Planeswalker (5e Subclass)
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Your innate power comes from the entirety of the planes. The planes call out and awaken those they chose to travel the multiverse. Once awakened a planeswalker has a knack for knowledge about creatures not from the material plane. Some of the greatest planeswalkers use this knowledge to travel the multiverse and establish themselves as rulers. Others seek to help those unable to defend themselves in need of a hero. Sometimes planewalkers establish themselves on a particular plane and align themselves with it, calling it home. Their form, attitude, and spells taking on the form of the plane they spend much of their time on. Or a planeswalker may create a demiplane of their own and sculpt it elements and powers they find most comfortable.
Starting at level 1, you gain proficiency in the Arcana skill. In addition, when you make a Intelligence (Arcana) check related to the planes or creatures not from the Material Plane you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Also at 1st level, when you draw upon your planar magic, you can step through the planes if only for a moment, appearing elsewhere. When you cast a spell of 1st level or higher, you can use a bonus action to teleport up to 30 feet to an unoccupied space that you can see.
At 6th level, you can choose one of the following damage types when you finish a short or long rest: acid, cold, fire, lightning, radiant, necrotic. You gain resistance to that damage type until you choose a different one with this feature. In addition, spells you cast ignore resistance of the damage type you choose.
Beginning at 14th level, you learn the plane shift spell which doesn't count against your number of sorcerer spells known. As an action, you can cast plane shift with this feature, without expending a spell slot, only targetting yourself and without requiring material components. Once you use this feature, you can't use it again until you finish a long rest.
Beginning at 18th level, the magic of the planes grants you the ability to not just travel through with them but create your own artificial world through an intense effort by imparting a shard of your own planeswalker spark within it.
You learn the demiplane spell which doesn't count against your number of sorcerer spells known. This use of demiplane is special. Rather than opening to an empty room 30 feet in each dimension, it opens to a spherical demiplane 1 mile in each dimension. The edges of this demiplane are foggy and unpassable. While in this demiplane, you can spend an hour creating and shaping it as you like forming forests, mountains, and even structures but you cannot create creatures. Any material created from your demiplane dissipates into smoke if removed from the demiplane. If you create a new demiplane, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
If you die outside of your demiplane, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. Your gear disappears with you and you appear at a spot of your choice 1d4 days later within your demiplane.