User:AtticusVS/Planeswalker, Variant (5e Class)

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This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is intended to be used in its own setting, and thus breaks from standard D&D lore and 5e balance standards.

Planeswalker[edit]

On the blighted wastes of Zendikar, a man stands and watches over the landscape, before taking a step and disappearing; hurling though the Blind Eternities between worlds and reappearing on the crowded streets of Ravnica.
The monsters were coming for her. The young girl trembled and struggled, but the manacles held her in place. As the creatures rounded the corner towards her, its claws like scythes, she shut her eyes tight and wished to be anywhere else. When her opened she was on an open plain, under skies full of angels.
In a plane of his own creation, the evil dragon schemes. His planeswalker agents across the multiverse allow him to manipulate events on a scale few others could comprehend, but, recently, a number of planeswalker had begun banding together. He would likely have to deal with them personally, and he looked forward to it.
Planeswalkers are born at random in sapient races, with no outward signs of their latent power. Only when they undergo great stress does their spark ignite, granting them the power to travel between the worlds of the multiverse, as well as to harness one of the five colors of mana. By drawing this mana from the lands they have travelled to, planeswalkers can cast spells and augment their abilities.


Creating a Planeswalker[edit]

Quick Build

You can make a Planeswalker quickly by following these suggestions. First, your highest ability score should be the spellcasting modifier of your color of mana, followed by Constitution. Second, choose the far traveler background background.

Class Features

As a Planeswalker you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Nature, Perception, Religion, Survival

Equipment

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

  • (a) any simple weapon or (b) any martial weapon(if proficient)
  • (a) leather armor or (b) chain mail and a shield(if proficient)
  • An explorer's pack
  • If you are using starting wealth, you have 5d4x10gp in funds.

Table: The Planeswalker

Level Proficiency
Bonus
Features Cantrips Known Spells Known Mana Available Maximum Spell Level
1st +2 Spellcasting, Colors of Mana, Planeswalking 3 2 2 1
2nd +2 Colors of Mana feature, Ley of the Land 3 3 4 1
3rd +2 All-Tongue, Gathering 3 4 6 2
4th +2 Ability Score Improvement 3 5 8 2
5th +3 Rapid Rituals 3 6 10 3
6th +3 Colors of Mana feature 4 7 12 3
7th +3 4 8 14 4
8th +3 Ability Score Improvement 4 9 16 4
9th +4 4 10 18 5
10th +4 Colors of Mana feature 5 11 20 5
11th +4 Planar Arcanum (6th level) 5 12 22 5
12th +4 Ability Score Improvement 5 12 24 5
13th +5 Planar Arcanum (7th level) 5 13 26 5
14th +5 Colors of Mana feature 5 13 28 5
15th +5 Planar Arcanum (8th level) 5 14 30 5
16th +5 Ability Score Improvement 5 14 32 5
17th +6 Planar Arcanum (9th level) 5 15 34 5
18th +6 Colors of Mana feature 5 15 36 5
19th +6 Ability Score Improvement 5 15 38 5
20th +6 Unmend 5 15 40 5

Spellcasting[edit]

Your spark allows you to draw mana from the lands you've visited, and to use this mana to cast spells. Your spell list is determined by your colors of mana.

Mana Pool

Rather than having spell slots, you have a pool of mana that you can use to cast spells you have. You have an amount of mana in your pool equal to two times your level. You regain all your spent mana after a long rest.

Preparing Spells

You prepare the list of planeswalker spells that are available for you to cast. To do so, choose a number of planeswalker spells from the spell lists of your colors equal to your spells known, as shown on the Planeswalker table. The spells must be equal to or less than your maximum spell level, as shown on the Planeswalker table. You can change your list of prepared spells when you finish a long rest. Preparing a new list of planeswalker spells requires time spent mentally practicing them: at least 1 minute per spell level for each spell on your list that you change.

Casting Spells

To cast a planeswalker spell of 1st level or higher, you must expend a number of mana from your mana pool equal to or greater than the level of the spell you wish to cast. The number of mana you spend to cast the spell is the level the spell is cast at.

Spellcasting Ability

Your spellcasting ability depends on your colors: it is Intelligence for Blue, Wisdom for White and Green, and Charisma for Black and Red. If you have two colors that do not share an ability, choose the higher of the two to use(For example, if you are Blue and Red and you have a 14 in Intelligence and an 18 in Charisma, you would use Charisma for your spellcasting ability). In addition, you use this ability when setting the saving throw DC for a planeswalker spell you cast and when making an attack roll with one. Spell save DC = 8 + your Proficiency Bonus + your spellcasting ability modifier Spell Attack modifier = your Proficiency Bonus + your spellcasting ability modifier

Cantrips

At 1st level, you know 3 cantrips of your choice from the spell lists of your colors of mana. You learn additional cantrips from the planeswalker spell lists that you access to at higher levels, as shown in the Cantrips Known column of the Planeswalker table. You can cast these cantrips at any time, regardless of whether you are gathering.

Ritual Casting

You can cast a planeswalker spell with the ritual tag as a ritual if it is on a spell list you have access to and the spell's level is no higher than half your planeswalker level(rounded up).

Spellcasting Focus

You can use your free hand as a Spellcasting focus for your planeswalker spells. You can also use an arcane focus, holy Symbol or druidic focus rather than a free hand to cast your planeswalker spells.

Colors of Mana[edit]

At 1st level, you choose your colors. Choose two between White, Blue, Black, Red and Green, The combinations of these detailed at the end of the class description. Your choice grants you features at 1st level and again at 2nd, 6th, 10th, 14th, and 18th.

Planeswalking[edit]

While planeswalkers have powerful magic, their most defining characteristic is the ability to step between worlds at will. By spending 1 minute concentrating, you can transport yourself to another plane of your choice. When you first planeswalk to a plane, you appear in a random location on it unless you are given a location on the plane to go to. When you planeswalker to a plane you've been to before, you appear in the location you were last at on that plane. If you are planeswalking with another planeswalker then you can follow their aether trail to appear at the same location they appeared at after planeswalking.

Ley of the Land[edit]

Beginning at 2nd level, you can draw additional power from the land directly around you if it is rich in a color of mana that you are attuned with. Plains are rich in white mana, islands are rich in blue mana, swamps are rich in black mana, mountains are rich in red mana, and forests are rich in green mana. While you are in such terrain, you have a bonus to your Spell Save DC and Spell Attack modifier equal to your proficiency bonus.

All-Tongue[edit]

At 3rd level, you gain the ability to understand all spoken languages, and to be understood while speaking by anyone who speaks any language. This does not let you understand written languages.

Gathering[edit]

At 3rd level, you can draw mana from your environment to replenish your spent mana. You can spend 10 minutes concentrating to fill your mana pool with an amount of mana equal to your level up to a maximum of 10 mana, this cannot fill your pool over your maximum Mana Available, as shown in the planeswalker table. You can’t use this feature again until you finish a Long Rest.

Ability Score Improvement[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.

Rapid Rituals[edit]

Starting at 5th level, when you cast a planeswalker spell as a ritual, the casting time of the spell is only increased by 1 minute, rather than 10 minutes.

Planar Arcanum[edit]

At 11th level, you gain access to more powerful spells which can be prepared as an arcanum. Whenever you prepare your list of planeswalker spells, also choose one 6th level spell from any of the planeswalker spell lists you have access to as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain access to more planeswalker spells that can be cast in this way: you can prepare one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th level spell at 17th level. All of these spells must come from spell lists you have access to. You regain all uses of your Planar Arcanum when you finish a long rest.

Unmend[edit]

Long ago, planeswalkers were like gods: immortal and able to create entirely new planes out of nothing but their own raw magical power. This power was given up in order to prevent the destruction of all existence. At 20th level, however, you have regained some of this long lost power. You no longer age, and, by spending 1 year working on it, you can create a new plane of existence. A plane you create is entirely as you wish it to be in terms of terrain, weather, and non-sapient life. Additionally, you can now planeswalk as an action.

Planeswalker Subclasses[edit]

White & Blue[edit]

The more you know, the better you can control the masses, Knowledge is Order to you, and you want to bring justice to those that mess with your perfect structure. White and Blue planeswalkers value balance and knowing, tending to be Lawful Neutral but can be anything from Good to Evil.

Enforcing Order

You have taken the law into your own hands and wield your weapons to battle, you gain proficiency in Medium Armor, Shields and Martial Weapons. You also gain proficiency in Intimidation and can use Wisdom for Intimidation checks rather than Charisma.

Flash

Starting at 2nd level, you've learned how to use a little more power to speed up your spells, you can spend an extra mana when casting a spell that has a casting time of one action to reduce the time to one bonus action, you can use this ability a number of times equal to your Intelligence modifier until you need a long rest.

Mage's Veto

Starting at 6th level, you gain the ability to stop your enemies from using magic against you. You learn the Counterspell and Dispel Magic spells as prepared spells, they don't count against the amount of spells you can have prepared.

Intuition

Starting at 10th level, you can cast Augury at will, without expending mana or material components. You also learn the Scrying spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Aspect of Azor

Starting at 14th level, you gain the ability to sprout a pair of Sphinx wings that represent the flight of your thoughts. You can create these wings as a bonus action on your turn, giving you a flying speed equal to your current speed. They last until you dismiss them as a bonus action on your turn.

Time Freeze

Starting at 18th level, you learn the Time Stop spell as your 9th level Planar Arcanum, in addition to the one you have, you can use your Planar Arcanum for this spell or the one you chose. When you cast the Time Stop spell, you can use the Attack action without ending the spell.

Blue & Black[edit]

Knowledge is Power, and you know more than most, and more than most know you do, whether they like it or not. Blue and Black planeswalkers tend to be Neutral and sometimes Evil, and can be anything from Lawful to Chaotic.

Discrete Secrets

In order to keep what you know out of the public eye, you learned how to secretly spread your information. You gain the Encode Thoughts cantrip if you don't know it already, you learn the Dissonant Whispers spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Let's Talk

Starting at 2nd level, you can speak telepathically to any creature you can see within 30 feet of you for 5 mins, you can do this once per long rest. Your telepathic utterances are in a language you know, and the creature can respond only if you speak to them first. While telepathically speaking to someone, you have advantage on Persuasion, Deception and Intimidation checks against them.

In the Shadows

Starting at 6th level, you've gotten good at getting around without being noticed. You gain proficiency in the Stealth skill, if you already have proficiency in it, you can double your proficiency bonus. You also gain the Rogue's Sneak attack ability, starting at 1d6 at 6th level, increasing by a 1d6 at 10th level, 14th level and 18th level. You also learn the Detect Thoughts spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Gain Trust in Higher Places

Starting at 10th level, you learn how to convince people you've done favors for to let you in on some secrets. When you make an ability check to get information against someone who you've done a job or favor for, you can treat a d20 roll of 9 or lower as a 10.

Learning What to Say

At 14th level, choose an ability.

  • Silver Tongue: Whenever you make an Intelligence skill check, you may use your Charisma modifier rather than Intelligence.
  • Book Smarts: Whenever you make a Charisma skill check, you may use your Intelligence modifier rather than Charisma.
Mind Cleanse

At 18th level, you've learned how to take information directly from the minds of those less than you. You can spend 10 mana from your pool and target a creature you can see within 10 feet of you, that creature makes an Intelligence saving throw, on a failed save you enter their mind and steal all the information they know, that creature takes 5d6 psychic damage, and the target's Intelligence score is reduced by 2d4. The target is stunned if this reduces its Intelligence to 0. The reduction lasts until the target finishes a short or long rest. Once you use this ability, you can't use it again until you finish a long rest.

Black & Red[edit]

When rage and the want for power meet, you create something with the need for chaos and destruction to get what it is they want. Black and Red Planeswalkers tend to Chaotic Neutral and Chaotic Evil due to their destructive combination of colors.

Want to Kill

With your insatiable want to destroy, you've learned a thing or two about combat. You gain proficiency with martial weapons and you now have an unarmored defense equal to 10 + your Dexterity modifier + your Charisma modifier. You learn the Inflict Wounds spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Slice and Dice

Starting at 2nd level, you've realized that learning to channel your rage into something productive is easy when you have your tools, Stabby and Slashy. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. In addition, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Bloodrage

Starting at 6th level, you gain power in pain and spilled blood, whenever you are attacked during combat, you gain a +2 bonus to your next damage roll against the creature that attacked you. This bonus increases by an additional +1 at 10th level, 14th level and 18th level.

Fire and Brimstone

Starting at 10th level, you've come to realize that you're more devilish than even you knew, its begun to give you hidden strengths. You gain resistance to fire damage, this becomes immunity at 18th level, and you can channel your flame and torment into your blades. As long as you are wielding two weapons, as a bonus action you can spend 3 mana to gain the Extra Attack feature for this turn and infuse your weapons with the fires of hell, granting one weapon 1d8 fire damage on the next attack with it and the other weapon 1d8 psychic damage on the next attack with it.

Fiendish Flight

Starting at 14th level, you have learned to sprout demonic wings that give you a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

Extreme Speed

Starting at 18th level, you gain the speed of an angry Demon. You have an extra reaction after you use your first reaction since your last turn. In addition, your base movement speed is increased by 20 feet.

Red & Green[edit]

Take the rage of a Black and Red Planeswalker and amplify it by 10, ignoring the rules and actively going against them, you are almost a living embodiment of chaos. Red and Green Planeswalkers are almost always Chaotic and are usually Neutral.

Fervor Fighter

Being a being of rage and chaos, you enjoy the thrill of battle, and with battle comes experience. You gain proficiency with martial weapons, shields and you now have an unarmored defense equal to 10 + your Dexterity modifier + your Constitution modifier. You learn the Compelled Duel spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Smash Smash Song

Starting at 2nd level, when you make your first Attack on Your Turn, you can spend 2 mana to Attack savagely. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You learn the Conjure Barrage spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Rush

Starting at 10th level, you have advantage on Initiative rolls. Additionally, your base movement speed is increased by 10 feet.

Savage Magic

Starting at 14th level, you have advantage on ability checks and saving throws made against enchantment and illusion spells. In addition, spells you cast are unaffected by Counterspell.

Indomitable Might

Starting at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Green & White[edit]

Green and white as a combination tends to bring a planeswalker that plays on the defense; summoning creatures, healing and being hard to hit. Green and White Planeswalkers tend to be either Good or Lawful, or both.

The Best Offense is a Good Defense

You aren't an aggressive type so you tend to play on the defensive side of fighting. You gain proficiency in Medium Armor, Heavy Armor and Shields. In addition, you can perform the somatic components of spells even when you have a weapon and a shield in each hand.

Here for your Friends

Starting at 2nd level, with you tending to play on the defensive, you have learned how to help your allies with your magic and have them play on the offensive. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. In addition, you learn the Cure Wounds spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

High Health

Starting at 6th level, your use of heavy armor and healing magic makes you a formidable barrier against your enemies. While wearing heavy armor, you gain a +1 bonus to AC and whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level. You also learn the Aid spell as a prepared spell, it doesn't count against the amount of spell you can have prepared.

Accurate Assistance

Starting 10th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, by spending 3 mana. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Wall of Iron

Starting at 14th level, while wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, when you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.

Supreme Healing

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

White & Black[edit]

As a White and Black Planeswalker, there is only two thing you care about more than yourself, money and power, you are a corrupt deal maker that uses cheap tactics to get what you want while also screwing the person that made the deal with you, the power you wield is that of life and death. White and Black Planeswalkers are almost always Lawful and very often Evil.

Defender of Want

You need to establish a sense of Order to get what you want, and you need to be able to protect your goods. You gain proficiency in Medium Armor, Heavy Armor and your choice of Intimidation or Persuasion skill. You learn the Command spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Biased Healer

Starting at 2nd level, you have learned a thing or two about healing magic, mostly to save your own skin. Whenever you use a spell of 1st level or higher to restore hit points to yourself, you regain additional hit points equal to your proficiency bonus. In addition, you learn the Cure Wounds spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Grim Potency

Starting at 6th level, you can cast Animate Dead without expanding mana once per long rest. When you cast Animate Dead, you can choose to reanimate the corpse as a Spectre instead of Zombie or Skeleton. You also learn the Vampiric Touch spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Help Yourself

Starting at 10th level, when you make an attack roll, you can spend 3 mana to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Ghostform

Starting at 14th level, you can become Incorporeal for a short amount of time. As a bonus action, you can become Incorporeal which gives you a flying speed equal to your current speed and the ability to move through other creatures and Objects as if they were Difficult Terrain. You take 5 (1d10) force damage if you end your turn inside an object. While Incorporeal you cannot use the Attack action. This ability lasts for 4 minutes or until you use a bonus action to stop being Incorporeal.

Debtors' Knell

Starting at 18th level, the people that owe you something can't get away from it even if they wanted to. When someone you have made a deal with dies without fulfilling their end of the deal, they become a ghost with the sole purpose of completing that deal, and, if they can't, they have to protect and serve you until their time pays for what they owe(1 Year of service per 1 GP owed).

Black & Green[edit]

Growth and Rot, the vicious cycle of life and death is something you know well and something you take advantage of. Black and Green Planeswalkers tend to be Neutral Evil.

Organic Toxins

With your love of nature and death, you have a knack for using poison. You gain proficiency in the poisoner's kit. You also gain the Infestation and Poison Spray cantrips if you don't know it already. Finally you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Life for Mana

Starting at 2nd level, you can spend a bonus action to lose 4 or more hit points to add 1 mana to your pool for every 4 hit points lost. You can use this ability a number of times equal to your Wisdom modifier until you need a long rest. You learn the Ray of Sickness spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Grim Potency

Starting at 6th level, you can cast Animate Dead without expanding mana a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. You learn the Plant Growth spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Test your Product

Starting at 10th level, with you using poisons to your advantage, you have grown an immunity to your creations. You can’t be blinded, deafened, frightened, or poisoned. You learn the Insect Plague spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Shadowy Dodge

Starting at 14th level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

A Month to Live

Starting at 18th level, you learn the Time Ravage spell as your 9th level Planar Arcanum, in addition to the one you have, you can use your Planar Arcanum for this spell or the one you chose. When you cast the Time Ravage spell, your chosen target makes their Constitution saving throw at disadvantage.

Green & Blue[edit]

You understand the evolution of nature, studied it, and know its ways, and you've decided that its not fast enough so you're gonna take that into your own hands. Green and Blue Planeswalkers tend to be Neutral Neutral but can be anything other than that.

One with the Wild

With your connection to nature, you have gained some useful knowledge on how animals get around. You gain proficiency in Nature, Medium Armor and Shields. You have a climbing speed equal to your current speed. You gain the Druidcraft cantrip if you don't know it already.

One with the Water

Starting at 2nd level, you have adapted to being in the sea. You have a swimming speed equal to your current speed and can breathe water and air. You learn the Shape Water cantrip if you don't know it already.

Natural Augments

Starting at 6th level, your body becomes more animalistic due to your nature magic, choose an ability.

  • Chameleon Scales: You have gained the ability to camouflage yourself in your surroundings to hide. You gain advantage on Stealth checks made to hide.
  • Ox Hide: You have tough skin making you harder to hurt. You now have an unarmored defense equal to 13 + your Dexterity modifier.
  • Bear Claws: You have claws that let you hit like a Grizzly. You now have an unarmed attack of 2d4 + your Strength modifier.
  • Owl Eyes: You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Shapechange

Starting at 10th level, you learn the Polymorph spell as a prepared spell, it doesn't count against the amount of spells you can have prepared and you can cast Polymorph without spending mana, once you cast it this way you need a long rest to cast it again. When you cast the Polymorph spell on yourself, you can have your mental abilities stay the same instead of becoming the transformed creatures mental abilities.

Gift of Flight

Starting at 14th level, you gain the ability to sprout a pair of Bird-like wings. You can create these wings as a bonus action on your turn, giving you a flying speed equal to your current speed. They last until you dismiss them as a bonus action on your turn.

Formshaper

Starting at 18th level, you learn the True Polymorph spell as your 9th level Planar Arcanum, in addition to the one you have, you can use your Planar Arcanum for this spell or the one you chose. Whenever you cast the True Polymorph spell, the duration of it is 30 minutes Concentration instead of 1 hour.

Blue & Red[edit]

Other planeswalkers: Diverse damage type Blue and Red Planeswalkers: "Haha lightning go BRRRR." Blue and Red Planeswalkers enjoy the random nature of lightning because it represents their unpredictable desires. Blue and Red Planeswalkers tend to be Chaotic and can be anything from Good to Evil.

Static Charge

You have a fascination with lightning and the ability to harness it. You gain proficiency in Arcana and you can add your proficiency bonus to Initiative rolls. You also gain the Shocking Grasp cantrip if you don't know it already.

Flux Strike

Starting at 2nd level, spells you cast that deal lightning damage ignore resistance and immunity and whenever you cast a spell that deals lightning damage, add your proficiency bonus to the damage. You learn the Witch Bolt spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Doublecast

Starting at 6th level, whenever you cast a spell of 1st level to 5th level as an action, you can spend 3 mana to cast that spell again as a bonus action without spending extra mana. Once you use this ability, you can't use it again until you finish a short or long rest. You learn the Call Lightning and Lightning Bolt spells as prepared spells, they don't count against the amount of spells you can have prepared.

Fast as Lightning

Starting at 10th level, you have advantage on Initiative rolls. Additionally, your base movement speed is increased by 10 feet. You also ignore all class, race, and level requirements on the use of magic items.

Electric Angel

Starting at 14th level, you gain the ability to sprout a pair of Lightning wings. You can create these wings as a bonus action on your turn, giving you a flying speed equal to your current speed. They last until you dismiss them as a bonus action on your turn.

Unstoppable Spark

Starting at 18th level, when you would normally roll one or more dice to deal lightning damage with a spell, you instead use the highest number possible for each die. For example, instead of dealing 2d6 lightning damage to a creature, you deal 12.

Red & White[edit]

You want peace but you also like conflict, the only thing that fulfills both of those things is one thing, War, the conflict of the fighting and the calming peace when you win. Red and White Planeswalkers tend to be Lawful or Good, or both.

Live to Fight

You live for the fight and as such you know a thing or two about it. You gain proficiency in Martial Weapons, Medium Armor, Heavy Armor and Shields. You also gain proficiency in Athletics and Intimidation.

Magical Strike

Starting at 2nd level, your magic has begun to assist you in your fighting. You learn the Searing Smite and Thunderous Smite spells as prepared spells, they don't count against the amount of spells you can have prepared. In addition, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You learn the Blinding Smite spell as a prepared spell, it doesn't count against the amount of spells you can have prepared.

Fight to Live

Starting at 10th level, you have learned how to cure your wounds with more fighting. Whenever you make a melee weapon attack against an enemy creature, you may spend 2 mana, if you do you regain hit points equal to the damage dealt on the attack.

Angelic Gift

Starting at 14th level, you gain the ability to sprout a pair of Angel wings to aid you in your quest for peace. You can create these wings as a bonus action on your turn, giving you a flying speed equal to your current speed. They last until you dismiss them as a bonus action on your turn.

War's Anthem

Starting at 18th level, you have the power to help your allies in the fight by being around. Allied creatures within 60 feet of you cannot have an attack bonus lower than +8.

Color Spell Lists[edit]

White Spell List[edit]

Cantrips

Blade Ward, Guidance, Light, Mending, Message, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, True Strike, Word of Radiance

1st Level

Absorb Elements, Alarm, Bless, Ceremony, Color Spray, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Divine Favor, Faerie Fire, Guiding Bolt, Healing Word, Heroism, Mage Armor, Magic Missile, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield, Shield of Faith, Thunderous Smite

2nd Level

Aid, Branding Smite, Calm Emotions, Cordon of Arrows, Enhance Ability, Find Steed, Gentle Repose, Healing Spirit, Hold Person, Lesser Restoration, Magic Weapon, Moonbeam, Prayer of Healing, Protection from Poison, Silence, Spiritual Weapon, Warding Bond, Warding Wind, Zone of Truth

3rd Level

Aura of Vitality, Beacon of Hope, Blinding Smite, Conjure Barrage, Crusader's Mantle, Daylight, Dispel Magic, Life Transference, Magic Circle, Mass Healing Word, Motivational Speech, Protection from Energy, Remove Curse, Revivify, Speak with Dead, Spirit Guardians(Radiant Damage), Tiny Servant

4th Level

Aura of Life, Aura of Purity, Banishment, Death Ward, Guardians of Faith, Mordenkainen's Faithful Hound, Otiluke's Resilient Sphere

5th Level

Banishing Smite, Circle of Power, Conjure Volley, Dispel Evil and Good, Flame Strike, Greater Restoration, Hallow, Hold Monster, Holy Weapon, Mass Cure Wounds, Raise Dead, Swift Quiver

6th Level

Blade Barrier, Forbiddance, Globe of Invulnerability, Heal, Heroes' Feast, Planar Ally, Primordial Ward, Sunbeam, Word of Recall

7th Level

Conjure Celestial, Mordenkainen's Sword, Plane Shift, Resurrection, Sequester

8th Level

Antimagic Field, Antipathy/Sympathy, Holy Aura, Mind Blank, Sunburst

9th Level

Gate, Mass Heal, Power Word Heal, Prismatic Wall, True Resurrection, Wish

Blue Spell List[edit]

Cantrips

Control Flame, Encode Thoughts, Friends, Frostbite, Mage Hand, Message, Mind Sliver, Minor Illusion, Prestidigitation, Ray of Frost, Shape Water, Vicious Mockery

1st Level

Alarm, Armor of Agathys, Charm Person, Command, Comprehend Languages, Detect Magic, Disguise Self, Dissonant Whispers, Fog Cloud, Ice Knife, Identify, Illusory Script, Magic Missile, Mage Armor, Silent Image, Sleep, Unseen Servant

2nd Level

Alter Self, Arcane Lock, Augury, Blur, Calm Emotions, Detect Thoughts, Find Traps, Gift of Gab, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Mind Spike, Mirror Image, Misty Step, Pass Without Trace, Phantasmal Force, See Invisibility, Suggestion, Wristpocket

3rd Level

Blink, Catnap, Clairvoyance, Counterspell, Dispel Magic, Fly, Gaseous Form, Glyph of Warding(Spell Glyph), Hypnotic Pattern, Leomund's Tiny Hut, Major Image, Nondetection, Pulse Wave, Sending, Sleet Storm, Slow, Tidal Wave, Tiny Servant, Tongues, Wall of Water, Water Walk

4th Level

Arcane Eye, Compulsion, Control Water, Dimension Door, Divination, Dominate Beast, Fabricate, Greater Invisibility, Phantasmal Killer, Watery Sphere

5th Level

Animate Objects, Bigby's Hand, Cone of Cold, Dominate Person, Geas, Legend Lore, Mislead, Modify Memory, Rary's Telepathic Bond, Scrying, Seeming, Telekinesis, Teleportation Circle, Wall of Force

6th Level

Arcane Gate, Drawmij's Instant Summons, Investiture of Ice, Planar Ally, Programmed Illusion, Wall of Ice, Wind Walk

7th Level

Etherealness, Forcecage, Mirage Arcane, Plane Shift, Project Image, Simulacrum, Teleport

8th Level

Antimagic Field, Dominate Monster, Feeblemind, Maze, Telepathy, Tsunami

9th Level

Foresight, Gate, Psychic Scream, Shapechange, Time Ravage, Time Stop, Wish

Black Spell List[edit]

Cantrips

Acid Splash, Chill Touch, Mage Hand, Message, Poison Spray, Sapping Sting, Thaumaturgy, Toll the Dead, Vicious Mockery

1st Level

Arms of Hadar, Bane, Cause Fear, Detect Evil and Good, Dissonant Whispers, Distort Value, False Life, Hellish Rebuke, Hex, Inflict Wounds, Magic Missile, Protection from Evil and Good, Ray of Sickness, Tasha's Hideous Laughter, Wrathful Smite

2nd Level

Arcanist's Magic Aura, Blindness/Deafness, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Gift of Gab, Melf's Acid Arrow, Mind Spike, Ray of Enfeeblement, Shadow Blade

3rd Level

Animate Dead, Bestow Curse, Dispel Magic, Fear, Feign Death, Glyph of Warding, Hunger of Hadar, Incite Greed, Life Transference, Phantom Steed, Slow, Speak with Dead, Spirit Guardians(Necrotic Damage), Stinking Cloud, Summon Lesser Demons, Vampiric Touch

4th Level

Banishment, Blight, Elemental Bane, Evard's Black Tentacles, Leomund's Secret Chest, Locate Creature, Phantasmal Killer, Staggering Smite, Vitriolic Sphere

5th Level

Banishing Smite, Cloudkill, Contact Other Plane, Contagion, Dispel Evil and Good, Dominate Person, Dream, Hallow, Insect Plague, Planar Binding

6th Level

Circle of Death, Create Undead, Eyebite, Flesh to Stone, Harm, Magic Jar, Planar Ally

7th Level

Divine Word, Finger of Death, Plane Shift, Sequester, Simulacrum, Symbol

8th Level

Abi-Dalzim's Horrid Wilting, Clone, Demiplane, Feeblemind, Power Word Stun

9th Level

Astral Projection, Gate, Imprisonment, Power Word Kill, Storm of Vengeance, Weird, Wish

Red Spell List[edit]

Cantrips

Control Flame, Create Bonfire, Fire Bolt, Green-Flame Blade, Friends, Lightning Lure, Mending, Mold Earth, Produce Flame, Shocking Grasp, Thunderclap, Vicious Mockery

1st Level

Burning Hands, Catapult, Chaos Bolt, Charm Person, Chromatic Orb, Dissonant Whispers, Earth Tremor, Faerie Fire, Gift of Alacrity, Grease, Hellish Rebuke, Magic Missile, Searing Smite, Thunderous Smite, Thunderwave, Witch Bolt, Zephyr Strike

2nd Level

Aganazzar's Scorcher, Cloud of Daggers, Continual Flame, Crown of Madness, Dragon's Breath, Dust Devil, Earthbind, Enthrall, Flame Blade, Flaming Sphere, Fortune's Favor, Heat Metal, Knock, Maximilian's Earthen Grasp, Pyrotechnics, Scorching Ray, Shatter, Suggestion

3rd Level

Call Lightning, Dispel Magic, Elemental Weapon, Enemies Abound, Erupting Earth, Fast Friends, Fireball, Flame Arrows, Glyph of Warding(Explosive Runes), Haste, Lightning Arrow, Lightning Bolt, Meld into Stone, Melf's Minute Meteors, Wall of Sand

4th Level

Confusion, Conjure Minor Elementals, Elemental Bane, Fabricate, Fire Shield, Freedom of Movement, Stone Shape, Stoneskin, Storm Sphere, Wall of Fire

5th Level

Conjure Elemental, Flame Strike, Immolation, Passwall, Transmute Rock, Wall of Stone

6th Level

Blade Barrier, Bones of the Earth, Chain Lightning, Disintegrate, Investiture of Flame, Investiture of Stone, Move Earth, Otto's Irresistible Dance

7th Level

Delayed Blast Fireball, Fire Storm, Plane Shift, Prismatic Spray, Symbol

8th Level

Antipathy/Sympathy, Earthquake, Glibness, Incendiary Cloud, Mighty Fortress

9th Level

Gate, Meteor Swarm, Prismatic Wall, Wish

Green Spell List[edit]

Cantrips

Druidcraft, Guidance, Gust, Infestation, Primal Savagery, Poison Spray, Shillelagh, Thorn Whip

1st Level

Animal Friendship, Beast Bond, Create or Destroy Water, Cure Wounds, Detect Poison and Disease, Ensnaring Strike, Entangle, Expeditious Retreat, Find Familiar, Fog Cloud, Goodberry, Hail of Thorns, Hunter's Mark, Jump, Longstrider, Magic Missile, Purify Food and Drink, Snare, Speak with Animals

2nd Level

Alter Self, Animal Messenger, Barkskin, Beast Sense, Darkvision, Dust Devil, Enhance Ability, Enlarge/Reduce, Find Traps, Gust of Wind, Healing Spirit, Lesser Restoration, Locate Animals or Plants, Pass Without Trace, Protection from Poison, Spider Climb, Spike Growth, Warding Wind, Web

3rd Level

Aura of Vitality, Conjure Animals, Create Food and Water, Dispel Magic, Haste, Magic Circle, Plant Growth, Remove Curse, Sleet Storm, Speak with Plants, Water Breathing, Wind Wall

4th Level

Aura of Life, Conjure Woodland Beings, Dominate Beast, Freedom of Movement, Giant Insect, Grasping Vine, Ice Storm, Locate Creature, Polymorph, Storm Sphere

5th Level

Awaken, Control Wind, Commune with Nature, Greater Restoration, Insect Plague, Maelstrom, Mass Cure Wounds, Passwall, Reincarnate, Swift Quiver, Tree Stride

6th Level

Conjure Fey, Find the Path, Flesh to Stone, Heal, Investiture of Wind, Planar Ally, Transport via Plants, True Seeing, Wall of Thorns

7th Level

Plane Shift, Regenerate, Whirlwind

8th Level

Animal Shapes, Control Weather, Tsunami

9th Level

Gate, Mass Heal, Storm of Vengeance, Wish

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