows into existence on your current plane. Once per short rest, as a full round action, you may summon up to 2 different, random, Planar Shadow c9opies of you in any open space within 30 yards of you. These shadows last for 1 minute or until you stop concentrating on this ability. Each Planar Shadow has 1/2 (rounded down) your current hit points, their own round of actions, but is essentially you, has your stats, and acts on the same turn you do. If your either of your Planar Shadows are destroyed for any reason, you are stunned for 1d4 rounds, lose 1/4 of your max hit points (round up) and you are unable to travel to or summon from that Planar Shadow's plane for any reason for the 1 week.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You can see more clearly in darkness. You gain Darkvision up to 60 feet while wearing your suit. If you already have a Darkvision feature, then you can see in darkness as if it were bright light for 60 feet.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to your half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You are more suited to the dim light of the Feywild. You gain Darkvision up to 60 ft while wearing your suit. If you already have a Darkvision feature, add 60 feet to the total.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This doubles at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Charisma increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Dex 13 and Cha 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=997201Planerider (5e Class)2018-01-12T21:31:30Z<p>Cobaltfalcon: Undo revision 997199 by 72.209.227.170 (talk)</p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma, then Constitution. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves= Dexterity, Charisma<br />
|skills=Choose Three from Acrobatics, Arcana, Acrobatics, Perception, Insight, Investigation, Survival, Persuasion, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Planerider Suit, Bayard<br />
|classfeatures2= Interplanar Dip, Planar Affinity, Planeride<br />
|classfeatures3= Planar Shadows<br />
|classfeatures4= <br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity, Side-Along Planeride<br />
|classfeatures7= Planerider Suit Improvement, Bayard Specialization<br />
|classfeatures8=<br />
|classfeatures9= <br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= <br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Side-Along Planeride Passengers<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=-<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=6<br />
|extra2_17=6<br />
|extra2_18=7<br />
|extra2_19=7<br />
|extra2_20=8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
Save DC: 8 + Charisma modifier + proficiency bonus<br />
// Modifier: Charisma modifier + proficiency bonus<br />
<br />
In addition, every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Planerider Suit ====<br />
<br />
No so much a physical suit as it is a manifestation of your latent planar abilities, your Planerider Suit is what gives you your features. You can call upon it or dismiss it as an immediate-action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks). You gain no benefits from any armor you were wearing while using your Planerider suit. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up. If you are, for any reason, teleported to a plane hostile to your survival, your Planerider suit materializes instantly.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it or dismiss it. You can use a full round action to reconfigure it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance. At level 12 you may use a standard action to reconfigure it instead of a full round action.<br />
<br />
<br />
Bayard Configuration - Standby<br />
<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
<br />
Bayard Configuration - Energy Sword<br />
<br />
Your bayard produces a long, glowing blade from its head. It has the finesse, versatile, and special properties. It does 1d6 (1d8 versatile) damage, which increases at level 8 (2d6) (2d8 versatile), and level 16 (3d6) (3d8 versatile). While using this configuration in one hand with the other hand free, you gain a +1 shield bonus, increasing to +2 at level 8, and +3 at level 16.<br />
<br />
<br />
Bayard Configuration - Energy Hook<br />
<br />
At level 3, you gain a new configuration for your bayard<br />
<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, light, and special properties. It does 1d4 damage, which increases by at level 8 (1d6), and level 16 (1d8). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This sneak attack damage increases at level 8 (2d6), and level 16 (3d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
<br />
Bayard Configuration - Energy Blaster<br />
<br />
At level 5, you gain a new configuration for your bayard.<br />
<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy, two-handed, and special properties. It requires no ammunition, but rather draws its energy from your connection with planar energy. It does 1d8+1 damage at 3rd level, which increases at 8th level (1d8+2), and 16th level (2d8+3). Its Earth/Mechanus/Material damage type is piercing. As a bonus action while using this configuration, you may hide immediately after attacking as long as there is sufficient cover for you to hide.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 50 ft, and make an attack using your Energy Burst Modifier, or you can release it on all enemies in a 10 foot radius, and all targets must make a save against your Planar Forces ability (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Planar Shadows ====<br />
<br />
As a result of your growing presence on the multiple planes, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged unless summoned to your current plane, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to. If you use Truesight, you can see through the eyes of any of your ghosts.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to your proficiency bonus.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases by one every other level, as shown on the chart.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane and up to 1 minute after you leave. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. You may only benefit from one resistance (or immunity) from this ability). In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Specialization ====<br />
Your focus on one configuration of your Bayard has given you insight into its many uses. When you reach 7th level, you can choose one Bayard Specialization, detailed at the end of the class. This ability improves at 12th level, and again at 17th level.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at 10th level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Planar Forces DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex. Whenever you are damaged, you gain resistance to that damage for 1 round.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex. Your Plane specific resistance (or immunity) lasts until you choose to change it, and you may benefit from two different resistances (or immunities) this way.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Improved Energy Rifle: When using the Energy Rifle Configuration, your critical threat range increases to 19-20. This bonus stacks with other sources that increase your threat range.<br />
<br />
:Improved Energy Sword: When using the Energy Sword Configuration, you may add +2 to dmg and take -2 to atk bonus.<br />
<br />
:Improved Energy Hook: When using the Energy Hook configuration, you may add your ability modifier to the extra attack from wielding a weapon in two hands.<br />
<br />
;Level 13 Upgrades<br />
<br />
:Force Sight: When using your Energy Rifle configuration within its maximum range, you add +2 to your atk bonus and may see through up to 20 ft of material while concentrating on this ability.<br />
<br />
:Force Shield: Each time you make a successful attack while using the Energy Sword configuration, you may benefit from its shield bonus while wielding it in two hands for 1 round.<br />
<br />
:Force Stab: Each time you use a bonus action to attack while using the Energy Hook configuration, you may deal an extra 1d4+Cha modifier force dmg to your target, even if the attack misses. This extra damage does not trigger sneak attack damage.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Planar Bullet: At level 17, you may add +2 to your damage when using the Energy Rifle configuration. In addition, you can utilize your connections with the planes to Planar Dip your bullets towards your target. Once per short rest you may make an attack from hiding without breaking stealth. You determine the plane your bullet travels though. On a miss, you may deal your Energy Rifle damage for that bullet normally. On a successful hit, you may spend a use of your Planar Dip ability to manifest it at the location of your bullet. Your bullet still does its normal damage, and on a critical both normal and Planar Dip damage are doubled.<br />
<br />
:Planar Parry: At level 17, you may add +2 to its shield bonus when using the Energy Sword configuration. In addition, you can utilize your connection with the planes to force a potential attacker to Planeride. Once per short rest, whenever an enemy attacks you with a melee attack, you may force them to make a save against your Planar Forces ability. On a successful save, the attacker misses, and you may push them 10 feet in any direction away from you. On a failed save, the attacker misses and is forced to Planeride in a random plane each round without the benefit of your Planar Suit ability for 1d6 rounds. At the end of this Planeride, the creature reappears in its original location and must make Wisdom save (DC=8+your Charisma Bonus+rounds it was Planeriding) or be confused for 1 minute.<br />
<br />
:Planar Strike: At level 17, you may add +2d6 to your sneak attack damage when using the Energy Hook configuration. In addition, you can utilize your connection with the planes to summon your Planar Shadows into existence on your current plane. Once per short rest, as a full round action, you may summon up to 2 different, random, Planar Shadow c9opies of you in any open space within 30 yards of you. These shadows last for 1 minute or until you stop concentrating on this ability. Each Planar Shadow has 1/2 (rounded down) your current hit points, their own round of actions, but is essentially you, has your stats, and acts on the same turn you do. If your either of your Planar Shadows are destroyed for any reason, you are stunned for 1d4 rounds, lose 1/4 of your max hit points (round up) and you are unable to travel to or summon from that Planar Shadow's plane for any reason for the 1 week.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 feet while wearing your suit. If you already have a Darkvision feature, add 60 feet to the total.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to your half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit. If you already have a Darkvision feature, add 60 feet to the total.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This doubles at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Charisma increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Dex 13 and Cha 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Talk:Shadow_Walker_(5e_Class)&diff=992061Talk:Shadow Walker (5e Class)2017-12-26T14:19:44Z<p>Cobaltfalcon: </p>
<hr />
<div>This class looks great, but it’s definitely overpowered. It seems like a halfcaster rogue, with features from the way of shadow monk. Firstly, half casters shouldn’t get cantrips. Secondly, expertise should be second level. Third, the sneak attack dice are op. Since it’s half-caster, it should be less powerful than rogue’s, not more. I recommend using the rogue sneak dice chart, but with d4’s instead of d6’s. Fourth, the consumption ability is just... insane. Immune to almost every condition, AND you can no longer take damage? That’s just ridiculous. I’m guessing you meant to say that hit point maximum can’t be reduced, but with all the condition immunities it’s still overpowered. Limit it to just one or two condition immunities.<br />
Also, the sorcerer spell list is too broad for a half caster, and doesn’t fit the archetype. I recommend the warlock spell list instead.<br />
This is a really cool class with lots of potential. Hope you can fix it. --[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 07:12, 26 December 2017 (MST)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Talk:Shadow_Walker_(5e_Class)&diff=992060Talk:Shadow Walker (5e Class)2017-12-26T14:12:34Z<p>Cobaltfalcon: Created page with "This class looks great, but it’s definitely overpowered. It seems like a halfcaster rogue, with features from the way of shadow monk. Firstly, half casters shouldn’t get c..."</p>
<hr />
<div>This class looks great, but it’s definitely overpowered. It seems like a halfcaster rogue, with features from the way of shadow monk. Firstly, half casters shouldn’t get cantrips. Secondly, expertise should be second level. Third, the sneak attack dice are op. Since it’s half-caster, it should be less powerful than rogue’s, not more. I recommend using the rogue sneak dice chart, but with d4’s instead of d6’s. Fourth, the consumption ability is just... insane. Immune to almost every condition, AND you can no longer take damage? That’s just ridiculous. I’m guessing you meant to say that hit point maximum can’t be reduced, but with all the condition immunities it’s still overpowered. Limit it to just the loss of aging and maybe one or two condition immunities.<br />
This is a really cool class with lots of potential. Hope you can fix it. --[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 07:12, 26 December 2017 (MST)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Talk:Escort_(5e_Class)&diff=984546Talk:Escort (5e Class)2017-12-10T02:36:56Z<p>Cobaltfalcon: /* Interesting, but weak */</p>
<hr />
<div>Perhaps this would be more appropriate as a variant of the entertainer background, rather than its own standalone class. — [[User:Geodude671|Geodude671]] ([[User talk:Geodude671|talk]] | [[Special:Contributions/Geodude671|contribs]] | [[Special:EmailUser/Geodude671|email]]) . . 00:29, 16 September 2017 (MDT)<br />
<br />
Please be aware that we now have a policy against having "sexually explicit" material (because of our agreement with Google), and Green Dragon has been playing it safe and proposing deletion on pages that have any kind of sexual content. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 03:14, 16 September 2017 (MDT)<br />
<br />
== Sexual Stuff ==<br />
<br />
You do you. I made it but I understand if you can not display this class.<br />
<br />
== Balance? ==<br />
<br />
what is unbalance on this page?<br />
:That IP has added a [http://www.dandwiki.com/wiki/Special:Contributions/45.51.130.86 bunch of "see talk page"] messages to different pages and then not explained anything.<br />
:But while I'm here, I'll have a quick look.<br />
:*"Change of Fine Clothing" is not a tool proficiency<br />
:*Has proficiency with leather armor so ought to start with some leather armor.<br />
:*Specifying "finesse" weapons for proficiency is unnecessary. Since they only have proficiency in a light armor, you've made Dexterity a priority anyway; but I see no reason to deny an atypical Strength build.<br />
:*"Escort's Encouragement" is the same as "Bardic Inspiration", "Bed Roll Rounds" is the same as "Song of Rest", and I think "Lay with Me" is the same as "Lay on Hands"? Not a balance issue, just a bit disappointing and makes me wonder if this couldn't just be a bard archetype.<br />
:*Distracting figure. Are sure only creatures immune to charm are immune to this? What about blind creatures? <br />
:*No DC on Flashing. If this was a bard, it would just be a casting of ''charm person''. Are you sure this couldn't be a bard archetype? Making it sexual and nonmagical raises questions like "why would a bugbear care that you've exposed yourself"?<br />
:*No DC on One-Night Stand<br />
:*No damage type on Arousal.<br />
:*Whip it Out is overpowered. This could be +10 to every attack roll with a whip.<br />
:*Same with Erotica. All unfriendly creatures (apparently regardless of where they are) have -5 to their attack rolls, and all friendly creatures have +5 to their attack rolls?<br />
:*Spelling and grammar errors everywhere. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:22, 21 September 2017 (MDT)<br />
<br />
<br />
<br />
:*"Change of Fine Clothing" is not a tool proficiency - Removed<br />
<br />
:*Has proficiency with leather armor so ought to start with some leather armor. - Fixed<br />
<br />
:*Specifying "finesse" weapons for proficiency is unnecessary. Since they only have proficiency in a light armor, you've made Dexterity a priority anyway; but I see no reason to deny an atypical Strength build. - The Word Finesse removed. <br />
<br />
:*"Escort's Encouragement" is the same as "Bardic Inspiration", "Bed Roll Rounds" is the same as "Song of Rest", and I think "Lay with Me" is the same as "Lay on Hands"? Not a balance issue, just a bit disappointing and makes me wonder if this couldn't just be a bard archetype.<br />
<br />
I know they are from Bard. I just took them from that class and reword it some. I did not want to make this an bard archetype. I had a new player who came to me and ask if her first char could be an Escort. I made this for her. I wanted it to be a very utility char who she can have fun with. <br />
<br />
:*Distracting figure. Are sure only creatures immune to charm are immune to this? What about blind creatures? - Fixed<br />
<br />
:*No DC on Flashing. If this was a bard, it would just be a casting of ''charm person''. Are you sure this couldn't be a bard archetype? Making it sexual and nonmagical raises questions like "why would a bugbear care that you've exposed yourself"? - Fixed<br />
<br />
:*No DC on One-Night Stand - Fixed<br />
<br />
:*No damage type on Arousal. - Fixed<br />
<br />
:*Whip it Out is overpowered. This could be +10 to every attack roll with a whip. - Fixed<br />
<br />
:*Same with Erotica. All unfriendly creatures (apparently regardless of where they are) have -5 to their attack rolls, and all friendly creatures have +5 to their attack rolls? - Fixed<br />
<br />
:*Spelling and grammar errors everywhere. - I am dyslexic this is about the best I can do. I put it through spell check and listen to text to speech and edited. I need help to fix the mistakes that are still here.<br />
<br />
<br />
:*the damage on lipstick changes twice on the same level, other than that good class can't wait to try it out t[[User:Balanced|Balanced]] ([[User talk:Balanced|talk]]) 07:15, 28 September 2017 (MDT)<br />
<br />
Fixed the issue<br />
<br />
<br />
:* Caduceus and Mercy seem a bit similar, you go 5 levels just do heal 1 more d8, maybe make it cure a disease or status effect, or fix broken/severed limbs [[User:Balanced|Balanced]] ([[User talk:Balanced|talk]]) 00:07, 30 September 2017 (MDT)<br />
<br />
== Interesting, but weak ==<br />
<br />
This seems to be a play off bard, making it focus on seduction and healing. I really like it! It seems interesting, but I feel like it could use some buffs.<br />
1. Add spellcasting. Give them a full 9 levels of spells, or even halfcaster, with access only to Enchantment, Illusion, and Cleric Necromancy spells (I specify Cleric so that it gives more healing options but not the power to raise the dead, which would be uncharacteristic.)<br />
2. Buff healing abilities in other ways.<br />
3. Way of the Beast seems very out of character. What kind of escort has a donkey following them? I would remove it entirely.<br />
4. Since i recommend adding spells to the whole class, in Way of Leather replace the spellcasting with extra attack. It seems much more in line with the archetype.<br />
5. Not a buff, but in the feature descriptions put a spot saying that there are archetypes. My first time looking through I didn’t see a description for the archetypes and was missing out for a while.<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 19:30, 9 December 2017 (MST)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Talk:Escort_(5e_Class)&diff=984543Talk:Escort (5e Class)2017-12-10T02:30:12Z<p>Cobaltfalcon: /* Interesting, but weak */ new section</p>
<hr />
<div>Perhaps this would be more appropriate as a variant of the entertainer background, rather than its own standalone class. — [[User:Geodude671|Geodude671]] ([[User talk:Geodude671|talk]] | [[Special:Contributions/Geodude671|contribs]] | [[Special:EmailUser/Geodude671|email]]) . . 00:29, 16 September 2017 (MDT)<br />
<br />
Please be aware that we now have a policy against having "sexually explicit" material (because of our agreement with Google), and Green Dragon has been playing it safe and proposing deletion on pages that have any kind of sexual content. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 03:14, 16 September 2017 (MDT)<br />
<br />
== Sexual Stuff ==<br />
<br />
You do you. I made it but I understand if you can not display this class.<br />
<br />
== Balance? ==<br />
<br />
what is unbalance on this page?<br />
:That IP has added a [http://www.dandwiki.com/wiki/Special:Contributions/45.51.130.86 bunch of "see talk page"] messages to different pages and then not explained anything.<br />
:But while I'm here, I'll have a quick look.<br />
:*"Change of Fine Clothing" is not a tool proficiency<br />
:*Has proficiency with leather armor so ought to start with some leather armor.<br />
:*Specifying "finesse" weapons for proficiency is unnecessary. Since they only have proficiency in a light armor, you've made Dexterity a priority anyway; but I see no reason to deny an atypical Strength build.<br />
:*"Escort's Encouragement" is the same as "Bardic Inspiration", "Bed Roll Rounds" is the same as "Song of Rest", and I think "Lay with Me" is the same as "Lay on Hands"? Not a balance issue, just a bit disappointing and makes me wonder if this couldn't just be a bard archetype.<br />
:*Distracting figure. Are sure only creatures immune to charm are immune to this? What about blind creatures? <br />
:*No DC on Flashing. If this was a bard, it would just be a casting of ''charm person''. Are you sure this couldn't be a bard archetype? Making it sexual and nonmagical raises questions like "why would a bugbear care that you've exposed yourself"?<br />
:*No DC on One-Night Stand<br />
:*No damage type on Arousal.<br />
:*Whip it Out is overpowered. This could be +10 to every attack roll with a whip.<br />
:*Same with Erotica. All unfriendly creatures (apparently regardless of where they are) have -5 to their attack rolls, and all friendly creatures have +5 to their attack rolls?<br />
:*Spelling and grammar errors everywhere. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:22, 21 September 2017 (MDT)<br />
<br />
<br />
<br />
:*"Change of Fine Clothing" is not a tool proficiency - Removed<br />
<br />
:*Has proficiency with leather armor so ought to start with some leather armor. - Fixed<br />
<br />
:*Specifying "finesse" weapons for proficiency is unnecessary. Since they only have proficiency in a light armor, you've made Dexterity a priority anyway; but I see no reason to deny an atypical Strength build. - The Word Finesse removed. <br />
<br />
:*"Escort's Encouragement" is the same as "Bardic Inspiration", "Bed Roll Rounds" is the same as "Song of Rest", and I think "Lay with Me" is the same as "Lay on Hands"? Not a balance issue, just a bit disappointing and makes me wonder if this couldn't just be a bard archetype.<br />
<br />
I know they are from Bard. I just took them from that class and reword it some. I did not want to make this an bard archetype. I had a new player who came to me and ask if her first char could be an Escort. I made this for her. I wanted it to be a very utility char who she can have fun with. <br />
<br />
:*Distracting figure. Are sure only creatures immune to charm are immune to this? What about blind creatures? - Fixed<br />
<br />
:*No DC on Flashing. If this was a bard, it would just be a casting of ''charm person''. Are you sure this couldn't be a bard archetype? Making it sexual and nonmagical raises questions like "why would a bugbear care that you've exposed yourself"? - Fixed<br />
<br />
:*No DC on One-Night Stand - Fixed<br />
<br />
:*No damage type on Arousal. - Fixed<br />
<br />
:*Whip it Out is overpowered. This could be +10 to every attack roll with a whip. - Fixed<br />
<br />
:*Same with Erotica. All unfriendly creatures (apparently regardless of where they are) have -5 to their attack rolls, and all friendly creatures have +5 to their attack rolls? - Fixed<br />
<br />
:*Spelling and grammar errors everywhere. - I am dyslexic this is about the best I can do. I put it through spell check and listen to text to speech and edited. I need help to fix the mistakes that are still here.<br />
<br />
<br />
:*the damage on lipstick changes twice on the same level, other than that good class can't wait to try it out t[[User:Balanced|Balanced]] ([[User talk:Balanced|talk]]) 07:15, 28 September 2017 (MDT)<br />
<br />
Fixed the issue<br />
<br />
<br />
:* Caduceus and Mercy seem a bit similar, you go 5 levels just do heal 1 more d8, maybe make it cure a disease or status effect, or fix broken/severed limbs [[User:Balanced|Balanced]] ([[User talk:Balanced|talk]]) 00:07, 30 September 2017 (MDT)<br />
<br />
== Interesting, but weak ==<br />
<br />
This seems to be a play off bard, making it focus on seduction and healing. I really like it! It seems interesting, but I feel like it could use some buffs.<br />
1. Add spellcasting. Give them a full 9 levels of spells, or even halfcaster, with access only to Enchantment, Illusion, and Cleric Necromancy spells (I specify Cleric so that it gives more healing options but not the power to raise the dead, which would be uncharacteristic.)<br />
2. Buff healing abilities in other ways. Maybe have an archetype dedicated to it.<br />
3. Way of the Beast seems very out of character. What kind of escort has a donkey following them? I would remove it entirely.<br />
4. Since i recommend adding spells to the whole class, in Way of Leather replace the spellcasting with extra attack. It seems much more in line with the archetype.<br />
5. Not a buff, but in the feature descriptions put a spot saying that there are archetypes. My first time looking through I didn’t see a description for the archetypes and was missing out for a while.<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 19:30, 9 December 2017 (MST)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=981161White Dwarf (5e Race Variant)2017-12-02T03:16:28Z<p>Cobaltfalcon: /* Dwarf Subrace */</p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They are known to be chaotic and literally explosive. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned, although their hair and eyes tend to be very light. The name is given due to the fact that they glow dim white light when in darkness.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, when in darkness your skin glows white light, casting up to 20 feet of bright light and an additional 20 feet of dim light. You can dim or brighten the light at will, at minimum 1 foot of bright light and 1 foot of dim light. This is considered natural sunlight, not magical light.<br />
|trait2= Sun Kissed<br />
|description2= Instead of Dwarven Resiliance, you have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, you learn either the Firebolt or Sacred Flame cantrip. At level 3 you learn the other. You use your Intelligence modifier for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half the original damage to yourself (ignoring your resistance/immunity). For example, if you roll a 4 on your damage dice, the target(s) will take 8 damage and you will take 2.<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=980759White Dwarf (5e Race Variant)2017-12-01T16:18:48Z<p>Cobaltfalcon: /* Dwarf Subrace */</p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They are known to be chaotic and literally explosive. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned. The name is given due to the fact that they glow dim white light when in darkness.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, when in darkness your skin glows white light, casting up to 20 feet of bright light and an additional 20 feet of dim light. You can dim or brighten the light at will, at minimum 1 foot of bright light and 1 foot of dim light. This is considered natural sunlight, not magical light.<br />
|trait2= Sun Kissed<br />
|description2= Instead of Dwarven Resiliance, you have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, you learn either the Firebolt or Sacred Flame cantrip. At level 3 you learn the other. You use your Intelligence modifier for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half the original damage to yourself (ignoring your resistance/immunity). For example, if you roll a 4 on your damage dice, the target(s) will take 8 damage and you will take 2.<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=980752White Dwarf (5e Race Variant)2017-12-01T16:10:47Z<p>Cobaltfalcon: /* Dwarf Subrace */</p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They are known to be chaotic and literally explosive. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned. The name is given due to the fact that they glow dim white light when in darkness.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, when in darkness your skin glows white light, casting up to 20 feet of bright light and an additional 20 feet of dim light. You can dim or brighten the light at will, at minimum 1 foot of bright light and 1 foot of dim light. This is considered natural sunlight, not magical light.<br />
|trait2= Sun Kissed<br />
|description2= Instead of Dwarven Resiliance, you have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, at level 3 you learn the Firebolt and Sacred Flame cantrip. You use your Intelligence modifier for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half the original damage to yourself (ignoring your resistance/immunity). For example, if you roll a 4 on your damage dice, the target(s) will take 8 damage and you will take 2.<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=980632White Dwarf (5e Race Variant)2017-12-01T13:13:56Z<p>Cobaltfalcon: /* Dwarf Subrace */</p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They are known to be chaotic and literally explosive. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned. The name is given due to the fact that they glow dim white light when in darkness.<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 11:41, 2 November 2017 (MDT)<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, when in darkness your skin glows white light, casting up to 20 feet of bright light and an additional 20 feet of dim light. You can dim or brighten the light at will, at minimum 1 foot of bright light and 1 foot of dim light. This is considered natural sunlight, not magical light.<br />
|trait2= Sun Kissed<br />
|description2= Instead of Dwarven Resiliance, you have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, at level 3 you learn the Firebolt and Sacred Flame cantrip. You use your Intelligence modifier for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half the original damage to yourself (ignoring your resistance/immunity). For example, if you roll a 4 on your damage dice, the target(s) will take 8 damage and you will take 2.<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=980631White Dwarf (5e Race Variant)2017-12-01T13:08:09Z<p>Cobaltfalcon: /* Dwarf Subrace */</p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They are known to be chaotic and literally explosive. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned. The name is given due to the fact that they glow dim white light when in darkness.<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 11:41, 2 November 2017 (MDT)<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, when in darkness your skin glows white light, casting up to 20 feet of bright light and an additional 20 feet of dim light. You can dim or brighten the light at will, at minimum 1 foot of bright light and 1 foot of dim light. This is considered natural sunlight, not magical light.<br />
|trait2= Sun Kissed<br />
|description2=You have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, at level 3 you learn the Firebolt and Sacred Flame cantrip. You use your Intelligence modifier for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half the original damage to yourself (ignoring your resistance/immunity). For example, if you roll a 4 on your damage dice, the target(s) will take 8 damage and you will take 2.<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=958762White Dwarf (5e Race Variant)2017-11-02T17:41:44Z<p>Cobaltfalcon: </p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They are known to be chaotic and literally explosive. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned. The name is given due to the fact that they glow dim white light when in darkness.<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 11:41, 2 November 2017 (MDT)<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, you can make your skin glow white light, casting up to 30 feet of dim light.<br />
|trait2= Sun Kissed<br />
|description2=You have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, at level 3 You learn the Firebolt and Sacred Flame cantrip. You use your Intelligence modifier for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half damage to yourself (ignoring your resistance/immunity).<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=User:Cobaltfalcon&diff=958723User:Cobaltfalcon2017-11-02T16:17:18Z<p>Cobaltfalcon: /* Works */</p>
<hr />
<div><br />
== About ==<br />
<br />
My name is Noah, I've been playing d&d for almost two years and my favorite part is the character design. I've been coming to this website since nearly the beginning and figured it's time I start contributing.<br />
<br />
====Works====<br />
I made the [https://www.dandwiki.com/wiki/Coldskin_(5e_Race) Coldskin (5e Race)] and the [https://www.dandwiki.com/wiki/Yewheart_(5e_Race) Yewheart (5e Race)]<br />
<br />
I made the [https://www.dandwiki.com/wiki/White_Dwarf_(5e_Subrace) White Dwarf (5e Subrace)]<br />
<br />
I made a class specializing in planar travel, the [https://www.dandwiki.com/wiki/Planerider_(5e_Class) Planerider (5e Class)]. If anyone wants to help balance itor has ideas, please message me.<br />
<br />
I'm planning on making a White Walker class/race from Game of Thrones, if anyone wants to collaborate with me on that feel free to contact me.<br />
<br />
I'm thinking of making some backgrounds, not to clear on what exactly yet.<br />
<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 04:51, 6 May 2017 (UTC)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=User:Cobaltfalcon&diff=958721User:Cobaltfalcon2017-11-02T16:14:55Z<p>Cobaltfalcon: /* Works */</p>
<hr />
<div><br />
== About ==<br />
<br />
My name is Noah, I've been playing d&d for almost two years and my favorite part is the character design. I've been coming to this website since nearly the beginning and figured it's time I start contributing.<br />
<br />
====Works====<br />
I made the [https://www.dandwiki.com/wiki/Coldskin_(5e_Race) Coldskin (5e Race)] and the [https://www.dandwiki.com/wiki/Yewheart_(5e_Race) Yewheart (5e Race)]<br />
<br />
I made a class specializing in planar travel, the [https://www.dandwiki.com/wiki/Planerider_(5e_Class) Planerider (5e Class)]. If anyone wants to help balance itor has ideas, please message me.<br />
<br />
I'm planning on making a White Walker class/race from Game of Thrones, if anyone wants to collaborate with me on that feel free to contact me.<br />
<br />
I'm thinking of making some backgrounds, not to clear on what exactly yet.<br />
<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 04:51, 6 May 2017 (UTC)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=958719White Dwarf (5e Race Variant)2017-11-02T16:12:27Z<p>Cobaltfalcon: </p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They are known to be chaotic and literally explosive. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned. The name is given due to the fact that they glow dim white light when in darkness.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, you can make your skin glow white light, casting up to 30 feet of dim light.<br />
|trait2= Sun Kissed<br />
|description2=You have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, at level 3 You learn the Firebolt and Sacred Flame cantrip. You use your Intelligence modifier for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half damage to yourself (ignoring your resistance/immunity).<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=958716White Dwarf (5e Race Variant)2017-11-02T16:10:11Z<p>Cobaltfalcon: </p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned. The name is given due to the fact that they glow dim white light when in darkness.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, you can make your skin glow white light, casting up to 30 feet of dim light.<br />
|trait2= Sun Kissed<br />
|description2=You have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, at level 3 You learn the Firebolt and Sacred Flame cantrip. You use your Intelligence modifier for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half damage to yourself (ignoring your resistance/immunity).<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Dwarf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=White_Dwarf_(5e_Race_Variant)&diff=958712White Dwarf (5e Race Variant)2017-11-02T16:05:33Z<p>Cobaltfalcon: Sun Worshipping Dwarves</p>
<hr />
<div>===Dwarf Subrace===<br />
Just like Drow are the foil to average elves, White dwarves are the foil to other dwarves. They live above ground, in fact on top of the tallest mountains, where they worship various sun gods. The earliest White Dwarf was a cleric for a forgotten sun god, who bestowed him and his descendants with the powers of the sun. Despite their name, they are not necessarily white skinned. The name is given due to the fact that they glow dim white light when in darkness.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1.<br />
|trait1= Bright Skin<br />
|description1= You do not have the typical dwarven Darkvision. Instead, you can make your skin glow white light, casting up to 30 feet of dim light.<br />
|trait2= Sun Kissed<br />
|description2=You have resistance to fire and radiant damage.<br />
|trait3= Star Power<br />
|description3= Instead of Dwarven Combat Training, at level 3 You learn the Firebolt and Sacred Flame cantrip. You use your Intelligence modifier for these spells.<br />
|trait4= Nova<br />
|description4= Whenever you cast a spell that does fire or radiant damage, your spell does double damage. However, you also deal half damage to yourself (ignoring your resistance/immunity).<br />
}}<br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:<!--Race--> Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Yewheart_(5e_Race)&diff=930355Yewheart (5e Race)2017-09-03T19:49:29Z<p>Cobaltfalcon: Undo revision 930323 by 2604:6000:A345:6500:2866:3A5D:CC8A:BF7C (talk)</p>
<hr />
<div>Read it and find out<br />
<br />
==Yewheart==<br />
<br />
"There is not always a good guy. Nor is there always a bad one. Most people are somewhere in between."<br />
-Patrick Ness, A Monster Calls<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://content.internetvideoarchive.com/content/photos/10837/466144_092.jpg|Much smaller version of this}}<br />
At a glance, they look humanoid. But when you look again, and you will look again, you'll see a towering wooden monster, with branches growing out of its back and head and vines crawling all over its body.<br />
<br />
===History===<br />
The Yew Tree is the source of much magic. Its berries are used in healing potions, its bark has protective powers, its leaves are have medicinal purposes. And it has another secret: it's Heart. After a thousand years, and then every century after, the Yew tree "births" a Yewheart, a creature made from the yew's very center. It is created whole, and it is the embodiment of the yew tree's desires. It will stay with its parent tree and serve its wishes until the next Yewheart is born. After this, the old Yewheart will take a single seed from the parent and strike out on it's own, searching for a unique place to plant it.<br />
===Society===<br />
Yewhearts are as rare as yew trees, and rarely meet each other. When they do, the connection is instant and they will assist each other in any way they can. On the rare occasion when two Yewhearts fall in love with each other, they will find a location they wish to spend forever in and plant themselves there, fusing into a yew tree of their own.<br />
===Yewheart Names===<br />
Yew trees have long and complicated names, but Yewhearts have very simple ones. Each Yewheart has a one syllable name that is a piece of the parent's name.<br />
Example: if the parent's name is Yonhoguwakatemlor... (etc) then the Yewhearts names, in order of birth, might be Yon, Hog, Gu, Wak, Ka, Tem, and so on. Few yews have lived long enough to use all syllables of its name, but when they do, they start at the beginning.<br />
<br />
===Yewheart Traits===<br />
{{5e Racial Traits<br />
|summary=I Am Groot (basically)<br />
|abilities=Yewhearts have +2 Constitution, +2 Wisdom, and +1 Strength, but suffer -3 Dexterity.<br />
|age=After Yewhearts emerge from their Yew tree, they live with their parent for about 100 years before they move on. They live as long as their parent tree, meaning if the tree dies, they do too.<br />
|alignment=Yewhearts tend to stay Neutral, leaning only towards Lawful. Like any race, there are still some that go above and beyond for Good, or out of their way for Evil.<br />
|size=Yewhearts stand between 6 and 9 feet tall, their branches reaching even higher. They weigh around 240-400 pounds. You are at the upper range of Medium.<br />
|speed=Your base walking speed is 25 feet.<br />
|trait1= Timber Skin<br />
|description1=You are vulnerable to fire, and can never gain resistance or immunity to it. If you catch fire, it takes a full action to extinguish it instead of a bonus action.<br />
|trait2=Strong Bark<br />
|description2=While not very nimble, you have a strong, natural armor that protects you from harm. You use your Constitution Modifier instead of Dexterity when calculating your Armor class, and have a base Armor Class of 11+Con. Also, you cannot gain benefits from any armor or Armor Class adjusting abilities, such as Monk's Unarmored Defense or Mage Armor. Shields, spells, and magic items that add to your Armor Class but do not change the base may still apply. At level 5 your Armor Class becomes 13 + Con, at level 10 it becomes 14 + Con, and at level 15 it becomes 15 + Con.<br />
|trait3=Plant Down<br />
|description3=Starting at level 3, if you are within 10 feet of a body of water, and you are standing on fertile ground, you can use your action to lay down your roots. As a result, you are considered restrained, but you have advantage on checks against being shoved or knocked prone, and every turn you can use your bonus action to heal a number of hit points equal to your Constitution Modifier + 1. At level 5 this becomes 1d6+Con. At level 10 this becomes 1d10+Con and you can activate it anywhere that has fertile ground. Using this feature also restores lost limbs over time. You can use this feature a number of times per day equal to half your wisdom modifier (rounded up), min. of 1, and regain expended uses at dawn. You can stop using this feature as an action on your turn, or as a reaction to taking fire damage. <br />
|trait4=Plant-Like<br />
|description4=You are a Plant, but have some Humanoid traits. You are affected by anything that effects either Plants or Humanoids. You do not need to sleep or eat and gain no benefit from doing so (aside from magical food), but must drink twice as much water as a normal human and also bask in sunlight for at least 4 hours a day. In areas without sunlight, a Daylight spell will suffice.<br />
|trait5=Nature's Child<br />
|description5=You have proficiency in either Nature or Survival, and automatically succeed any skill checks interacting with a Yew tree (DM's discretion).<br />
|trait5=Berry Tree<br />
|description5=You can produce berries from your branches to sustain your companions. You can cast Goodberry once per day while in sunlight.<br />
|languages=You speak Sylvan and Elven fluently from birth, and have a natural affinity for Druidic, giving you advantage on checks to learn or decipher it.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yewheart<br />
|feet=5<br />
|inches=8<br />
|heightmod=3d12<br />
|weight=230<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Plant Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Yewheart_(5e_Race)&diff=926606Yewheart (5e Race)2017-08-27T04:45:01Z<p>Cobaltfalcon: /* Yewheart Traits */</p>
<hr />
<div>Read it and find out<br />
<br />
==Yewheart==<br />
<br />
"There is not always a good guy. Nor is there always a bad one. Most people are somewhere in between."<br />
-Patrick Ness, A Monster Calls<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://content.internetvideoarchive.com/content/photos/10837/466144_092.jpg|Much smaller version of this}}<br />
At a glance, they look humanoid. But when you look again, and you will look again, you'll see a towering wooden monster, with branches growing out of its back and head and vines crawling all over its body.<br />
<br />
===History===<br />
The Yew Tree is the source of much magic. Its berries are used in healing potions, its bark has protective powers, its leaves are have medicinal purposes. And it has another secret: it's Heart. After a thousand years, and then every century after, the Yew tree "births" a Yewheart, a creature made from the yew's very center. It is created whole, and it is the embodiment of the yew tree's desires. It will stay with its parent tree and serve its wishes until the next Yewheart is born. After this, the old Yewheart will take a single seed from the parent and strike out on it's own, searching for a unique place to plant it.<br />
===Society===<br />
Yewhearts are as rare as yew trees, and rarely meet each other. When they do, the connection is instant and they will assist each other in any way they can. On the rare occasion when two Yewhearts fall in love with each other, they will find a location they wish to spend forever in and plant themselves there, fusing into a yew tree of their own.<br />
===Yewheart Names===<br />
Yew trees have long and complicated names, but Yewhearts have very simple ones. Each Yewheart has a one syllable name that is a piece of the parent's name.<br />
Example: if the parent's name is Yonhoguwakatemlor... (etc) then the Yewhearts names, in order of birth, might be Yon, Hog, Gu, Wak, Ka, Tem, and so on. Few yews have lived long enough to use all syllables of its name, but when they do, they start at the beginning.<br />
<br />
===Yewheart Traits===<br />
{{5e Racial Traits<br />
|summary=I Am Groot (basically)<br />
|abilities=Yewhearts have +2 Constitution, +2 Wisdom, and +1 Strength, but suffer -3 Dexterity.<br />
|age=After Yewhearts emerge from their Yew tree, they live with their parent for about 100 years before they move on. They live as long as their parent tree, meaning if the tree dies, they do too.<br />
|alignment=Yewhearts tend to stay Neutral, leaning only towards Lawful. Like any race, there are still some that go above and beyond for Good, or out of their way for Evil.<br />
|size=Yewhearts stand between 6 and 9 feet tall, their branches reaching even higher. They weigh around 240-400 pounds. You are at the upper range of Medium.<br />
|speed=Your base walking speed is 25 feet.<br />
|trait1= Timber Skin<br />
|description1=You are vulnerable to fire, and can never gain resistance or immunity to it. If you catch fire, it takes a full action to extinguish it instead of a bonus action.<br />
|trait2=Strong Bark<br />
|description2=While not very nimble, you have a strong, natural armor that protects you from harm. You use your Constitution Modifier instead of Dexterity when calculating your Armor class, and have a base Armor Class of 11+Con. Also, you cannot gain benefits from any armor or Armor Class adjusting abilities, such as Monk's Unarmored Defense or Mage Armor. Shields, spells, and magic items that add to your Armor Class but do not change the base may still apply. At level 5 your Armor Class becomes 13 + Con, at level 10 it becomes 14 + Con, and at level 15 it becomes 15 + Con.<br />
|trait3=Plant Down<br />
|description3=Starting at level 3, if you are within 10 feet of a body of water, and you are standing on fertile ground, you can use your action to lay down your roots. As a result, you are considered restrained, but you have advantage on checks against being shoved or knocked prone, and every turn you can use your bonus action to heal a number of hit points equal to your Constitution Modifier + 1. At level 5 this becomes 1d6+Con. At level 10 this becomes 1d10+Con and you can activate it anywhere that has fertile ground. Using this feature also restores lost limbs over time. You can use this feature a number of times per day equal to half your wisdom modifier (rounded up), min. of 1, and regain expended uses at dawn. You can stop using this feature as an action on your turn, or as a reaction to taking fire damage. <br />
|trait4=Plant-Like<br />
|description4=You are a Plant, but have some Humanoid traits. You are affected by anything that effects either Plants or Humanoids. You do not need to sleep or eat and gain no benefit from doing so (aside from magical food), but must drink twice as much water as a normal human and also bask in sunlight for at least 4 hours a day. In areas without sunlight, a Daylight spell will suffice.<br />
|trait5=Nature's Child<br />
|description5=You have proficiency in either Nature or Survival, and automatically succeed any skill checks interacting with a Yew tree (DM's discretion).<br />
|trait5=Berry Tree<br />
|description5=You can produce berries from your branches to sustain your companions. You can cast Goodberry once per day while in sunlight.<br />
|languages=You speak Sylvan and Elven fluently from birth, and have a natural affinity for Druidic, giving you advantage on checks to learn or decipher it.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yewheart<br />
|feet=5<br />
|inches=8<br />
|heightmod=3d12<br />
|weight=230<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Plant Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Yewheart_(5e_Race)&diff=926603Yewheart (5e Race)2017-08-27T04:44:24Z<p>Cobaltfalcon: /* Yewheart Traits */</p>
<hr />
<div>Read it and find out<br />
<br />
==Yewheart==<br />
<br />
"There is not always a good guy. Nor is there always a bad one. Most people are somewhere in between."<br />
-Patrick Ness, A Monster Calls<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://content.internetvideoarchive.com/content/photos/10837/466144_092.jpg|Much smaller version of this}}<br />
At a glance, they look humanoid. But when you look again, and you will look again, you'll see a towering wooden monster, with branches growing out of its back and head and vines crawling all over its body.<br />
<br />
===History===<br />
The Yew Tree is the source of much magic. Its berries are used in healing potions, its bark has protective powers, its leaves are have medicinal purposes. And it has another secret: it's Heart. After a thousand years, and then every century after, the Yew tree "births" a Yewheart, a creature made from the yew's very center. It is created whole, and it is the embodiment of the yew tree's desires. It will stay with its parent tree and serve its wishes until the next Yewheart is born. After this, the old Yewheart will take a single seed from the parent and strike out on it's own, searching for a unique place to plant it.<br />
===Society===<br />
Yewhearts are as rare as yew trees, and rarely meet each other. When they do, the connection is instant and they will assist each other in any way they can. On the rare occasion when two Yewhearts fall in love with each other, they will find a location they wish to spend forever in and plant themselves there, fusing into a yew tree of their own.<br />
===Yewheart Names===<br />
Yew trees have long and complicated names, but Yewhearts have very simple ones. Each Yewheart has a one syllable name that is a piece of the parent's name.<br />
Example: if the parent's name is Yonhoguwakatemlor... (etc) then the Yewhearts names, in order of birth, might be Yon, Hog, Gu, Wak, Ka, Tem, and so on. Few yews have lived long enough to use all syllables of its name, but when they do, they start at the beginning.<br />
<br />
===Yewheart Traits===<br />
{{5e Racial Traits<br />
|summary=I Am Groot (basically)<br />
|abilities=Yewhearts have +2 Constitution, +2 Wisdom, and +1 Strength, but suffer -3 Dexterity.<br />
|age=After Yewhearts emerge from their Yew tree, they live with their parent for about 100 years before they move on. They live as long as their parent tree, meaning if the tree dies, they do too.<br />
|alignment=Yewhearts tend to stay Neutral, leaning only towards Lawful. Like any race, there are still some that go above and beyond for Good, or out of their way for Evil.<br />
|size=Yewhearts stand between 6 and 9 feet tall, their branches reaching even higher. They weigh around 240-400 pounds. You are at the upper range of Medium.<br />
|speed=Your base walking speed is 25 feet.<br />
|trait1= Timber Skin<br />
|description1=You are vulnerable to fire, and can never gain resistance or immunity to it. If you catch fire, it takes a full action to extinguish it instead of a bonus action.<br />
|trait2=Strong Bark<br />
|description2=While not very nimble, you have a strong, natural armor that protects you from harm. You use your Constitution Modifier instead of Dexterity when calculating your Armor class, and have a base Armor Class of 11+Con. Also, you cannot gain benefits from any armor or Armor Class adjusting abilities, such as Monk's Unarmored Defense or Mage Armor. Shields, spells, and magic items that add to your Armor Class but do not change the base may still apply. At level 5 your Armor Class becomes 13 + Con, at level 10 it becomes 14 + Con, and at level 15 it becomes 15 + Con.<br />
|trait3=Plant Down<br />
|description3=Starting at level 3, if you are within 10 feet of a body of water, and you are standing on fertile ground, you can use your action to lay down your roots. As a result, you are considered restrained, but you have advantage on checks against being shoved or knocked prone, and every turn you can use your bonus action to heal a number of hit points equal to your Constitution Modifier + 1. At level 5 this becomes 1d6+Con. At level 10 this becomes 1d10+Con and you can activate it anywhere that has fertile ground. Using this feature also restores lost limbs over time. You can use this feature a number of times per day equal to half your wisdom modifier (rounded up), min. of 1, and regain expended uses at dawn. You can stop using this feature as an action on your turn, or as a reaction to taking fire damage. <br />
|trait4=Plant-Like<br />
|description4=You are a Plant, but have some Humanoid traits. You are affected by anything that effects either Plants or Humaniods. You do not need to sleep or eat and gain no benefit from doing so (aside from magical food), but must drink as much water as a normal human and also bask in sunlight for at least 4 hours a day. In areas without sunlight, a Daylight spell will suffice.<br />
|trait5=Nature's Child<br />
|description5=You have proficiency in either Nature or Survival, and automatically succeed any skill checks interacting with a Yew tree (DM's discretion).<br />
|trait5=Berry Tree<br />
|description5=You can produce berries from your branches to sustain your companions. You can cast Goodberry once per day while in sunlight.<br />
|languages=You speak Sylvan and Elven fluently from birth, and have a natural affinity for Druidic, giving you advantage on checks to learn or decipher it.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yewheart<br />
|feet=5<br />
|inches=8<br />
|heightmod=3d12<br />
|weight=230<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Plant Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=User:Cobaltfalcon&diff=923419User:Cobaltfalcon2017-08-19T20:25:12Z<p>Cobaltfalcon: /* Works */</p>
<hr />
<div><br />
== About ==<br />
<br />
My name is Noah, I've been playing d&d for almost two years and my favorite part is the character design. I've been coming to this website since nearly the beginning and figured it's time I start contributing.<br />
<br />
====Works====<br />
I made the [https://www.dandwiki.com/wiki/Coldskin_(5e_Race) Coldskin (5e Race)] and the [https://www.dandwiki.com/wiki/Yewheart_(5e_Race) Yewheart (5e Race)]<br />
<br />
Imade a class specializing in planar travel, the [https://www.dandwiki.com/wiki/Planerider_(5e_Class) Planerider (5e Class)]. If anyone wants to help balance itor has ideas, please message me.<br />
<br />
I'm planning on making a White Walker class/race from Game of Thrones, if anyone wants to collaborate with me on that feel free to contact me.<br />
<br />
I'm thinking of making some backgrounds, not to clear on what exactly yet.<br />
<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 04:51, 6 May 2017 (UTC)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Coldskin_(5e_Race)&diff=923415Coldskin (5e Race)2017-08-19T20:21:34Z<p>Cobaltfalcon: /* Coldskin Traits */</p>
<hr />
<div>--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 05:46, 8 May 2017 (UTC)<br />
==Coldskin==<br />
<br />
"Cold people, of a cold land. But if you get to know one, or do some valuable service to them, their hearths become some of the warmest in the world."<br />
<br />
===Physical Description===<br />
Coldskin can be of any human race, but their skin is always paler, and their hair lighter. But the one truly remarkable feature of all Coldskin are their eyes, which are a bright and brilliant shade of blue.<br />
===History===<br />
Long ago, a band of humans stumbled upon a portal to the Elemental Planes. Well, specifically, to the border of two: the Plane of Water and the Plane of Air. As always, there was a war between the two planes, and this band of humans was caught in the middle of it. However, rather than tear them apart, the group was somehow transformed by the event. As they returned through the portal, the icy mix of the two planes came with them, turning much of the surrounding region into a frozen wasteland. Most animals died immediately, many died soon after, but some survived and adapted, as did the vegetation. The land itself became seeped with wild, cold magic. As for the humans? Their skin paled and their eyes turned blue, and their blood flow slowed to a near standstill. They managed to close the portal, and adapted to the land. Though some say that the portal is still there, still connected to the Elemental Planes, still maintained by whatever unknown force created it.<br />
===Society===<br />
Out of necessity, Coldskin are close knit tribes, either fishing villages on the coast, nomads following herds of prey, or central towns that rely on the other groups, providing them with crafts and services. Loners often do not survive long, unless they find their way out of their homeland. Think about why your Coldskin has risked leaving their tribe.<br />
===Coldskin Names===<br />
Coldskin are often named after ancestors that have died honorably or live nobly, but at age 15 they have a renaming ceremony, where they choose their own name. This honored tradition takes away "usual" names, as most people do not want their names to blend in and are encouraged to be creative with their name. One person may be named Rhijar, after one of the first Coldskin, while another may name herself She-Who-Hunts-Wolves, and still others may go with something simple, such as Bob. Because of this tradition, very few Coldskin have last names. The only exceptions are exiles, who take a last name relating to the reason for their exile, as they see fit.<br />
<br />
===Coldskin Traits===<br />
{{5e Racial Traits<br />
|summary=Coldskin are humans that came in contact with the Elemental Planes of Water and Air in a bizarre event that changed them, and their world, forever.<br />
|abilities=Your life living in the cold makes you hardier, and your human nature gives you a versatility much needed in the frozen wastes. Your Constitution raises by +2, and two other abilities of your choice increase by +1.<br />
|age=As mostly humans, they have the same average life expectancy as humans. Coldskin are required by necessity to start participating in communal work from much younger ages though.<br />
|alignment=Life in tight knit communities leads Lawful and Good alignments, although as they are still human, there are some that deviate from this.<br />
|size=Coldskin tend to be slightly heavier but shorter than most humans. Your size is Medium.<br />
|speed=As a Coldskin, your blood moves slower than most other races, so you must choose your movements more deliberately. Your walking speed is 25 ft, but if you take the Dash action, consider it 30.<br />
|trait1=Frozen Blood<br />
|description1=As your blood moves slowly, you take longer to bleed out. Medicine checks used on you to stop your bleeding have advantage.<br />
|trait2=Snowstorm Senses<br />
|description2=You are used to your vision being impaired by the storms of your homeland, so your race adapted to "see" in other ways. You gain blindsight up to 90 feet.<br />
|trait3=Life Source<br />
|description3=Life in the tundra relies heavily on animals. You have proficiency in Animal Handling.<br />
|trait4=Step Lightly<br />
|description4=You know how to move absolutely silently when you want to, allowing you to walk on thin ice or creaky floorboards. Others have disadvantage on Perception checks to find you that rely on hearing, and you have advantage on Stealth checks to avoid being heard. While using this feature, you have -5 ft of movement speed.<br />
|trait5=Tundra Born<br />
|description5=You have resistance to cold damage, and when you are in your homeland or a similar region, you have resistance to fire damage. Otherwise, you have vulnerability to fire damage.<br />
|languages=You can speak, read, and write Common, and you can understand Primordial: Aquan and Auran.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Coldskin<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=120<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Coldskin_(5e_Race)&diff=923413Coldskin (5e Race)2017-08-19T20:20:57Z<p>Cobaltfalcon: /* Coldskin Traits */</p>
<hr />
<div>--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 05:46, 8 May 2017 (UTC)<br />
==Coldskin==<br />
<br />
"Cold people, of a cold land. But if you get to know one, or do some valuable service to them, their hearths become some of the warmest in the world."<br />
<br />
===Physical Description===<br />
Coldskin can be of any human race, but their skin is always paler, and their hair lighter. But the one truly remarkable feature of all Coldskin are their eyes, which are a bright and brilliant shade of blue.<br />
===History===<br />
Long ago, a band of humans stumbled upon a portal to the Elemental Planes. Well, specifically, to the border of two: the Plane of Water and the Plane of Air. As always, there was a war between the two planes, and this band of humans was caught in the middle of it. However, rather than tear them apart, the group was somehow transformed by the event. As they returned through the portal, the icy mix of the two planes came with them, turning much of the surrounding region into a frozen wasteland. Most animals died immediately, many died soon after, but some survived and adapted, as did the vegetation. The land itself became seeped with wild, cold magic. As for the humans? Their skin paled and their eyes turned blue, and their blood flow slowed to a near standstill. They managed to close the portal, and adapted to the land. Though some say that the portal is still there, still connected to the Elemental Planes, still maintained by whatever unknown force created it.<br />
===Society===<br />
Out of necessity, Coldskin are close knit tribes, either fishing villages on the coast, nomads following herds of prey, or central towns that rely on the other groups, providing them with crafts and services. Loners often do not survive long, unless they find their way out of their homeland. Think about why your Coldskin has risked leaving their tribe.<br />
===Coldskin Names===<br />
Coldskin are often named after ancestors that have died honorably or live nobly, but at age 15 they have a renaming ceremony, where they choose their own name. This honored tradition takes away "usual" names, as most people do not want their names to blend in and are encouraged to be creative with their name. One person may be named Rhijar, after one of the first Coldskin, while another may name herself She-Who-Hunts-Wolves, and still others may go with something simple, such as Bob. Because of this tradition, very few Coldskin have last names. The only exceptions are exiles, who take a last name relating to the reason for their exile, as they see fit.<br />
<br />
===Coldskin Traits===<br />
{{5e Racial Traits<br />
|summary=Coldskin are humans that came in contact with the Elemental Planes of Water and Air in a bizarre event that changed them, and their world, forever.<br />
|abilities=Your life living in the cold makes you hardier, and your human nature gives you a versatility much needed in the frozen wastes. Your Constitution raises by +2, and two other abilities of your choice increase by +1.<br />
|age=As mostly humans, they have the same average life expectancy as humans. Coldskin are required by necessity to start participating in communal work from much younger ages though.<br />
|alignment=Life in tight knit communities leads Lawful and Good alignments, although as they are still human, there are some that deviate from this.<br />
|size=Coldskin tend to be slightly heavier but shorter than most humans. Your size is Medium.<br />
|speed=As a Coldskin, your blood moves slower than most other races, so you must choose your movements more deliberately. Your walking speed is 25 ft, but if you take the Dash action, consider it 30.<br />
|trait1=Frozen Blood<br />
|description1=As your blood moves slowly, you take longer to bleed out. Medicine checks used on you to stop your bleeding have advantage.<br />
|trait2=Snowstorm Senses<br />
|description2=You are used to your vision being impaired by the storms of your homeland, so your race adapted to "see" in other ways. You gain blindsight up to 90 feet.<br />
|trait3=Life Source<br />
|description3=Life in the tundra relies heavily on animals. You have proficiency in Animal Handling.<br />
|trait4=Step Lightly<br />
|description4=You know how to move absolutely silently when you want to, allowing you to walk on thin ice or creaky floorboards. Others have disadvantage on Perception checks to find you that rely on hearing, and you have advantage on Stealth checks to avoid being heard. While using this ability, you have -5 ft of movement speed.<br />
|trait5=Tundra Born<br />
|description5=You have resistance to cold damage, and when you are in your homeland or a similar region, you have resistance to fire damage. Otherwise, you have vulnerability to fire damage.<br />
|languages=You can speak, read, and write Common, and you can understand Primordial: Aquan and Auran.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Coldskin<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=120<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Yewheart_(5e_Race)&diff=923409Yewheart (5e Race)2017-08-19T20:14:37Z<p>Cobaltfalcon: /* Yewheart Traits */</p>
<hr />
<div>Read it and find out<br />
<br />
==Yewheart==<br />
<br />
"There is not always a good guy. Nor is there always a bad one. Most people are somewhere in between."<br />
-Patrick Ness, A Monster Calls<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://content.internetvideoarchive.com/content/photos/10837/466144_092.jpg|Much smaller version of this}}<br />
At a glance, they look humanoid. But when you look again, and you will look again, you'll see a towering wooden monster, with branches growing out of its back and head and vines crawling all over its body.<br />
<br />
===History===<br />
The Yew Tree is the source of much magic. Its berries are used in healing potions, its bark has protective powers, its leaves are have medicinal purposes. And it has another secret: it's Heart. After a thousand years, and then every century after, the Yew tree "births" a Yewheart, a creature made from the yew's very center. It is created whole, and it is the embodiment of the yew tree's desires. It will stay with its parent tree and serve its wishes until the next Yewheart is born. After this, the old Yewheart will take a single seed from the parent and strike out on it's own, searching for a unique place to plant it.<br />
===Society===<br />
Yewhearts are as rare as yew trees, and rarely meet each other. When they do, the connection is instant and they will assist each other in any way they can. On the rare occasion when two Yewhearts fall in love with each other, they will find a location they wish to spend forever in and plant themselves there, fusing into a yew tree of their own.<br />
===Yewheart Names===<br />
Yew trees have long and complicated names, but Yewhearts have very simple ones. Each Yewheart has a one syllable name that is a piece of the parent's name.<br />
Example: if the parent's name is Yonhoguwakatemlor... (etc) then the Yewhearts names, in order of birth, might be Yon, Hog, Gu, Wak, Ka, Tem, and so on. Few yews have lived long enough to use all syllables of its name, but when they do, they start at the beginning.<br />
<br />
===Yewheart Traits===<br />
{{5e Racial Traits<br />
|summary=I Am Groot (basically)<br />
|abilities=Yewhearts have +2 Constitution, +2 Wisdom, and +1 Strength, but suffer -3 Dexterity.<br />
|age=After Yewhearts emerge from their Yew tree, they live with their parent for about 100 years before they move on. They live as long as their parent tree, meaning if the tree dies, they do too.<br />
|alignment=Yewhearts tend to stay Neutral, leaning only towards Lawful. Like any race, there are still some that go above and beyond for Good, or out of their way for Evil.<br />
|size=Yewhearts stand between 6 and 9 feet tall, their branches reaching even higher. They weigh around 240-400 pounds. You are at the upper range of Medium.<br />
|speed=Your base walking speed is 25 feet. You have a burrow speed of 25 as well.<br />
|trait1= Timber Skin<br />
|description1=You are vulnerable to fire, and can never gain resistance or immunity to it. If you catch fire, it takes a full action to extinguish it instead of a bonus action.<br />
|trait2=Strong Bark<br />
|description2=While not very nimble, you have a strong, natural armor that protects you from harm. You use your Constitution Modifier instead of Dexterity when calculating your Armor class, and have a base Armor Class of 11+Con. Also, you cannot gain benefits from any armor or Armor Class adjusting abilities, such as Monk's Unarmored Defense or Mage Armor. Shields, spells, and magic items that add to your Armor Class but do not change the base may still apply. At level 5 your Armor Class becomes 13 + Con, at level 10 it becomes 14 + Con, and at level 15 it becomes 15 + Con.<br />
|trait3=Plant Down<br />
|description3=Starting at level 3, if you are within 10 feet of a body of water, and you are standing on fertile ground, you can use your action to lay down your roots. As a result, you are considered restrained, but you have advantage on checks against being shoved or knocked prone, and every turn you can use your bonus action to heal a number of hit points equal to your Constitution Modifier + 1. At level 5 this becomes 1d6+Con. At level 10 this becomes 1d10+Con and you can activate it anywhere that has fertile ground. Using this feature also restores lost limbs over time. You can use this feature a number of times per day equal to half your wisdom modifier (rounded up), min. of 1, and regain expended uses at dawn. You can stop using this feature as an action on your turn, or as a reaction to taking fire damage. <br />
|trait4=Plant-Like<br />
|description4=You are a Plant, but have some Humanoid traits. You are affected by anything that effects either Plants or Humaniods. You do not need to sleep or eat and gain no benefit from doing so (aside from magical food), but must drink as much water as a normal human and also bask in sunlight for at least 4 hours a day. In areas without sunlight, a Daylight spell will suffice. Instead of a long rest, you can expend one use of your Plant Down feature for 8 hours. <br />
|trait5=Nature's Child<br />
|description5=You have proficiency in either Nature or Survival, and automatically succeed any skill checks interacting with a Yew tree (DM's discretion).<br />
|trait5=Berry Tree<br />
|description5=You can produce berries from your branches to sustain your companions. You can cast Goodberry once per day while in sunlight.<br />
|languages=You speak Sylvan and Elven fluently from birth, and have a natural affinity for Druidic, giving you advantage on checks to learn or decipher it.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yewheart<br />
|feet=5<br />
|inches=8<br />
|heightmod=3d12<br />
|weight=230<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Plant Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Yewheart_(5e_Race)&diff=923408Yewheart (5e Race)2017-08-19T20:11:00Z<p>Cobaltfalcon: /* Yewheart Traits */</p>
<hr />
<div>Read it and find out<br />
<br />
==Yewheart==<br />
<br />
"There is not always a good guy. Nor is there always a bad one. Most people are somewhere in between."<br />
-Patrick Ness, A Monster Calls<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://content.internetvideoarchive.com/content/photos/10837/466144_092.jpg|Much smaller version of this}}<br />
At a glance, they look humanoid. But when you look again, and you will look again, you'll see a towering wooden monster, with branches growing out of its back and head and vines crawling all over its body.<br />
<br />
===History===<br />
The Yew Tree is the source of much magic. Its berries are used in healing potions, its bark has protective powers, its leaves are have medicinal purposes. And it has another secret: it's Heart. After a thousand years, and then every century after, the Yew tree "births" a Yewheart, a creature made from the yew's very center. It is created whole, and it is the embodiment of the yew tree's desires. It will stay with its parent tree and serve its wishes until the next Yewheart is born. After this, the old Yewheart will take a single seed from the parent and strike out on it's own, searching for a unique place to plant it.<br />
===Society===<br />
Yewhearts are as rare as yew trees, and rarely meet each other. When they do, the connection is instant and they will assist each other in any way they can. On the rare occasion when two Yewhearts fall in love with each other, they will find a location they wish to spend forever in and plant themselves there, fusing into a yew tree of their own.<br />
===Yewheart Names===<br />
Yew trees have long and complicated names, but Yewhearts have very simple ones. Each Yewheart has a one syllable name that is a piece of the parent's name.<br />
Example: if the parent's name is Yonhoguwakatemlor... (etc) then the Yewhearts names, in order of birth, might be Yon, Hog, Gu, Wak, Ka, Tem, and so on. Few yews have lived long enough to use all syllables of its name, but when they do, they start at the beginning.<br />
<br />
===Yewheart Traits===<br />
{{5e Racial Traits<br />
|summary=I Am Groot (basically)<br />
|abilities=Yewhearts have +2 Constitution, +2 Wisdom, and +1 Strength, but suffer -3 Dexterity.<br />
|age=After Yewhearts emerge from their Yew tree, they live with their parent for about 100 years before they move on. They live as long as their parent tree, meaning if the tree dies, they do too.<br />
|alignment=Yewhearts tend to stay Neutral, leaning only towards Lawful. Like any race, there are still some that go above and beyond for Good, or out of their way for Evil.<br />
|size=Yewhearts stand between 6 and 9 feet tall, their branches reaching even higher. They weigh around 240-400 pounds. You are at the upper range of Medium.<br />
|speed=Your base walking speed is 25 feet. You have a burrow speed of 25 as well.<br />
|trait1= Timber Skin<br />
|description1=You are vulnerable to fire, and can never gain resistance or immunity to it. If you catch fire, it takes a full action to extinguish it instead of a bonus action.<br />
|trait2=Strong Bark<br />
|description2=While not very nimble, you have a strong, natural armor that protects you from harm. You use your Constitution Modifier instead of Dexterity when calculating your Armor class, and have a base Armor Class of 11+Con. Also, you cannot gain benefits from any armor or Armor Class adjusting abilities, such as Monk's Unarmored Defense or Mage Armor. Shields, spells, and magic items that add to your Armor Class but do not change the base may still apply. At level 5 your Armor Class becomes 13 + Con, at level 10 it becomes 14 + Con, and at level 15 it becomes 15 + Con.<br />
|trait3=Plant Down<br />
|description3=Starting at level 3, if you are within 10 feet of a body of water, and you are standing on fertile ground, you can use your action to lay down your roots. As a result, you are considered restrained, but you have advantage on checks against being shoved or knocked prone, and every turn you can use your bonus action to heal a number of hit points equal to your Constitution Modifier + 1. At level 5 this becomes 1d6+Con. At level 10 this becomes 1d10+Con and you can activate it anywhere that has fertile ground. Using this feature also restores lost limbs over time. You can activate this feature a number of times per day equal to half your wisdom modifier (rounded up), min. of 1, and regain expended uses at dawn.<br />
|trait4=Plant-Like<br />
|description4=You are a Plant, but have some Humanoid traits. You are affected by anything that effects either Plants or Humaniods. You do not need to sleep or eat and gain no benefit from doing so (aside from magical food), but must drink as much water as a normal human and also bask in sunlight for at least 4 hours a day. In areas without sunlight, a Daylight spell will suffice. Instead of a long rest, you can expend one use of your Plant Down feature for 8 hours. <br />
|trait5=Nature's Child<br />
|description5=You have proficiency in either Nature or Survival, and automatically succeed any skill checks interacting with a Yew tree (DM's discretion).<br />
|trait5=Berry Tree<br />
|description5=You can produce berries from your branches to sustain your companions. You can cast Goodberry once per day while in sunlight.<br />
|languages=You speak Sylvan and Elven fluently from birth, and have a natural affinity for Druidic, giving you advantage on checks to learn or decipher it.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yewheart<br />
|feet=5<br />
|inches=8<br />
|heightmod=3d12<br />
|weight=230<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Plant Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Yewheart_(5e_Race)&diff=923406Yewheart (5e Race)2017-08-19T20:08:59Z<p>Cobaltfalcon: /* Yewheart Traits */</p>
<hr />
<div>Read it and find out<br />
<br />
==Yewheart==<br />
<br />
"There is not always a good guy. Nor is there always a bad one. Most people are somewhere in between."<br />
-Patrick Ness, A Monster Calls<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://content.internetvideoarchive.com/content/photos/10837/466144_092.jpg|Much smaller version of this}}<br />
At a glance, they look humanoid. But when you look again, and you will look again, you'll see a towering wooden monster, with branches growing out of its back and head and vines crawling all over its body.<br />
<br />
===History===<br />
The Yew Tree is the source of much magic. Its berries are used in healing potions, its bark has protective powers, its leaves are have medicinal purposes. And it has another secret: it's Heart. After a thousand years, and then every century after, the Yew tree "births" a Yewheart, a creature made from the yew's very center. It is created whole, and it is the embodiment of the yew tree's desires. It will stay with its parent tree and serve its wishes until the next Yewheart is born. After this, the old Yewheart will take a single seed from the parent and strike out on it's own, searching for a unique place to plant it.<br />
===Society===<br />
Yewhearts are as rare as yew trees, and rarely meet each other. When they do, the connection is instant and they will assist each other in any way they can. On the rare occasion when two Yewhearts fall in love with each other, they will find a location they wish to spend forever in and plant themselves there, fusing into a yew tree of their own.<br />
===Yewheart Names===<br />
Yew trees have long and complicated names, but Yewhearts have very simple ones. Each Yewheart has a one syllable name that is a piece of the parent's name.<br />
Example: if the parent's name is Yonhoguwakatemlor... (etc) then the Yewhearts names, in order of birth, might be Yon, Hog, Gu, Wak, Ka, Tem, and so on. Few yews have lived long enough to use all syllables of its name, but when they do, they start at the beginning.<br />
<br />
===Yewheart Traits===<br />
{{5e Racial Traits<br />
|summary=I Am Groot (basically)<br />
|abilities=Yewhearts have +2 Constitution, +2 Wisdom, and +1 Strength, but suffer -3 Dexterity.<br />
|age=After Yewhearts emerge from their Yew tree, they live with their parent for about 100 years before they move on. They live as long as their parent tree, meaning if the tree dies, they do too.<br />
|alignment=Yewhearts tend to stay Neutral, leaning only towards Lawful. Like any race, there are still some that go above and beyond for Good, or out of their way for Evil.<br />
|size=Yewhearts stand between 6 and 9 feet tall, their branches reaching even higher. They weigh around 240-400 pounds. You are at the upper range of Medium.<br />
|speed=Your base walking speed is 25 feet. You have a burrow speed of 25 as well.<br />
|trait1= Timber Skin<br />
|description1=You are vulnerable to fire, and can never gain resistance or immunity to it. If you catch fire, it takes a full action to extinguish it instead of a bonus action.<br />
|trait2=Strong Bark<br />
|description2=While not very nimble, you have a strong, natural armor that protects you from harm. You use your Constitution Modifier instead of Dexterity when calculating your Armor class, and have a base Armor Class of 11+Con. Also, you cannot gain benefits from any armor or Armor Class adjusting abilities, such as Monk's Unarmored Defense or Mage Armor. Shields, spells, and magic items that add to your Armor Class but do not change the base may still apply. At level 5 your Armor Class becomes 13 + Con, at level 10 it becomes 14 + Con, and at level 15 it becomes 15 + Con. Also, you cannot gain benefits from any armor or Armor Class adjusting abilities, such as Monk's Unarmored Defense or Mage Armor. Shields, spells, and magic items that add to your Armor Class but do not change the base may still apply.<br />
|trait3=Plant Down<br />
|description3=Starting at level 3, if you are within 10 feet of a body of water, and you are standing on fertile ground, you can use your action to lay down your roots. As a result, you are considered restrained, but you have advantage on checks against being shoved or knocked prone, and every turn you can use your bonus action to heal a number of hit points equal to your Constitution Modifier + 1. At level 5 this becomes 1d6+Con. At level 10 this becomes 1d10+Con and you can activate it anywhere that has fertile ground. Using this feature also restores lost limbs over time. You can activate this feature a number of times per day equal to half your wisdom modifier (rounded up), min. of 1, and regain expended uses at dawn.<br />
|trait4=Plant-Like<br />
|description4=You are a Plant, but have some Humanoid traits. You are affected by anything that effects either Plants or Humaniods. You do not need to sleep or eat and gain no benefit from doing so (aside from magical food), but must drink as much water as a normal human and also bask in sunlight for at least 4 hours a day. In areas without sunlight, a Daylight spell will suffice. Instead of a long rest, you can expend one use of your Plant Down feature for 8 hours. <br />
|trait5=Nature's Child<br />
|description5=you have proficiency in Nature or Survival, and automatically succeed any skill checks interacting with a Yew tree (DM's discretion).<br />
|trait5=Berry Tree<br />
|description5=You can produce berries from your branches to sustain your companions. You can cast Goodberry once per day while in sunlight.<br />
|languages=You speak Sylvan and Elven fluently from birth, and have a natural affinity for Druidic, giving you advantage on checks to learn or decipher it.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yewheart<br />
|feet=5<br />
|inches=8<br />
|heightmod=3d12<br />
|weight=230<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Plant Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Yewheart_(5e_Race)&diff=923403Yewheart (5e Race)2017-08-19T20:05:01Z<p>Cobaltfalcon: /* Yewheart Traits */</p>
<hr />
<div>Read it and find out<br />
<br />
==Yewheart==<br />
<br />
"There is not always a good guy. Nor is there always a bad one. Most people are somewhere in between."<br />
-Patrick Ness, A Monster Calls<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://content.internetvideoarchive.com/content/photos/10837/466144_092.jpg|Much smaller version of this}}<br />
At a glance, they look humanoid. But when you look again, and you will look again, you'll see a towering wooden monster, with branches growing out of its back and head and vines crawling all over its body.<br />
<br />
===History===<br />
The Yew Tree is the source of much magic. Its berries are used in healing potions, its bark has protective powers, its leaves are have medicinal purposes. And it has another secret: it's Heart. After a thousand years, and then every century after, the Yew tree "births" a Yewheart, a creature made from the yew's very center. It is created whole, and it is the embodiment of the yew tree's desires. It will stay with its parent tree and serve its wishes until the next Yewheart is born. After this, the old Yewheart will take a single seed from the parent and strike out on it's own, searching for a unique place to plant it.<br />
===Society===<br />
Yewhearts are as rare as yew trees, and rarely meet each other. When they do, the connection is instant and they will assist each other in any way they can. On the rare occasion when two Yewhearts fall in love with each other, they will find a location they wish to spend forever in and plant themselves there, fusing into a yew tree of their own.<br />
===Yewheart Names===<br />
Yew trees have long and complicated names, but Yewhearts have very simple ones. Each Yewheart has a one syllable name that is a piece of the parent's name.<br />
Example: if the parent's name is Yonhoguwakatemlor... (etc) then the Yewhearts names, in order of birth, might be Yon, Hog, Gu, Wak, Ka, Tem, and so on. Few yews have lived long enough to use all syllables of its name, but when they do, they start at the beginning.<br />
<br />
===Yewheart Traits===<br />
{{5e Racial Traits<br />
|summary=I Am Groot (basically)<br />
|abilities=Yewhearts have +2 Constitution, +2 Wisdom, and +1 Strength, but suffer -3 Dexterity.<br />
|age=After Yewhearts emerge from their Yew tree, they live with their parent for about 100 years before they move on. They live as long as their parent tree, meaning if the tree dies, they do too.<br />
|alignment=Yewhearts tend to stay Neutral, leaning only towards Lawful. Like any race, there are still some that go above and beyond for Good, or out of their way for Evil.<br />
|size=Yewhearts stand between 6 and 9 feet tall, their branches reaching even higher. They weigh around 240-400 pounds. You are at the upper range of Medium.<br />
|speed=Your base walking speed is 25 feet. You have a burrow speed of 25 as well.<br />
|trait1= Timber Skin<br />
|description1=You are vulnerable to fire, and can never gain resistance or immunity to it.<br />
|trait2=Strong Bark<br />
|description2=While not very nimble, you have a strong, natural armor that protects you from harm. You use your Constitution Modifier instead of Dexterity when calculating your Armor class, and have a base Armor Class of 11+Con. Also, you cannot gain benefits from any armor or Armor Class adjusting abilities, such as Monk's Unarmored Defense or Mage Armor. Shields, spells, and magic items that add to your Armor Class but do not change the base may still apply. At level 5 your Armor Class becomes 13 + Con, at level 10 it becomes 14 + Con, and at level 15 it becomes 15 + Con. Also, you cannot gain benefits from any armor or Armor Class adjusting abilities, such as Monk's Unarmored Defense or Mage Armor. Shields, spells, and magic items that add to your Armor Class but do not change the base may still apply.<br />
|trait3=Plant Down<br />
|description3=Starting at level 3, if you are within 10 feet of a body of water, and you are standing on fertile ground, you can use your action to lay down your roots. As a result, you are considered restrained, but you have advantage on checks against being shoved or knocked prone, and every turn you can use your bonus action to heal a number of hit points equal to your Constitution Modifier + 1. At level 5 this becomes 1d6+Con. At level 10 this becomes 1d10+Con and you can activate it anywhere that has fertile ground. Using this feature also restores lost limbs over time. You can activate this feature a number of times per day equal to half your wisdom modifier (rounded up), min. of 1, and regain expended uses at dawn.<br />
|trait4=Plant-Like<br />
|description4=You do not need to sleep or eat and gain no benefit from doing so (aside from magical food), but must drink as much water as a normal human and also bask in sunlight for at least 4 hours a day. In areas without sunlight, a Daylight spell will suffice. Instead of a long rest, you can expend one use of your Plant Down feature for 8 hours.<br />
|trait5=Nature's Child<br />
|description5=you have proficiency in Nature or Survival, and automatically succeed any skill checks interacting with a Yew tree (DM's discretion).<br />
|trait5=Berry Tree<br />
|description5=You can produce berries from your branches to sustain your companions. You can cast Goodberry once per day while in sunlight.<br />
|languages=You speak Sylvan and Elven fluently from birth, and have a natural affinity for Druidic, giving you advantage on checks to learn or decipher it.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yewheart<br />
|feet=5<br />
|inches=8<br />
|heightmod=3d12<br />
|weight=230<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Plant Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Talk:Yewheart_(5e_Race)&diff=923399Talk:Yewheart (5e Race)2017-08-19T20:01:07Z<p>Cobaltfalcon: /* Update */ new section</p>
<hr />
<div>--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 16:25, 5 June 2017 (UTC)<br />
<br />
:Regarding Strong Bark that doesn't tell me what happens at 1st to 4th level.<br />
:A 1st level barbarian has "Armor Class equals 10 + your Dexterity modifier + your Constitution modifier"<br />
:Strong Bark says "You use your Constitution instead of your Dexterity when calculating your Armor Class."<br />
:So does a 1st level barbarian have AC = 10 + Con modifier + Con modifier?<br />
<br />
:Also, Plant Down can be "activated" a certain number of times, but it doesn't say how long the hit point recovery lasts for. Obviously it shouldn't be indefinite.<br />
:I don't understand what "Instead of a long rest, you expend one use of your Plant Down feature for 8 hours" means. Why would I expend a usage of Plant Down instead of taking a long rest?<br />
:How are they able to speak druidic from birth, its the "the secret Language of druids"? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:48, 2 July 2017 (MDT)<br />
<br />
:I edited Strong Bark to deny unarmored defense from 1st level instead to clear up confusion.<br />
<br />
:I changed Plant Down so that they are restrained while using it. The healing is indefinite, the reason being that they'll be taking a lot of damage while doing so, since they can't move and attacks have advantage.<br />
:One use of Plant Down used for 8 hours can replace a long rest. The benefit is that you don't have to sleep and can instead do downtime activities (as long as they don't require you moving).<br />
<br />
:I originally had it as just Sylvan, but then I saw that Treants know Druidic. I figure Yewhearts are more or less miniature Treants, so I gave them that language too.<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 20:57, 2 July 2017 (MDT)<br />
<br />
== Update ==<br />
<br />
I changed Plant-Down so that it requires an action and that healing requires a use of a bonus action. I feel that this way you can technically heal indefinitely with it, but not necessarily other turns if you need that bonus action.<br />
<br />
I changed Nature's Child, giving the player a choice between Nature and Survival instead of both of them.<br />
<br />
Nerfed Berry Tree slightly, only allowing it to be used while in sunlight.<br />
<br />
Finally, I fixed the languages, giving them Sylvan and Elven with affinity for Druidic instead, and removing the restriction on Common.</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=915390Planerider (5e Class)2017-08-02T20:54:45Z<p>Cobaltfalcon: /* Planerider */</p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Interplanar Dip, Planar Affinity, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= <br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity, Side-Along Planeride<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Side-Along Planeride Passengers<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=-<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=6<br />
|extra2_17=6<br />
|extra2_18=7<br />
|extra2_19=7<br />
|extra2_20=8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases by one every other level, as shown on the chart.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=915388Planerider (5e Class)2017-08-02T20:53:23Z<p>Cobaltfalcon: /* Planerider */</p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Interplanar Dip, Planar Affinity, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= <br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity, Side-Along Planeride<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Side-Along Planeride Passengers<br />
|extra2_1= <br />
|extra2_2=<br />
|extra2_3=<br />
|extra2_4=<br />
|extra2_5=<br />
|extra2_6=1<br />
|extra2_7=1<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=6<br />
|extra2_17=6<br />
|extra2_18=7<br />
|extra2_19=7<br />
|extra2_20=8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases by one every other level, as shown on the chart.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=915378Planerider (5e Class)2017-08-02T20:45:24Z<p>Cobaltfalcon: /* Side-Along Planeride */</p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Planar Affinity, Interplanar Dip, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= Side-Along Planeride<br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 1<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=915255Planerider (5e Class)2017-08-02T16:04:48Z<p>Cobaltfalcon: </p>
<hr />
<div>== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Planar Affinity, Interplanar Dip, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= Side-Along Planeride<br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 1<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 4, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases every other level by one: 2 others at level 6, 3 at level 8, 4 at level 10, 5 at 12, 6 at 14, 7 at 16, 8 at 18, and 9 at 20.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=915254Planerider (5e Class)2017-08-02T16:03:24Z<p>Cobaltfalcon: /* Creating a Planerider */</p>
<hr />
<div>{{needsbalance|}}<br />
== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Planar Affinity, Interplanar Dip, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= Side-Along Planeride<br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 1<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 4, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases every other level by one: 2 others at level 6, 3 at level 8, 4 at level 10, 5 at 12, 6 at 14, 7 at 16, 8 at 18, and 9 at 20.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Talk:Planerider_(5e_Class)&diff=914788Talk:Planerider (5e Class)2017-08-01T14:28:21Z<p>Cobaltfalcon: </p>
<hr />
<div>I fixed up a bunch of issues on the page and nerfed the class a bit. I reduced the hit dice to d6, and reduced the options for Interplanar Dip and Planeride. Clarified damage on the upgrades and reduced the number of upgrades attainable. I took away the option for using Interplanar Dip while grappling, and reduced the time on Planeride's forced travel by 5 minutes, as well as added a feature increasing the Charisma DC by 5 every 5 minutes.<br />
I realize access to other planes isn't typically available until higher levels, but that is the purpose of this class. I tried to make it so that it's not very reliable until higher levels to sort of even it out.<br />
<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 16:26, 5 June 2017 (UTC)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=914783Planerider (5e Class)2017-08-01T14:24:29Z<p>Cobaltfalcon: /* Planeride */</p>
<hr />
<div>{{needsbalance|}}<br />
== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Planar Affinity, Interplanar Dip, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= Side-Along Planeride<br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Bayard Upgrades<br />
|extra2_1=—<br />
|extra2_2=—<br />
|extra2_3=—<br />
|extra2_4=—<br />
|extra2_5=—<br />
|extra2_6=—<br />
|extra2_7=1<br />
|extra2_8=—<br />
|extra2_9=2<br />
|extra2_10=—<br />
|extra2_11=—<br />
|extra2_12=3<br />
|extra2_13=—<br />
|extra2_14=—<br />
|extra2_15=4<br />
|extra2_16=—<br />
|extra2_17=5<br />
|extra2_18=—<br />
|extra2_19=6<br />
|extra2_20=—<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 4, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases every other level by one: 2 others at level 6, 3 at level 8, 4 at level 10, 5 at 12, 6 at 14, 7 at 16, 8 at 18, and 9 at 20.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Talk:Planerider_(5e_Class)&diff=914781Talk:Planerider (5e Class)2017-08-01T14:20:29Z<p>Cobaltfalcon: </p>
<hr />
<div>I fixed up a bunch of issues on the page and nerfed the class a bit. I reduced the hit dice to d6, and reduced the options for Interplanar Dip and Planeride. Clarified damage on the upgrades and reduced the number of upgrades attainable.<br />
<br />
--[[User:Cobaltfalcon|Cobaltfalcon]] ([[User talk:Cobaltfalcon|talk]]) 16:26, 5 June 2017 (UTC)</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=914780Planerider (5e Class)2017-08-01T14:17:44Z<p>Cobaltfalcon: </p>
<hr />
<div>{{needsbalance|}}<br />
== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Planar Affinity, Interplanar Dip, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= Side-Along Planeride<br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Bayard Upgrades<br />
|extra2_1=—<br />
|extra2_2=—<br />
|extra2_3=—<br />
|extra2_4=—<br />
|extra2_5=—<br />
|extra2_6=—<br />
|extra2_7=1<br />
|extra2_8=—<br />
|extra2_9=2<br />
|extra2_10=—<br />
|extra2_11=—<br />
|extra2_12=3<br />
|extra2_13=—<br />
|extra2_14=—<br />
|extra2_15=4<br />
|extra2_16=—<br />
|extra2_17=5<br />
|extra2_18=—<br />
|extra2_19=6<br />
|extra2_20=—<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options once per minute. At the beginning of every tenth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every ten minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 4, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases every other level by one: 2 others at level 6, 3 at level 8, 4 at level 10, 5 at 12, 6 at 14, 7 at 16, 8 at 18, and 9 at 20.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=914779Planerider (5e Class)2017-08-01T14:15:33Z<p>Cobaltfalcon: /* Planeride */</p>
<hr />
<div>{{needsbalance|This needs some work. Has a lot of errors. Dipping it at random, "sneak attack" is not a weapon property. Has round-counting. "per short rest". "5d12+(5xDex) damage". Access to other planes way before expected.}}<br />
== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Planar Affinity, Interplanar Dip, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= Side-Along Planeride<br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Bayard Upgrades<br />
|extra2_1=—<br />
|extra2_2=—<br />
|extra2_3=—<br />
|extra2_4=—<br />
|extra2_5=—<br />
|extra2_6=—<br />
|extra2_7=1<br />
|extra2_8=—<br />
|extra2_9=2<br />
|extra2_10=—<br />
|extra2_11=—<br />
|extra2_12=3<br />
|extra2_13=—<br />
|extra2_14=—<br />
|extra2_15=4<br />
|extra2_16=—<br />
|extra2_17=5<br />
|extra2_18=—<br />
|extra2_19=6<br />
|extra2_20=—<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options once per minute. At the beginning of every tenth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every ten minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 4, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases every other level by one: 2 others at level 6, 3 at level 8, 4 at level 10, 5 at 12, 6 at 14, 7 at 16, 8 at 18, and 9 at 20.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cobaltfalconhttps://www.dandwiki.com/w/index.php?title=Planerider_(5e_Class)&diff=914778Planerider (5e Class)2017-08-01T14:11:48Z<p>Cobaltfalcon: /* Bayard Configuration - Energy Ram */</p>
<hr />
<div>{{needsbalance|This needs some work. Has a lot of errors. Dipping it at random, "sneak attack" is not a weapon property. Has round-counting. "per short rest". "5d12+(5xDex) damage". Access to other planes way before expected.}}<br />
== Planerider ==<br />
<br />
A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.<br />
<br />
An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.<br />
<br />
A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.<br />
<br />
Planeriders are beings with the power to travel between planes, and bring some of it with them.<br />
<br />
<br />
=== Natural Traveller ===<br />
<br />
Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.<br />
<br />
=== Creating a Planerider ===<br />
<br />
What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?<br />
<br />
;Quick Build<br />
You can make a Planerider quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Intelligence. Second, choose the Adventurer background.<br />
<br />
{{5e Class Features<br />
|name=Planerider<br />
|summary=Wanderer of Worlds, Master of Travel, a Planerider uses their natural energy to travel between planes, and bring a little something with them.<br />
|hd=6<br />
|spellcasting=<br />
|armor= Light Armor, shields, Planerider Suit<br />
|weapons=Improvised weapons, Simple weapons, Bayard<br />
|tools=None<br />
|saves=Dexterity, Constitution<br />
|skills=Choose Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Performance, Stealth.<br />
|item1a=Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.<br />
|item1b=<br />
|item2a=Explorer's pack<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1= Planar Forces, Energy Burst, Planerider Suit, Bayard<br />
|classfeatures2= Planar Affinity, Interplanar Dip, Planeride<br />
|classfeatures3= Bayard Configuration - Energy Blaster, Soulpower Force, Bleeding Effect, Interplanar Presence<br />
|classfeatures4= Side-Along Planeride<br />
|classfeatures5= Interplanar Dip Improvement<br />
|classfeatures6= Planar Affinity<br />
|classfeatures7= Planerider Suit Improvement, Bayard Upgrades<br />
|classfeatures8=<br />
|classfeatures9= Bayard Configuration - Hardlight Shield<br />
|classfeatures10= Planar Affinity, Forced Planeride<br />
|classfeatures11= Planerider Armor, Planar Loyalty<br />
|classfeatures12=<br />
|classfeatures13= Bayard Configuration - Energy Ram<br />
|classfeatures14= Planar Affinity<br />
|classfeatures15= World Wanderer<br />
|classfeatures16=<br />
|classfeatures17= Planerider Armor Improvement<br />
|classfeatures18= Plane Seeker<br />
|classfeatures19=<br />
|classfeatures20= Jack-of-all-Realms, Powerful Planar<br />
<br />
|extrasonleft= 2<br />
|extra1_name= Interplanar Dip Damage<br />
|extra1_1= 2d8/1d8<br />
|extra1_2=3d8/1d8<br />
|extra1_3=4d8/1d8<br />
|extra1_4=4d8/2d8<br />
|extra1_5=5d8/2d8<br />
|extra1_6=5d8/3d8<br />
|extra1_7=6d8/3d8<br />
|extra1_8=7d8/3d8<br />
|extra1_9=7d8/4d8<br />
|extra1_10=8d8/4d8<br />
|extra1_11=9d8/4d8<br />
|extra1_12=10d8/4d8<br />
|extra1_13=10d8/5d8<br />
|extra1_14=11d8/5d8<br />
|extra1_15=12d8/5d8<br />
|extra1_16=12d8/6d8<br />
|extra1_17=13d8/6d8<br />
|extra1_18=14d8/6d8<br />
|extra1_19=15d8/7d8<br />
|extra1_20=16d8/8d8<br />
<br />
|extra2_name= Bayard Upgrades<br />
|extra2_1=—<br />
|extra2_2=—<br />
|extra2_3=—<br />
|extra2_4=—<br />
|extra2_5=—<br />
|extra2_6=—<br />
|extra2_7=1<br />
|extra2_8=—<br />
|extra2_9=2<br />
|extra2_10=—<br />
|extra2_11=—<br />
|extra2_12=3<br />
|extra2_13=—<br />
|extra2_14=—<br />
|extra2_15=4<br />
|extra2_16=—<br />
|extra2_17=5<br />
|extra2_18=—<br />
|extra2_19=6<br />
|extra2_20=—<br />
}}<br />
<br />
<br />
==== Planar Forces ====<br />
<br />
Every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.<br />
<br />
:Water | Acid, Cold<br />
:Fire | Fire<br />
:Air | Force, Lightning, Thunder<br />
:Earth | Bludgeoning/Piercing/Slashing, Force<br />
:Shadowfell | Psychic, Necrotic<br />
:Feywild | Psychic<br />
:Mechanus | Bludgeoning/Piercing/Slashing<br />
:Limbo | Force, Psychic<br />
:Upper Planes | Radiant<br />
:Lower Planes | Necrotic<br />
:Astral | Force, Psychic<br />
:Ethereal | Force, Psychic<br />
:Material | Bludgeoning/Piercing/Slashing<br />
<br />
==== Energy Burst ability - Intelligence ====<br />
<br />
Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows:<br />
:Energy Burst Save DC: 8 + Intelligence modifier + proficiency bonus<br />
:Energy Burst modifier: Intelligence modifier + proficiency bonus<br />
<br />
==== Planerider Suit ====<br />
<br />
Your Planerider suit is what gives you your features. Most Planerider features, especially at low levels, rely on your suit being active, but some rely on it being inactive. You can call upon it or dismiss it as an action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks) as long as you are not wearing armor. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). You cannot eat or sleep while wearing your Planerider Suit. The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up.<br />
<br />
==== Bayard ====<br />
<br />
Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it, reconfigure it, or dismiss it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. You treat the attack roll as you would a normal weapon, but the damage as you would a spell (i.e., use Dex or Str for the attack roll and add no bonus for the damage roll). Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance.<br />
<br />
;Bayard Configuration - Standby<br />
Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.<br />
<br />
;Bayard Configuration - Energy Sword<br />
Your bayard produces a long, glowing blade from its head. It has the finesse property. It does 1d8 damage, which increases by 1d8 at level 5 (2d8), level 11 (3d8) and level 17 (4d8). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
;Bayard Configuration - Energy Hook<br />
Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, range, sneak attack, and special properties. It does 1d4 damage, which increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4). You can launch the blade as an ranged attack (35/100). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This damage also goes up at level 5 (3d6), level 11 (6d6), and level 17 (9d6). Its Earth/Mechanus/Material damage type is slashing.<br />
<br />
==== Interplanar Dip ====<br />
<br />
You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 60 ft, and make an attack using your Energy Burst Modifier, or you can realsase it on all enemies in a 15 foot radius, and all targets must make a save against your Energy Burst Save (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.<br />
<br />
==== Planar Affinity ====<br />
<br />
At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.<br />
<br />
==== Planeride ====<br />
<br />
At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options once per minute. At the beginning of every tenth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 10 Charisma saving throw. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.<br />
<br />
==== Sleepride ====<br />
<br />
Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.<br />
<br />
==== Bayard Configuration - Energy Blaster ====<br />
<br />
At level 3, you gain a new configuration for your bayard.<br />
Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy and two handed properties. It requires no ammunition, but rather draws its energy from your soul. It does 1d8 damage at 3rd level, which increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Its Earth/Mechanus/Material damage type is piercing.<br />
<br />
==== Soulpower Force ====<br />
<br />
Your energy draws from your soul, which taxes your body greatly. Starting at third level, you require twice as much food and drink (or other form of sustenance) as normal, and you age twice as fast.<br />
<br />
==== Bleeding Effect ====<br />
<br />
When not wearing your suit, your body becomes harder to anchor into one realm. Also starting at third level, while not wearing your suit, you can activate ''Blur'' as a free action. You can do this a number of times per day equal to half your Constitution modifier, rounded down (minimum of 1). You regain expended uses after a long rest.<br />
At level 10 you may use this a number of times equal to your Constitution Modifier.<br />
Starting at level 15, you may use ''Blink'' while not wearing your suit instead.<br />
<br />
==== Interplanar Presence ====<br />
<br />
Also as a result of your Bleeding Effect feature, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Side-Along Planeride ====<br />
<br />
Starting at level 4, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler).<br />
The number of other willing creatures you can bring increases every other level by one: 2 others at level 6, 3 at level 8, 4 at level 10, 5 at 12, 6 at 14, 7 at 16, 8 at 18, and 9 at 20.<br />
<br />
==== Interplanar Dip Improvement ====<br />
<br />
Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to half your Constitution Modifier rounded down +1 (minimum of 2), and regain expended uses after a short rest.<br />
<br />
==== Planerider Suit Improvement ====<br />
Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. In addition, your Armor Class increases to 13+Dex.<br />
<br />
==== Bayard Upgrade ====<br />
In addition, when you reach 7th level, you can choose one of the available Bayard Upgrades detailed at the end of the class. You can choose another at 12th, and 17th. You can swap one of your upgrades for another of the same level at levels 9, 12, 15, 17, and 19.<br />
<br />
==== Bayard Configuration - Hardlight Shield ====<br />
At 9th level, you gain a new configuration for your bayard.<br />
As a reaction to an attack made against you, if you are holding your bayard, you can configure it into a shield, granting you a +5 AC bonus until you reconfigure it as a bonus action on your turn. You can use this configuration a number of times equal to your Constitution Modifier, and regain expended uses after a long rest.<br />
<br />
==== Forced Planeride ====<br />
<br />
Starting at tenth level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Energy Burst DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.<br />
<br />
==== Planerider Armor ====<br />
<br />
At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex.<br />
<br />
==== Planar Loyalty ====<br />
Also starting at 11th level, you may cast ''Planar Ally'' once and can do so again after a long rest.<br />
<br />
==== Bayard Configuration - Energy Ram ====<br />
At 13th Level, you gain a new configuration for your Bayard. As an action, it can take the shape of a large cannon and start spraying energy in front of you. All creatures in a 30 ft cone must make a Dexterity saving throw. On a fail, they take 3d10 (4d10 at level 17) damage and are knocked back 20 feet. On a success they take half damage and are knocked back 10 feet. You can continue using this every turn for as long as 1 minute, during which time all creatures in the area of effect cannot move towards you and can repeat the saving throw to escape, but for every turn that you use this after the first you gain one point of exhaustion. You can use this configuration once, and can do so again after a long rest. Its Earth/Material/Mechanus type is bludgeoning.<br />
<br />
==== World Wanderer ====<br />
At level 15, you learn the ''Plane Shift'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.<br />
<br />
==== Planerider Armor Improvement ====<br />
At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex.<br />
<br />
==== Plane Seeker ====<br />
At level 18, you learn the ''Demiplane'' spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.<br />
<br />
==== Jack-of-all-Realms ====<br />
<br />
By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.<br />
<br />
==== Powerful Planar ====<br />
<br />
You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.<br />
<br />
=== Bayard Upgrades ===<br />
<br />
;Level 7 Upgrades<br />
<br />
:Grappling Hook: As a bonus action, when your bayard is in Energy Hook configuration, you can launch the blade as a grappling hook. It shoots out up to 100 feet in any direction, and latches onto the first thing it hits. If you target a creature, you must make a ranged attack roll against. If you hit, both of you must make a Strength save against each other, the lower roll being pulled towards the higher. On any other object, it is the DM's discretion of what is pulled where.<br />
<br />
:Energy Greatsword: Your Sword Configuration becomes a Greatsword. It gains the two handed and reach features and the damage dice change to d12.<br />
<br />
:Twin Shot: you can now launch two blasts from your Energy Blaster in one action. They can either target the same target or two different ones.<br />
<br />
;Level 12 Upgrades<br />
<br />
:Taser Hook: When your bayard is in Energy Hook configuration with lightning damage, you can attempt to stun a foe with it. Make an attack roll against the target. On a hit, it must make a Constitution save against your Energy Burst DC. On a fail, they take double damage and are incapacitated. On a success, they take normal damage but cannot take reactions for one turn. You can use this feature a number of times equal to your Constitution Modifier, and regain expended uses after a short rest.<br />
<br />
:Swift Sword: As a bonus action, you can make a second attack with your Energy Sword.<br />
<br />
:Shield Barrier: You can now activate your Hardlight Shield configuration as a reaction to being subject to an effect that you can see causing you to make a saving throw. If the Hardlight Shield is active when you must make a saving throw that you can see, it gives you +5 on the saving throw, but reconfigures into Standby immediately afterward.<br />
<br />
;Level 17 Upgrades<br />
<br />
:Energy Cannon: You can launch a large blast from your Energy Blaster. All creatures in a 150 ft/5 ft line must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success, they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Massive Slash: You can slash outwards with your Energy Sword, releasing a burst of energy. All creatures in a 20 ft radius sphere must make a Dexterity saving throw against your Energy Burst DC. On a fail, they take 5d12+(5x your Constitution Modifier) damage. On a success they take half. If a creature is Large or bigger, they take damage an additional time for each space it occupies in the area of the blast. Using this feature causes your Bayard to reconfigure into Standby. You can use this feature once, and can do so again after a long rest.<br />
<br />
:Shield Burst: Whenever you successfully block damage with your Hardlight Shield, you can redirect the damage back to the attacker. If the attacker's roll would have hit itself, it does normal damage against itself. Using this feature causes your Bayard to automatically reconfigure into Standby.<br />
<br />
=== Planar Affinity - Level 2 ===<br />
<br />
While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.<br />
<br />
;Plane of Fire<br />
<br />
:You learn Primordial (Ignan).<br />
:Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc.<br />
:You gain resistance to Fire damage.<br />
:You learn the ''Control Flames'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.<br />
:At level 10 you may cast ''Wall of Fire'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Incendiary Cloud'' using your 8th level spell slot.<br />
<br />
;Plane of Air<br />
<br />
:You learn Primordial (Auran).<br />
:Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.<br />
:You gain resistance to Lightning damage.<br />
:You learn the ''Thunderclap'' cantrip.<br />
:You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.<br />
:At level 10 you may cast ''Greater Invisibility'' twice, and regain expended uses after a long rest.<br />
:At Level 20 you may cast ''Control Weather'' using your 8th level spell slot.<br />
<br />
;Plane of Water<br />
<br />
:You learn Primordial (Aquan).<br />
:You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.<br />
:You gain resistance to Acid damage.<br />
:You learn the ''Shape Water'' cantrip.<br />
:Your suit contains twice as much air that refills in the same amount of time.<br />
:You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.<br />
:At level 10 you may cast ''Control Water'' Twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Tsunami'' using your 8th level spell slot.<br />
<br />
;Plain of Earth<br />
<br />
:You learn Primordial (Terran).<br />
:You gain a burrow speed equal to your walking speed. <br />
:You gain resistance to bludgeoning damage from nonmagical weapons.<br />
:You learn the ''Mold Earth'' cantrip.<br />
:You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.<br />
:At level 10 you may cast ''Stone Shape'' twice, and regain expended uses after a long rest.<br />
:At level 20 you may cast ''Earthquake'' using your 8th level spell slot.<br />
<br />
=== Planar Affinity - Level 6 ===<br />
<br />
When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.<br />
<br />
;Shadowfell<br />
<br />
:You learn Undercommon.<br />
:You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic Damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 5.<br />
:You learn the ''Vampiric Touch'', ''Feign Death'', and ''Bestow Curse'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
;Feywild<br />
:You learn Sylvan.<br />
:You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.<br />
:You gain resistance to Psychic damage.<br />
:You gain Darkvision up to 60 ft while wearing your suit.<br />
:Your walking speed increases by 10.<br />
:You learn the ''Friends'' cantrip, as well as the ''Enthrall'' and ''Haste'' spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Constitution Modifier +1 (minimum of 2). You regain these spell slots at the end of a long rest.<br />
<br />
=== Planar Affinity - Level 10 ===<br />
<br />
At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.<br />
;Upper Planes<br />
:You learn Celestial.<br />
:You gain a flying speed equal to your normal speed while wearing your Planerider Suit.<br />
:You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Preserve Life''' Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.<br />
:You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.<br />
:At level 14 you can cast ''Divine Word'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Lower Planes<br />
:You learn Infernal and Abyssal.<br />
:You gain a climbing speed equal to your normal speed.<br />
:You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).<br />
:Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.<br />
:Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.<br />
:You gain the Cleric's Channel Divinity feature, and can use it for the '''Touch of Death''' Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.<br />
:You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.<br />
:While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.<br />
:Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.<br />
:While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.<br />
:At level 14 you can cast ''Finger of Death'' once, and can do so again after a long rest. This does not double at level 20.<br />
<br />
;Mechanus<br />
:You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.<br />
:You learn Modron.<br />
:Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.<br />
:You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.<br />
:Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.<br />
:At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.<br />
:At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.<br />
:You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.<br />
:When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.<br />
:If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.<br />
<br />
;Limbo<br />
:You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.<br />
:You learn Deep Speech and Slaadi.<br />
:Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.<br />
:You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.<br />
:You can cast ''Hold Monster'' once per day.<br />
:You serve no one. Your Wisdom score increases by 2.<br />
:You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.<br />
:You can cast ''Telekinisis'' once per minute. This does not double at level 20.<br />
:At level 14 you can cast ''Dominate Monster'' once, and can do so again after a long rest. This does not double at level 20.<br />
:If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.<br />
<br />
=== Planar Affinity - Level 14 ===<br />
<br />
Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.<br />
<br />
;Astral Plane<br />
:You learn two languages of your choice.<br />
:You gain immunity to Psychic damage.<br />
:You may cast ''Astral Projection'' or ''Imprisonment'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Dominate Person'' twice, and regain expended uses after a long rest.<br />
:You gain proficiency in Wisdom saving throws.<br />
:Your Intelligence increases by 2, to a maximum of 22.<br />
<br />
;Ethereal Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Force damage.<br />
:You may cast ''Time Stop'' once a week. At level 20 this becomes once a day instead of doubling.<br />
:You may cast ''Teleport'' once, and can do so again after a long rest.<br />
:You gain proficiency in Charisma saving throws.<br />
:Your Constitution increases by 2, to a maximum of 22.<br />
<br />
;Material Plane<br />
:You learn two languages of your choice.<br />
:You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.<br />
:You may cast ''Wish'' once a week.<br />
:You may activate or deactivate ''Truesight'' as a bonus action.<br />
:You gain proficiency in Intelligence saving throws.<br />
:Your Dexterity increases by 2, to a maximum of 22.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.<br />
<br />
<br />
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[[Category:Class]]</div>Cobaltfalcon