Planes Caller (5e Class)

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The Planes Caller[edit]

Throughout your life you have never quite been alone. Ever since you can remember, you have heard the calls of creatures beyond this plane of existence. Their voices varied greatly, from soft and comforting to powerful and terrifying! And whether through natural ability or focused study, you eventually learned how to call these unlikely allies through the bridges of reality and into your world! They are your friends, your partners, and your army!

Planes Callers[edit]

A Planes Caller has an almost instinctive grasp of conjuration magic, and is able to summon a vast number of creatures or objects from other planes to aid them. They prefer not to fight on their own, instead summoning swarms of monsters or a single powerful entity to engage their foes while they control the battlefield from behind. A solitary person who would normally seem to be an easy target for thieves and bandits can quickly turn into an entire army!

Creating a Planes Caller[edit]

When did you first hear the whispers of other worlds?

What prompted you to bring these strange beings into your world?

Did you learn conjuration through experimentation? Or did you have a teacher?

Quick Build

You can make a Planes Caller quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Planes Caller you gain the following class features.

Hit Points

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


Armor: Light and Medium
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom and Constitution
Skills: Choose two from Animal Handling, Arcana, History, Nature, Religion, or Survival


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

  • (a) A Light Crossbow and 20 Bolts or (b) One Simple Weapon
  • (a) Leather Armor or (b) Hide Armor
  • (a) An Arcane Focus or (b) A Component Pouch
  • (a) An Explorer's Pack or (b) A Scholar's Pack

Table: The Planes Caller

Level Proficiency
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 2 2
2nd +2 Planar Calling 2 3
3rd +2 Planes Caller Archtype 2 4 2
4th +2 Ability Score Improvement 2 4 3
5th +3 3 4 3 2
6th +3 Archtype Feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Archtype Feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Archtype Feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Transposition 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Greater Transposition 4 4 3 3 3 3 2 2 1 1


You hear the voices of beings from other realms. Drawing on your instinctive talent for conjuration, you are able to cast spells that pull various creatures and objects from other planes to your aid. You know every spell from the Conjuration spell list.


At 1st level, you know two cantrips of your choice from the Conjuration spell list. You learn additional Conjuration cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Planes Caller table.

Preparing and Casting Spells

The Planes Caller table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Planes Caller spells that are available for you to cast, choosing from the Conjuration spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your Planes Caller level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Planes Caller, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Fog Cloud, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Planes Caller spells requires time spent focusing on and filtering out specific voices that you perceive from other plains: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Wisdom is your spellcasting ability for your Planes Caller spells, since your magic draws upon your natural attunement with other realms. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Plains Caller spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting You can cast a Conjuration spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus You can use an Arcane focus (see “Equipment”) as a spellcasting focus for your Planes Caller spells.

Planar Calling[edit]

At 2nd level, you gain access to the planar calling spell, which allows you to summon the various different creatures you know of from across the infinite planes.

Ability Score Increase[edit]

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


Starting at 18th level, your ability to shift things between the planes has developed to the point that you can momentarily pull yourself and one of your summons to a different realm, and then return in opposite positions. As an action, you can instantly swap locations with one of your summoned creatures. This movement does not provoke an attack of opportunity. Once you have used this feature, it cannot be used again until after you cast a conjuration spell of 1st level or higher, or you complete a long rest.

Greater Transposition[edit]

At 20th level, when using the Transposition feature, you may instead choose up to four creatures you have summoned and switch their locations with each-other in any order you choose. When using Transposition in this fashion, you cannot choose yourself as a target.

Planes Caller Archtype[edit]

Master of the Many Voices[edit]

To hear the thousand of voices calling out across the planes would be overwhelming for some, but you draw comfort from their constant presence, and have learned instead to widen your mind and appreciate the chaotic chorus. Their song calls out to you, and you are only too happy to call back...

Strength of Mind

As your connection with the planes has grown, so too has your ability to focus on your many summons. When you choose this Archetype at 3rd level, you gain advantage on concentration checks when using conjuration spells.

All for One

Starting at 6th level, you can create a strong connection between yourself and your summons for protection. The first time you cast your Planar Calling spell at 1st level or higher, you create a magical link between yourself and your summons that lasts until the spell ends. The link has a maximum number of charges equal to twice your Planes Caller level + your Wisdom modifier, and starts with full charges. Whenever you take damage, you can choose to use the link to transfer some or all of the damage from you onto one of your summons. This consumes a number of charges equal to the damage taken. If this damage reduces the creature to 0 hit points, you take any remaining damage. While the link has 0 charges, it can’t transfer damage but its magic remains.

Whenever you cast a conjuration spell of 1st level or higher, the link regains a number of charges equal to twice the level of the spell. If you recast the spell at any point before a long rest, you may forge a new link with the newly summoned creatures. The new link starts with charges equal to the number of charges remaining from the previous link.

This feature resets after a long rest.

Divided Attention

Your mastery of the Planar Calling spell has reached the point where it has become trivial to maintain focus on one instance of the spell, and so you have learned how to focus on many instances! At 10th level, you gain the ability to concentrate on multiple versions of the Planar Calling spell at once, up to a maximum of 1+ your Wisdom modifier. Each version of the spell must be cast separately, and only one version can be maintained at each spell level. If you loose concentration while using this feature, you loose all active versions of the spell simultaneously.

Thousand Eyes

Beginning at 14th level, your connection with your summons has grown to the point that you can perceive the world through their senses. You gain advantage on investigation checks made through your summons' senses, and are aware of anything that your summons can perceive.

Focused Summons[edit]

Where others of your kind let in all of the voices from other worlds, you chose instead to focus on only on the strongest and most interesting. This led to a change in your summoning, as instead of bringing forth legions of cannon-fodder, you call upon only the most worthy of allies to aid you.

Feature 1

3rd level. To be added.

Feature 2

6th level. To be added.

Only the Mighty

10th level. When summoning a single creature using the Planar Calling spell, add your Wisdom modifier to the maximum CR rating of the creature summoned.

Feature 4

14th Level. To be added.

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