Planes Walker (5e Class)

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Planes Walker[edit]

Introduction[edit]

Your innate power comes from a connection to the various planes. The planes call out and awaken those they chose to travel the multiverse. Planes walkers first awaken to this call when experiencing great emotion. This emotion is usually stress-induced, but can also come from great joy. Once awakened, a planes walker has a knack for knowledge about creatures from various planes. Some of the greatest planes walkers use this knowledge to travel the multiverse and establish themselves as rulers. Others seek to help those unable to defend themselves who are in need of a hero. Sometimes planes walkers establish themselves on a particular plane, calling it home. Their form, attitude, and spells taking on the form of the plane they spend much of their time on. Other planes walkers may create a demiplane of their own and sculpt it with the elements and powers they find most comfortable. Being able to take from the planes they find most comfortable allows planes walkers to create a new home, or allow them to battle with trusted allies from other planes in moments of need.

Creating a Planes Walker[edit]


Quick Build

You can make a planes walker quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Far Traveler background.

Class Features

As a Planes Walker you gain the following class features.

Hit Points

Hit Dice: 1d10 per Planes Walker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Planes Walker level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism kit
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Investigation, Intimidation, Insight, and Perception

Equipment

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

Table: The Planes Walker

Level Proficiency
Bonus
Planar Charges Features
1st +2 - Spellcasting, Unarmored Defense, Tattooed
2nd +2 2 Unarmored Movement, Planar Charges, Summoning
3rd +2 3 Planar Knowledge
4th +2 4 Ability Score Improvement
5th +3 5 Extra Attack
6th +3 6 Planar Knowledge (2), Enhanced Knowledge
7th +3 7 Planar Intimidation, Summoning Improvement
8th +3 8 Ability Score Improvement
9th +4 9 Plane’s Luck
10th +4 10 Planar Knowledge (3)
11th +4 11 Planar Tongue, Summoning Improvement
12th +4 12 Ability Score Improvement
13th +5 13 Plane Shift
14th +5 14 Planar Knowledge (4)
15th +5 15 Weathered Form, Summoning Improvement
16th +5 16 Ability Score Improvement
17th +6 17 Indestructible, Improved Shift
18th +6 18 Mark of Sigil
19th +6 19 Ability Score Improvement, Planar Knowledge (5)
20th +6 20 Planar Mastery

Spellcasting[edit]

While the planes walker does not really do any Spellcasting, you do require a DC for some of your actions.

The spellcasting ability modifier is what will be used to determine damage done by Planar skills, healing, etc.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier.

Unarmored Defense[edit]

While you are not wearing any armor or shield, your armor class equals 10 + your Strength modifier + Your Wisdom modifier.

Tattooed[edit]

At 1st level, as a planes walker, your body is more attuned to the magics of nature and has in turn grown more adept at resisting the negative side effects from these magics. Your resistance allows you to maintain twice the number (8 instead of 4 basic or 4 instead of 2 medium or 2 instead of 1 large) of tattooed slots on your person at any time.

Planar Charges[edit]

At 2nd level, the planes walker's body has become adjusted to multiple different environments and in so doing, with the prolonged exposure, has the ability to channel a small amount of that planar energy into their abilities each day. Most planar skills require one or more charges, and they are renewed after a long rest.

Unarmored Movement[edit]

At 2nd level, your speed increases by 10 feet when you are not wearing any armor or wearing a shield.

Summoning[edit]

At 2nd level, you gain the ability to summon creatures from other planes. Choose a creature type related to a plane with which you are familiar. By spending an amount of planar charges, you are able to summon a creature of that type from another plane with a DC rating equal to up to half the charges spent. The creature appears in an unoccupied space you can see within 60 feet, and the creature disappears when it drops to 0 hit points or when the spell ends, up to 10 minutes. Roll initiative for the creature, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. If you take damage, you must roll a concentration check, dismissing the summoned creature on a failed save. After using this feature, it cannot be used again for 60 seconds. Only one creature can be summoned at a time.

At level 7 and 15, you become more familiar with another plane as you adventure. Choose another creature type at each level. You are now able to summon creatures of the newly chosen types in addition to the type originally chosen.

At level 11, you have trained with summoning to make it almost second nature. When taking damage, you no longer need to roll a concentration check to maintain your summoned creature. In addition, after dismissing a creature, you no longer need to wait 60 seconds before using the feature again.

Planar Knowledge[edit]

At 3rd level, you choose a plane to defend. Choose between Celestia, Baator or Mechanus, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th and 19th levels.

Ability Score Improvement[edit]

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

Extra Attack[edit]

Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.

Enhanced Knowledge[edit]

At 6th level, you are now able to use additional charges to increase the effectiveness of your skills. The details are listed next to each skill individually. In addition, you now regain all expended Planar Charges after a short or long rest.

Planar Intimidation[edit]

At 7th level, you are now able to spend a Planar charge to gain advantage on an Intimidation check.

Plane’s Luck[edit]

At 9th level, once per day the planes walker is able to spend one charge to re-roll any ability check, saving throw or attack roll.

Planar Tongue[edit]

As you have grown as a planes walker and traveled far and wide, you have learned numerous different languages from different races. Upon attaining 11th level, when spending two planar charges, you can speak any language spoken within the planes for the next 24 hours, then the knowledge leaves your mind.

Plane Shift[edit]

At 13th level, due to your growing up in and around the planes, you have become naturally accustomed to traveling between them. Using two of your planar charges you can transport one willing creature to another plane of existence that you know and have been to.

Weathered Form[edit]

At 15th level, as a planes walker, your body has traveled and suffered from a lot of different weather patterns and energy flows. This has caused your exterior to gain a more intimidating presence. For any roll of Intimidation your proficiency bonus is doubled, or you are now proficient in Intimidation.

Improved Shift[edit]

Having much more experience and practice, at 17th level you are now able to shift to any plane within existence even if you have not been there before. As well, you now only need to spend one charge per willing creature.

Indestructible[edit]

At 17th level, your toughened and durable exterior allows you to withstand a death blow. Once per day when you would be mortally wounded, you are instead brought back to 1 hit point.

Mark of Sigil[edit]

At 18th level, with the amount of travel and adventure that you have now undertaken within the planes, you have unlocked a hidden potential within yourself. Choose one of the tattoos listed below and have the nearest artisan engrave the symbol upon you.

  1. Lady of Pain – +2 Wisdom and +2 AC
  2. The Maze – +2 Wisdom and +2 to initiative
  3. The Dabus – +2 Strength and +2 Charges
  4. The Code – +2 Strength and +2 Constitution

Planar Mastery[edit]

At 20th level, having traveled and seen all that the planes have to offer, your body has strengthened to new heights. You are now resistant to the following types of damage (Fire, Cold, Lightning, Acidic, Poison, Necrotic, and Radiant)

Celestia[edit]

Luna’s Blessing

Level 3, 1 Charge: Reaching out to the connection from the first layer of Mount Celestia, the planes walker is able to touch and shed the healing light on those around him. A creature of your choice regains hit points equal to 1d8 + spellcasting ability modifier. With the Enhanced Knowledge ability, this can be enhanced with additional charges (up to 4) each time increasing the effectiveness by an additional 1d8.

Luna’s Ward

Level 3, 1 Charge: Pulling from the same plane as before, one creature of choice within 30 feet gains protection from any type of Evil incursion. This includes any roll for or against a creature of Evil alignment the target has advantage. By using additional charges (up to 4) you can target an additional target. This effect lasts for 30 seconds.

Mercuria’s Blade

Level 6, 2 Charges: A golden blade appears in an empty space within 10 feet of your character. When creating the blade, you can make a Melee spell attack against a creature within 5 feet of the blade, dealing 1d10 radiant damage on a hit. For the next minute, as a bonus action on your turn, you can move the blade 20 feet about the battlefield and repeat this attack. Charging the skill at a higher level (up to 4 charges) increases the damage by 1d10 per charge.

Mercuria’s Light

Level 6, 2 Charges: Pulling in the golden light from Mercuria you may choose any willing creature within 60 feet of you to have advantage on death saving throws, Wisdom saving throws and Intelligence saving throws for the next minute.

Venya’s Calm

Level 10, 4 Charges each: A pearly aura surrounds you as you invoke the power of Venya. For the next minute, any creature emanating from a non-good plane has disadvantage on attack rolls against you. In addition, you can also use your action to choose one of the following once during the spell’s effect:

  • Make a spell attack against a creature. On a hit, that creature is freed from the effects of charmed, frightened or possession by another creature.
  • Send a creature back to the plane it originates from. The creature must succeed a Charisma Saving throw or be returned to its plane of origin.
Solania’s Peace

Level 10, 4 Charges each: Reaching into the ether your hands become engulfed in the silver light that beckons you from Solania’s Electrum Realm. The silver will flow into any creature of choice within 30 feet that has died within a minute. It will grasp to the air with a single hit point, a streak of silver through its hair.

Merton’s Memories

Level 14, 6 Charges each: Reaching out you may choose one willing creature within 60 feet to instantly feel the memories of the great paladins from within Merton’s Platinum home. The target is instantly surged with energy healing up to 70 hit points. Additional Charges (up to 3) can be spent to increase the amount healed by 10 hit points per charge.

Jovar’s Rain

Level 14, 6 Charges each: The heavens open and the jewel encrusted sky’s open. Calling upon their aid allows you to choose up to ten, 10-foot cubes to be targets on the battle field. Each creature caught within a cube must make a Dexterity saving throw. On a failed save, each creature in any affected areas take 7d10 radiant damage and is blinded for the following turn. On a successful save, the creatures take half damage and aren't blinded. You can use additional charges (up to 2) to increase the damage by 1d10 for each charge.

Chronias’s Aid

Level 19, once per day: Feeling the call for aid Chronias send down a celestial to aid you in your combat against the forces of evil. You are able to summon a Celestial with a Challenge Rating of 10 or lower. The Celestial is friendly and helpful to your group, they will act as an ally in battle. Roll initiative for them, all their abilities are available in the Monster Manual.

Baator[edit]

Avernus’s Spheres

Level 3, 1 Charge: You summon forth the flaming spheres that streak across the sky of Avernus against a creature within 60 feet. The target must succeed a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a successful one. With the Enhanced Knowledge Ability, you may enhance this ability with additional charges (up to 4) each time adding an additional sphere.

Dis’s Illusion

Level 3, 1 Charge: The city of Dis is known to house all manner of devil and demon within its city limits. Calling upon that power you are able to alter your appearance in multiple different ways. Using a planar charge, you may give yourself one of the following abilities:

  1. You no longer need air (whether through water breathing or otherwise) for up to 24 hours.
  2. You may change your appearance to look as though you are any other creature of similar size or one size smaller for up to 1 hour
  3. You may alter your hands and head to have horns that each can deal 1d6 piercing damage plus your strength modifier as an unarmed strike for up to 1 hour
  4. You may gain resistance to one damage type of your choice for up to an hour: cold, fire, lightning, thunder, or poison.

You may have a maximum of two abilities active at a time.

Minauros’s Curse

Level 6, 2 Charges: Necrotic and oily liquid spews forth from your hands and coats a creature of your choosing within 60 feet. The target must make a Constitution saving throw, taking 4d8 necrotic damage on a failed throw or half as much on a successful one. It has no effect on undead. If you cast it on a construct the construct has disadvantage on its saving throw and the spell automatically deals max damage. You may enhance this skill with extra charges (up to 4) with each charge increasing the damage by 1d8.

Phelegthos’s River

Level 6, 2 Charges: Calling forth from the legendary plane of fire and magma shoots forth a stream of liquid fire. All targets in a 30 foot line originating at a point within 30 feet of you must make a Dexterity saving throw, taking 4d6 damage on a failed save or half as much on a successful one. Any object that is flammable disintegrates, along with any growth or wildlife. The magma remains on the ground after being cast and any creature walking through or ending their turn on the magma must make a Dexterity saving throw, taking 2d6 damage on a failed save. You may enhance this skill with additional charges (up to 4), each increasing the initial damage by 2d6.

Stygia’s Sky

Level 10, 4 Charges: Calling forth the ice from the sky of the frozen plane of Stygia you shoot forth an icicle at a creature of your choice within 60 feet. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d10 cold damage and is restrained for the next turn as their body temperature drops to absolute 0. On a successful save, the creature takes half as much damage and isn't restrained. You may enhance this ability with additional charges (up to 2) each charge unleashes an additional icicle.

Malbolge’s Trap

Level 10, 4 Charges: Summoning for the earth directly from Malborge’s realm you surround a creature of your choosing in stone. The creature must make a Wisdom saving throw or be restrained within a wall of earth. On each successive turn the creature may make a wisdom saving throw to break free of the earthen grasp.

Maladomini’s Vision

Level 14, 6 Charges: Calling upon the broken plane of Maladomini you are able to change the landscape to reflect that or any other option you choose. For an area of 500 feet around you, you are able to modify the ground to look like anything else you might wish. Any creature approaching the area may make an Intelligence check against your DC to see through the illusion. All creatures who fail the check or who do not make the check will believe the ground is real.

Cania’s Glacier

Level 14, 6 Charges: The Icey hellscape of Cania bends to your whim as you summon a glacier in a nearby area. Summoning this power allows you to choose up to ten, 10-foot cubes to be targets on the battlefield. Each creature caught within a cube must make a Dexterity saving throw. On a failed save, each creature in the affected areas take 7d10 cold damage and is restrained for the following turn. On a successful save, the creatures take half as much damage and aren't restrained. You can use additional charges (up to 2) to increase the damage by 1d10 per additional charge expended.

Nessus’s Champion

Level 19, once per day: Reaching into the depths of hell you are able to pull forth a devil from well beneath the realm of the living. You are able to summon a Devil with a Challenge Rating of 10 or lower. The Devil is friendly and helpful to your group, they will act as an ally in battle. Roll initiative for them, all their abilities are available in the Monster Manual.

Mechanus[edit]

Automata’s Emotion

Level 3, 1 Charge: The city of order and control lashes out at those who stand against it. After successfully landing a melee attack, the planes walker is able to create a forceful blow of thunderous energy. The target makes a Dexterity saving throw. On a failed save, the target take an additional 2d6 thunder damage and is pushed back 10 feet. On a successful save, the target takes half as much damage and isn't pushed.

Varuna’s Sight

Level 3, 1 Charge: Calling upon the orderly land of Varuna, the caster targets an area of land in a 20 foot cube. Creatures in the area must make a Dexterity saving throw, becoming outlined in silver and gold lines for 1 minute on a failed save. All of the affected creatures now shed dim light. Attacks rolls against the affected creatures have advantage for the duration of the spell.

Anu’s Crafts

Level 6, 2 Charges: Through careful thought and concerted effort you are able to create an object with the knowledge of Anu. You are able to sit with any manner of artisan/craftsman/etc. tools and effectively use them to create one non-magical item. You have the ability to do so anywhere even without all the necessary materials, as long as you have the tools. The item you craft has to be limited to 50gp of value. You are able to enhance this skill with additional charges (up to 4) each one increasing the value of the created object by 50gp.

Anu’s Constructs

Level 6, 2 Charges: When you are able to take time and work alone you are able to create a full construct with the help of Anu. This process costs 50gp of materials and creates a basic Construct (CR1 or lower) that can help you. It will only listen to the creator and will follow you until you dismiss it or its HP reaches 0, at which point is dismantled and the material values are lost. You may only have one construct created in this way at a time.

Yama’s Purity

Level 10, 4 Charges: A column of pure light erupts in an area of 10 foot radius and up to 40 feet high area on the battlefield. Any creature within the light must make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much on a successful one. You can enhance this ability with additional charges (up to 3) for an additional 1d6 of each type of damage.

Rudra’s Chasm

Level 10, 4 Charges: Calling upon the Disk of Rudra, a chasm opens in a 30 foot line in front of the player. Each creature in the line must make a Dexterity saving throw to avoid falling into the pit. On a successful save they are knocked prone but take no damage. On a failed save, they immediately fall 20 feet, taking 4d6 piercing damage from the jagged spikes at the bottom and are knocked prone. You can enhance the ability with additional charges (up to 3) to either increase the length by 10 feet per charge, or increase the width (all 3 additional charges) to give each creature disadvantage on their saving throw.

The Jade Palace

Level 14, 6 Charges: Reaching out to one of the disks of Mechanus you summon a copy of part of the Jade Palace for 24 hours. The entrance has a slight glow and exists nearby. You, and any creature you deem worthy may enter the palace and be at peace. You can summon and dismiss the entry door (making it invisible) as often as you would like for the duration. Any creature who attempts to enter against your wishes must succeed a wisdom saving throw against your save DC or be unable to enter for 24 hours. The palace comes staffed with a full set of Modrons that are willing to do any bidding you have of them. The palace is large and can be created exactly as you picture the Jade Palace to be. Any object from within cannot exist without, so at the end of the 24 hour period, or after another casting/being dismissed the palace dissipates and all items from there vanish.

Shang-Hai’s Heart

Level 14, 6 Charges: Pulling the love from the Great Shang-Hi you are able to restore many things to the way they were before as that is what she wishes. Reaching out to up to 8 willing creatures within 60 feet, you are able to heal them for 4d8 + your spellcasting ability modifier. You can enhance this skill with extra charges (up to 2) to heal an additional 1d8 for each charge expended. Any constructs healed this way we regain the maximum amount of HP instead.

Regulus’s Orders

Level 19, once per day, Reaching out to center plain of Regulus and to Primus himself, you are sent a construct to your side to help return order to the current situation. You are able to summon a Construct with a Challenge Rating of 10 or lower. The Construct is friendly and helpful to your group and will act as an ally in battle. Roll initiative for them. All their stats are available in the Monster Manual.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the planes walker class, you must meet these prerequisites: Wisdom score of at least 13, must have visited a plane to which you are not native, and must have a rudimentary understanding of the local planar system.

Proficiencies. When you multiclass into the planes walker class, you gain the following proficiencies:

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