User:Celestial Mechanist/Planeswalker

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Planeswalker[edit]

Planeswalkers are powerful mages who possess a unique link to the universe known as a Planeswalker's Spark. This Spark allows them to cast spells and travel across the multiverse. Additionally, it assigns them up to five different Mana Colors, each representing a different aspect of magic. Planeswalkers use powerful magic to both cast spells and summon creatures to fight for them. Planeswalkers may sometimes focus on a particular type of creature or spell to build their repertoire. Additionally, planeswalkers do not utilize the same arcane magic as standard spellcasters, having different spell types and fields and requiring different colored Mana to cast their spells. In the past, planeswalkers were godlike beings capable of shaping whole worlds to their will, but due to catastrophic temporal events, planeswalkers have been reduced to a dying spark that must be rekindled.

The Colors of Mana[edit]

Each color of Mana represents a style, personality, and type of magic. They also determine which spells an individual planeswalker is able to cast.

White (W)

White is the color of purity, hope, selflessness, light, healing, and loyalty. The primary creature type for White Mana is Angel and the primary spell type is Enchantment.

Blue (U)

Blue is the color of intelligence, wit, cunning, strategy, knowledge, and inquisitiveness. The primary creature type for Blue Mana is Sphinx and the primary spell type is Instant.

Black (B)

Black is the color of death, betrayal, conspiracy, deceit, ruthlessness, and hatred. The primary creature type for Black Mana is Zombie and the primary spell type is Sorcery.

Red (R)

Red is the color of passion, rage, fire, aggression, intensity, and anger. The primary creature type for Red Mana is Goblin and the primary spell type is Instant.

Green (G)

Green is the color of life, nature, vitality, vigor, cultivation, and strength. The primary creature type for Green Mana is Elf and the primary spell type is Enchantment.

Colorless (C)

Colorless spells, creatures, and planeswalkers typically fall into one of two categories: those representing machinery or artifice, and those representing a complete absence of any Mana or an alien Mana. The primary creature and spell type for Colorless is Artifact.

Hybrid Mana[edit]

White/Blue

Focus: Time manipulation.

White/Black

Focus: Spirits.

White/Red

Focus: The art of war.

White/Green

Focus: Merging man and nature.

Blue/Black

Focus: Secrets lost.

Blue/Red

Focus: Dragons.

Blue/Green

Focus: Biological modification.

Black/Red

Focus: Demons and destruction.

Black/Green

Focus: Decay and disease.

Red/Green

Focus: Mana cycling.

Casting Spells[edit]

Planeswalkers cast spells in a manner different to typical spellcasters. Rather than drawing upon the arcane, they gather Mana from the planet they are on through the power of leylines. As such, each planeswalker has a Mana Pool that allows them to cast bigger and better spells the stronger they get and the better connection they have to a plane. Naturally, planeswalkers are much better at gathering Mana for a color they are attuned to, and many planeswalkers will avoid other colors entirely. To cast a spell, a planeswalker must first generate the Mana needed to cast it. Some planeswalkers will come prepared with a small Mana Pool ready, and some will dynamically generate it in the heat of battle to suit their needs. As a planeswalker grows stronger, so does the capacity of their Mana Pool, allowing them to cast more spells and stronger spells. Another essential aspect of a planeswalker is summoning creatures. Summoning creatures still counts as a spell and thus requires the same process to produce. Each spell has a color and cost associated with it, identifying what color Mana and how much is needed to cast it. Some spells are more expensive than others but have different effects. One major difference between planeswalkers and other spellcasters is that planeswalkers don't have access to cantrips. While the lack of cantrips means that planeswalkers don't have infinite-use free spells, they aren’t bound by the same system of spell slots. Instead, a planeswalker’s ability to cast spells is only inhibited by their Mana Pool and usage.

Creating a Planeswalker[edit]

Quick Build

You can make a Planeswalker quickly by following these suggestions. First, your highest ability score should correspond to your Primary Mana Color: Charisma if White, Intelligence if Blue, Wisdom if Black, Dexterity if Red, or Strength if Green. Your second highest ability score should be Constitution, as it helps you to absorb otherwise dangerous effects from planeswalking and casting powerful spells.

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: Pick any one, based on backstory
Weapons: Pick any one, based on backstory
Tools: Pick any one, based on backstory
Saving Throws: Constitution, one based on color: Strength for Green, Dexterity for Red, Intelligence for Blue, Wisdom for Black, Charisma for White.
Skills: Pick any one, based on backstory

Equipment

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

  • A weapon or armor you are proficient with
  • An item or momento relevant to your life before you ascended
  • If you are using starting wealth, you have 0 in funds.

Table: The Planeswalker

Level Proficiency
Bonus
Features Spark Strength
1st +2 Planeswalker Spark, Primary Mana 2
2nd +2 Leyline Tapping 2
3rd +2 Planeswalk 2
4th +2 Ability Score Improvement 2
5th +3 Duality 2
6th +3 Color Specialization 3
7th +3 3
8th +3 Ability Score Improvement 3
9th +4 3
10th +4 Hybrid Specialization 3
11th +4 4
12th +4 Ability Score Improvement 4
13th +5 5
14th +5 5
15th +5 6
16th +5 Ability Score Improvement 6
17th +6 7
18th +6 8
19th +6 Ability Score Improvement 9
20th +6 Ascendant Spark 10

Planeswalker Spark[edit]

As a planeswalker, you have a unique link to the universe called a Planeswalker Spark. This connection is what allows you to cast spells, summon creatures, draw upon Mana, and Planeswalk. The Spark Strength table above shows just how strong this link is. The Strength of your Spark determines a number of key factors.

Mana Pool

The first of these is the maximum amount of Mana in your Mana Pool. Whenever you complete a long rest, your Mana Pool fills with Mana. You can choose how much of each color is in your Pool as long as you are attuned to the colors you choose and it adds up to your total amount.

Spell Library

The second factor determined by your Spark Strength is the number of spells you know, or Library. Whenever you complete a long rest, you may change any of the spells in your Library for any planeswalker spell as long as it is the same color as one you are attuned to.

Casting Spells

Planeswalker spells are unique in that they require no material components, only verbal and/or somatic, and each spell has a Mana Cost rather than a level. Whenever you cast a planeswalker spell, you deduct the corresponding Mana from your Mana Pool. For example, the spell red elemental blast requires you to pay a cost of R, or 1 Red Mana, in order to successfully cast the spell. Paying a Mana Cost is part of the spell action and doesn't require any additional time or action. A spell’s converted Mana cost is that spell’s total cost disregarding colors. For example, vindicate has a cost of WBB, or 1 White Mana and 2 Black Mana, but the spell has a converted Mana cost of 3.

Your spell attack modifier and spell save DC are based on your Primary Mana Color: Strength for Green, Dexterity for Red, Intelligence for Blue, Wisdom for Black, Charisma for White. The reason for this is that your spells are a magical and elemental embodiment of your raw abilities as a planeswalker.

Your spell save DC is 8+Color modifier+Proficiency modifier for spells that use it.

Primary Mana[edit]

At 1st level, you choose a single color of Mana to be your primary Color. Each color has a unique set of spells, creatures, and benefits. When you choose a color, you gain a unique benefit immediately based on that color.

White

Whenever you cast a spell, up to one target creature within 15ft heals hit points equal to half your planeswalker level rounded up.

Blue

You can have extra spells in your Library equal to half your planeswalker level rounded up.

Black

Whenever you take damage, as a reaction, you can pay B to deal necrotic damage equal to half your planeswalker level to your aggressor.

Red

Fire damage you deal is increased by half your planeswalker level rounded up.

Green

Creatures you summon gain extra hit dice equal to half your planeswalker level rounded up.

Leyline Tapping[edit]

At 2nd level, you gain the ability to tap into the leylines of the plane to generate additional Mana. As an action, restore to your Mana Pool an amount of Mana equal to half your planeswalker level rounded up. You cannot use this feature again until you have completed a long rest.

Planeswalk[edit]

At 3rd level, your practices into planeswalking have yielded results. You gain the ability to planeswalk, allowing you to teleport yourself short distances or across planes.

As an action, you can focus your mind on a plane or a general location on the plane you are on. You transport to that area or plane, but to a general or random location. Traveling to another plane leaves you fatigued. Additionally, you can only planeswalk again after completing a long rest.

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.

Duality[edit]

At 5th level, your Spark grows strong enough to allow you to attune to a second color of Mana. Choose a color and gain the benefits described below in addition to gaining that color as a usable spell and Mana source. You may choose a color you are already attuned to.

White

Enchantments you cast have their duration doubled.

Blue

Whenever you cast an instant spell, you may pay UU to duplicate the spell, except it has a casting time of bonus action and no additional Mana cost.

Black

Whenever you summon a Zombie creature, summon an exact copy of it, except it isn't affected by this feature.

Red

Whenever you deal fire damage as a result of a spell, your target’s AC is lowered by 2 until your next turn.

Green

Whenever you summon a Green creature with a converted Mana cost of 3 or more, restore G to your Mana Pool.

Color Specialization[edit]

At 6th level, you gain a Specialization based on your primary color.

White

Angel creatures you summon inherit all White features you have.

Blue

Instants you cast have a casting time of “1 action or reaction.”

Black

Whenever you cast a sorcery spell, you may pay B to gain 5 temporary hit points.

Red

Goblin creatures you summon gain 15ft of extra movement.

Green

Elf creatures you summon gain truesight of 50ft as long as they are within a mile of a forest, jungle, or any area inhabited by many trees.

Hybrid Specialization[edit]

At 10th level, your knowledge of hybrid spells grows. You gain a bonus effect based on the colors of Mana you are attuned to. If you are attuned to only one color, gain that color’s feature. Otherwise, gain the singular effect that covers your color combination.

White

World Enchantments you cast cost W less for each Angel you have summoned.

Blue

Whenever you counter a non-planeswalker spell, you may pay an amount of U equal to the spell’s level. If you do, you may cast that spell once for no cost on your next turn.

Black

Whenever a Zombie you have summoned deals damage to a living creature, you heal hit points equal to the damage dealt.

Red

Fire damage you deal is increased by one damage die level. (For example, a d6 becomes a d8, a d8 becomes a d10, etc.)

Green

Whenever you use your Leyline Tapping feature, you regain one additional Mana.

White/Blue

Sorceries you cast have a casting time of “1 action or reaction.”

White/Black

Whenever you summon a Spirit, you may also cast an Aura Enchantment targeting it as a bonus action.

White/Red

Whenever a creature you summoned makes an attack, it gains +1 AC until your next turn.

White/Green

Creatures you summon have a permanent +1 to AC and natural armor if they don't have it already.

Blue/Black

You may record one spell with a converted Mana cost of two or less that is in your color identity. You can cast that spell for free. You cannot use this feature again until you have completed a long rest.

Blue/Red

Whenever you summon a Dragon, it inherits all spells you know and has a Mana Pool equal to your maximum.

Blue/Green

Whenever you cast an instant or sorcery that targets you, it also affects creatures you have summoned.

Black/Red

Whenever you summon a demon, give it +2 to all attack and damage rolls. However, if a demon you have summoned dies, you drop to 0 hit points.

Black/Green

Spells you cast that deal damage deal an additional 1d4 necrotic damage.

Red/Green

Spells you cast that restore Mana restore 1 additional Mana.

Ascendant Spark[edit]

Whenever you reach 20th level, your planeswalker spark shines above all and you regain your godlike powers. Choose one of the following:

Guardian of the Multiverse

-There are no drawbacks and no cooldown for planeswalking. -Damage dealing spells you cast deal double damage, and healing spells you cast heal double. -Creatures you summon inherit your Intelligence, Wisdom, and Charisma, in addition to all Aura Enchantments currently affecting you. -Enchantments you cast can be maintained for 1 minute to make them permanent unless countered or affected by dispel magic.

Prismatic

-You gain attunement to all colors and gain all their features and all effects. -Your Mana Pool is increased to 50.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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