Planeswalker (3.5e Class)
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Planeswalkers are the source of an infinite energy, called the Planeswalker's Spark. This Spark allows them to absorb the mana of a plane, and use it as though it were a tool or weapon. Planeswalkers are able to traverse the planes freely, and without restriction; this is called Planeswalking
Making a Planeswalker
Adventures: New Planeswalkers adventure for any number of reasons; some to gain the wit and quick thinking of a deceptive advisor, some to gain the power to rule an entire plane, and some just for the fun of it. Being Immortal, Planeswalkers have a long time to hone their abilities, and strive to learn something from every experience.
Characteristics: Planeswalkers are, in essence, walking magical forces, making them masters of wielding a power greater than them. They can use these powers to manipulate the very plane around them, and often use this to their advantage. Although no more than their race, they have an infinite amount of time to master any skill. Most Planeswalkers prefer to use their mana from a distance, but there is the occasional one who likes showing the true power of mana up close and personal.
Alignment: Planeswalkers are free spirits by nature, and unbound by any rule or law. Good Planeswalkers generally do their best to help people, or even a plane. Their methods can be anywhere from Godliness to the most irrational of them. Evil Planeswalkers use their limitless power to try and obtain more, often in the sense of domination or control. Being what they are, they can hide their alignment very well. A Planeswalker whose spark ignites in the midst of an adventure may not be Chaotic, and retain their alignment. However, this new sense of ‘freedom’ often leads to a change in thinking.
Background: Planeswalkers are engulfed in their new found profession without their knowledge, and most definitely without them asking for it. A Planeswalkers spark will ignite when it seems darkest, and this is usually when the Planeswalker is about to die. They are usually shifted to someplace safe, which is more than often on a different plane. Most join adventuring parties to become skilled enough to return home, but often find themselves attached to their adventuring party in some manner, so they usually stay until the end. Planeswalkers treat one another just as one god would to another. They respect each other, acknowledge their existence, and mostly leave one another alone.
Game Rules Information
Abilities:Wisdom is the most important for a planeswalker. It improves their Will Saves, the DC of their skills, and how many times they can use their skills per day. Charisma is also important for a planeswalker. It affects many Blue or White skills, and more than half of the class skills for planeswalker are based on Charisma. Constitution is important for a planeswalker because it increases their Fortitude Saves. They also need the hit points, as they will often be the target of an enemies attack, and many spells in the Green or Red colors rely on Constitution.
Races: Although Planeswalkers are often portrayed as being human, not all Planeswalkers are. Although humans are more adept at each plane, become attuned to a mana color faster, and master their skills quicker, they are often the most flawed, their downfalls often being greed or pride. Planeswalkers can be any race under the sun; they retain all special abilities granted by their race and extend their language to the extra planar languages. Few non-humanoids have been planeswalkers, or they simply are recognized as such. Certain races do align with certain colors of mana easier than others.
White: Human, Halfling, Leonin. Red: Dwarf, Dragonborne, Human. Blue: Gnome, Halfling, Human. Green: Elf, Half-Orc, Human. Black: Half-Orc, Gnome, Human.
Starting Gold: 2d6×10 gp (70gp).
Starting Age: Simple.
|1st||+ 0||+ 0||+ 0||+ 2||Bonus Feat, Immunity, Uncontrollable, Extra Planar Speech|
|2nd||+ 1||+ 0||+ 0||+ 3||Favored Mana Color, Least Favored Mana Color||d6 + Wis Mod||3|
|3rd||+ 2||+ 1||+ 1||+ 3||Bonus Feat, Minor Trick||d8 + Wis Mod||4|
|4th||+ 3||+ 1||+ 1||+ 4||d6 + Wis Mod||5|
|5th||+ 3||+ 1||+ 1||+ 4||Planeswalker Fail Safe 1/day||d8 + Wis Mod||6|
|6th||+ 4||+ 2||+ 2||+ 5||Bonus Feat, Dual Favored Mana Color, Hated Mana Color||d6 + Wis Mod||7|
|7th||+ 5||+ 2||+ 2||+ 5||d8 + Wis Mod||8|
|8th||+ 6/+ 1||+ 2||+ 2||+ 6||Unlocked Potential, Planeswalker Fail Safe 2/day, Bonus Feat||d6 + Wis Mod||10|
|9th||+ 6/+ 1||+ 3||+ 3||+ 6||Major Trick||d8 + Wis Mod||11|
|10th||+ 7/+ 2||+ 3||+ 3||+ 7||Loved Mana Color||d6 + Wis Mod||12|
|11th||+ 8/+ 3||+ 3||+ 3||+ 7||Planeswalker Fail Safe 3/day||d8 + Wis Mod||13|
|12th||+ 9/+ 4||+ 4||+ 4||+ 8||Unlocked Potential, Master of Mana, Master of Planes, Bonus Feats||d6 + Wis Mod||15|
|13th||+ 9/+ 4||+ 4||+ 4||+ 8||d8 + Wis Mod||16|
|14th||+ 10/+ 5||+ 4||+ 4||+ 9||Planeswalker Fail Safe 4/day||d6 + Wis Mod||17|
|15th||+ 11/+ 6/+ 1||+ 5||+ 5||+ 9||Ultimate Spells, Power Trick||d8 + Wis Mod||18|
|16th||+ 12/+ 7/+ 2||+ 5||+ 5||+ 10||Unlocked Potential||d6 + Wis Mod||20|
|17th||+ 12/+ 7/+ 2||+ 5||+ 5||+ 10||Planeswalker Fail Safe 5/day||d8 + Wis Mod||21|
|18th||+ 13/+ 8/+ 3||+ 6||+ 6||+ 11||Timeless Body||d6 + Wis Mod||22|
|19th||+ 14/+ 9/+ 4||+ 6||+ 6||+ 11||d8 + Wis Mod||23|
|20th||+ 15/+ 10/+ 5||+ 6||+ 6||+ 12||Unlocked Potential, Planeswalker Fail Safe 6/day||d6 + Wis Mod||25|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Planeswalkers are not your average combatant. They can battle on the front lines, or even from behind safety. All of the following are class features of the Planeswalker.
Weapon and Armor Proficiency: Planeswalkers are proficient with Simple weapons, and one Martial weapon of their choice. A Planeswalker is proficient with Light and Medium armor.
Royalty Points: Royalty points are, in essence, the amount of mana you have collected for the day. You have a Points limit per day, your starting limit is 8, and every even level after, you add d6 + Wis modifier, and every odd level you get d8 + Wis modifier. You can only use up to your level + 1 points at a time for any attack or enchantment.
Bonus Feat: At 1st level, Planeswalkers gain Improved Initiative as a bonus feat.
Immunity: Planeswalkers retain any immunity they had from their home plane, indefinitely. (Example, a Planeswalker who comes from a plane covered in deserts is comfortable in hot weather, similar with an arctic plane but with cold.)
Uncontrollable: Until the Planeswalker is level 12, they don’t have full control over the use of their mana. This unpredictability is similar to that of a Wild Mage’s Wild Magic, except it is using mana points instead of spells per day.
Extra Planar Speech: Planeswalkers can understand and speak Abyssal, Infernal, and Celestial.
Favored Mana Color: At 2nd level, a Planeswalker chooses one of 5 mana colors to be their favored mana color. You gain Bonus’s when you use/have your favored color of mana. (See Table below)
Least Favored Mana Color: At 2nd level, in addition to choosing a favored mana color, a Planeswalker must also choose a least favored mana color. You take Penalties for using/having your least favored color of mana. (See Table below)
Bonus Feat: At 3rd level, Planeswalkers gain Endurance as a bonus feat.
Planeswalker Fail Safe: At 5th level, if damage would reduce a Planeswalker to -10 Hit Points for the first time per day, instead he is reduced to -9 and is planeshifted 2d8 + Wis modifier spaces in a safe direction. Loose half current Royalty Points.
Bonus Feat: At 6th level, Planeswalkers gain Diehard as a bonus feat.
Dual Favored Mana Color: At 6th level, a Planeswalker chooses a second Favored Mana Color. (See Table below)
Hated Mana Color: At 6th level, a Planeswalkers Least Favored Mana Color becomes their Hated Mana Color, and now takes additional Penalties for using/having that color. (See Table below)
Unlocked Potential: At 8th level, and every 4th level afterwards, a Planeswalker has reached a turning point in their experiences. Double maximum Royalty Counters after added d6 + Wisdom modifier. Royalty Counter spending limit is now your level + 2 (level + 3 at 12, level + 4 at 16, and level + 5 at 20.)
Loved Mana Color: At 10th level, a Planeswalker chooses one of his favored mana colors to become his Loved Mana Color, and gains additional Bonus’s when using/having that color of mana.
Master of Mana: At 12th level, a Planeswalker looses Wild Magic. Any Mana Color that is not his Hated or Loved color is considered favored. After increasing your Royalty Point Cap, divide this number by 5, representing the 5 mana colors. From your hated mana cap, reduce it by half, add half of that to your loved mana color, and redistribute the remaining points to any pool of your choice. (Example: Total of 500 Royalty Points, 100 Blue, 100 Green, 50 Black, 125 White, and 125 Red)
Master of Planes: At 12th level, a Planeswalker may planeshift as a free action. He also understands, speaks, reads, and writes all languages.
Ultimate Spell: At 15th level, a Planeswalker can now tap the true potential of any mana color, allowing him to use its ultimate spell. (See Table below)
Timeless Body: At 18th level, a Planeswalker no long ages as regular mortals do as their body is infused with the magic that flows within them. (as Timeless Body )
|Land Type||Swamps, Dungeons||Islands, Beaches||Forests||Mountains, Dungeons||Plains, Cities|
|Favored Bonus||+2 Damage, +2 Attack||+2 Cha, +2 Will saves||+2 AC, +2 Con||+2 Str, +2 Fort saves||+4 HP, +2 Ref saves|
|Loved Bonus||x2 Favored||x2 Favored||x2 Favored||x2 Favored||x2 Favored|
-2 Will saves
-2 Fort saves
-2 Ref saves
|Hated Penalty||x1.5 Least Favored||x1.5 Least Favored||x1.5 Least Favored||x1.5 Least Favored||x1.5 Least Favored|
|Minor Trick (Wis/day, 2 mana)||Ray of Enfeeblement||Silent Image||Enlarge Person||Burning Hands||Protection from Evil|
|Damage (ranged touch, 60ft or swift action to apply to an attack roll)||1d6 (1), 1d8 (2):
Fortitude DC 5 per point + Wis modifier
to instant kill*
|1d4 (1), 1d6 (2):
Slow opponent by 1d6 x 5
land speed for 2 rounds per point (Will DC 5 per point + Wis modifier)
|1d8 (1), 1d12 (2), 2d10 (3):
|1d6 (1), 1d8 (2):
Enemy is now on fire and takes
1d4 a round per point (Reflex DC 5 per point + Wis modifier)
|1d6 (1), 1d8 (2):|
Splash 1 per point spent,
1d4 for splash if 1, and 1d6 if 2
Enchantment (lasts 1d4+wis minutes)
|+ 2 Damage per point
+ 5% Element
|Has 20% per point chance to
slow enemy by 30 ft - 5 per point for 1 round per point
+ 5% Element
|Has 20% per point chance to
make attack against Touch AC
+ 5% Element and deals +1 damage
|Has 10% per point chance to
destroy the enemies armor
|Has 5% per point chance to deal|
crit damage (on a crit this is x3)
+ 5% Element
Enchantment (lasts 1d4+wisdom minutes)
|Get a + 2 to your Will saves
and energy resistances per point
|Get a + 2 to your Fort
saves and AC per point
|Fiery aura 1, 1d4 per
point to damage to an enemy
when you are attacked
|Get a + 2 to your Ref|
saves and Fast Healing
2 per point
|Major Trick (Wis/day, 4 mana)||Animate Dead||Dominate Person||Stoneskin||Wall of Fire||Cure Critical Wounds|
(5 Royalty Points, 1d4+wis modifier minutes)
(When you deal damage,
you gain that many Hit Points)
(You turn invisible (as invisibility), can not
evoke an attack of opportunity,
and gain sneak attack 1d6/every 2 levels)
(Become a Huge creature,
+ 3 to attack, damage, and
AC, with no size penalties)
(You get +1 on attack and damage rolls and -1 AC every time you hit in combat. This is cumulative up to a bonus equal to your Con modifier. If you kill an enemy, gain +2 instead)
(+ 2 AC, can not become
Flat-Footed, gain Blind-Sense,
and True Seeing)
|Power Trick (Wis/day, 8 mana)||Create Greater Undead||Temporal Stasis||Summon Monster VIII||Incendiary Cloud||Greater Planar Ally|
|Ultimate Spell (usable 1/day)||Plague Wind
Costs 2 Black and 7:
within 2 miles die. (Fort DC 10+1/2 level+wis negates)
Costs 2 Blue and 8:
Take 4+Wis extra rounds
(as Time Stop)
Costs 3 Green and 2:
All of your allies you can see become
large creatures, get
+5 Attack and damage, +5 AC and
have Great Cleave.
Costs 1 Red and X:
Deal 3 times X Damage
in a 60ft cone. If X is 5 or more, Banefire can't be counterspelled, dispelled, isn't subject to energy or spell resistance, and ignores evasion.
(Reflex DC 10+1/2 level+Wis half).
|Wrath of God|
Costs 2 White and 2:
Everything within 2 Square
miles, except for the
Planeswalker, dies and their
remains are destroyed (Fort DC 13+Wis or 15d6 damage).
|23rd||Planeswalker Fail Safe 6/day|
|26th||Planeswalker Fail Safe 7/day|
|29th||Planeswalker Fail Safe 8/day|
8 + Wis modifier skill points per level.
Parting Gift: At 25th Level, a Planeswalker has the ability to bestow upon one person/creature the powers granted by his Planeswalker Spark. They are able to Absorb Mana from their environment, planeshift, shoot Mana blasts, enchant, and become immortal. When that character gains a level, her Royalty Point cap increases accordingly. However, bestowing this causes the Planeswalkers spark to 'hurl' him from that plane. The Planeswalker is no longer able to visit that plane, only view it. This becomes the ONLY limitation to Plane Shifting a Planeswalker has. In addition, the Planeswalker uses up all of his Royalty Points and becomes fatuiged for 1d4 hours. A Planeswalker may grant a Parting Gift once per plane he visits. If the person/creature the Planeswalker is giving the Parting Gift to has a dormant Planeswalker Spark, this instead awakens that persons spark and no penalties are incurred.
Bonus Feat At 22nd level and every 5 levels after, a Planeswalker may choose one of the following epic feats: Epic Will, Epic Weapon Focus, Energy Resistance, Epic Spellcasting, Enhance Spell, Epic Spell Penetration, Epic Toughness, Fast Healing, Armor Skin, Epic Leadership, Legendary Commander, Spell Resistance
Planeswalker Starting Package
Armor: Leather Armor (+2 AC, Armor Check Penalty 0, Speed 30ft., 15lbs.)
Weapons: Longsword (1d8, crit 19-20/x2, 4lbs., one-handed, slashing).
Skill Selection: Pick a number of skills equal to 7 + Wis modifier.
|Slight of Hand||4||Dex||—|
|Use Magic Device||4||Cha||—|
Feat: Combat Expertise.
Bonus Feats: (Human) Negotiator, (Planeswalker) Improved Initiative.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel, bag of Quartz,
Playing a Planeswalker
Religion: Planeswalkers hold no religion or god above themselves. Most out of arrogance, and some out of an equal respect for each one; if they worship one, they are most often of their native plane, and most definitely one that is not known in the plane they travel.
Other Classes: Although Planeswalkers are usually arrogant, they respect each other party member equally, knowing all too well the importance each class will make in combat. It is often this knowledge of their necessity that aides them in accepting others more readily.
Role: Planeswalkers are generally either witty enough, or tough enough, to handle most encounters on their own. This takes experience however. Most prefer to stay in the middle or back, supporting the group in anyway they can. They usually enchant the weapons, armor, and even persons of the party. If the right color, they can even heal, hide, or enlarge their companions. Although many would prefer to take it solo, they often are forced into groups, but prefer it because it can, in essence, extend their control.
Advancement: Most Planeswalkers see perfection as the only thing. Given their immortality they have forever to hone their skills. Most eventually train in the ways of a Wizard for their spells(which they can cast any number of times per day by using Mana.) Some however see physical perfection as something required, and therefore become Fighters or Monks (Exempt Alignment Restrictions).
Planeswalkers in the World
|“||"Planeswalking isn't an exact science..."||”|
|—Jace Beleren, Human Planeswalker|
Planeswalkers are more than often in the midst of a different profession when their spark ignites. A new Planeswalker without any form of defending himself is most vulnerable unless they have a group to help protect them. Once they are powerful enough they break from their adventuring party and often travel on their own.
Daily Life: A Planeswalker spends his sleepless days wandering the planes to accomplish some greater cause. Like Jace, he may decide to act in part of an organization greater than himself. Others pursue personal goals, like obtaining more power or finding a foe worthy of their power.
Jace Beleren: Curiosity has always gotten the better of Jace Beleren. As a magical prodigy, he delved into lessons of sorcery deeper than the other students in mage academies, and succeeded to the point that even his instructors were suspicious of him. As a specialist in mind magic, he uses his abilities to gaze into the minds of others, discovering even closely guarded secrets. This practice has lead him into danger more than once. In fact, his mind magic has helped him discover the existence of planeswalkers and of worlds beyond his own, opening his eyes to an even greater scope of secrets.
Liliana Vess: Beautiful, cunning, and ambitious to a fault, Liliana Vess is quietly one of the Multiverse's most magnetic dangers. Liliana's dark charisma is undeniable—she's agelessly striking and sharp as the edge of a razor. Liliana Vess's most formative experience was her pact with demonic forces. As Liliana faced the limits of her human lifespan, her health and power were waning. She contacted powerful demon lords, and one dark deal later, she was restored to her height of power and beauty. Today she appears to be in her 20s, but in truth she's over a century old.
Organizations: If Planeswalkers ever come together for much of anything, it is usually something greater than all of them threatening the Planes and the Multiverse alike.
NPC Reactions: Since Planeswalkers can hide what they are, their reception is based on race and attire.
Characters with ranks in Knowledge(Planes) can research Planeswalkers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Planeswalkers are very rare, and almost never live on their home plane.|
|10||Planeswalkers draw their powers from the environment. Be wary should you meet one in the swamps.|
|15||Planeswalkers can manipulate the very plane around them to their advantage; this is done through mana, the power they draw from the land. There are five colors of mana: (explain basics of the 5 mana colors).|
|20||Planeswalkers have removed any information that could be in this category. In order to obtain this information you have to get it from an experienced Planeswalker.|
Planeswalkers in the Game
Planeswalkers as NPC can act as antagonists, or can even Planeswalk a party to a different plane for many different reasons. As a PC, their main objective is to master their powers and find out more about what they are. They are capable of just about anything, given that they can multi-class out the ass...
Adaptation: Planeswalkers can fit into any campaign as long as the DM is willing to accept a completely new aspect of gameplay. They can be powerful spell casters or skillful warriors. Choose a subclass , to gain partial level bonuses that are relevant in flavor to your color choice, such as spells per day for blue, or red, rogue skills or life drain for black, or combat or druidic skills for green for example
Sample Encounter: Jace Beleren comes to the party to either retrieve an item for the Consorteum, or ask for their help in doing similar. Jace is a master of mind and illusion spells, so if they initiate combat they will have to face clones and illusions far more powerful than they imagined. It is possible for Jace to erase their memories, the DC to resist is 40.