Planeswalker Class

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Planeswalkers

Planeswalker

A planeswalker is a being who possesses a planeswalker's spark. Planeswalkers can be born at random in any sapient species, with no outward signs of their latent power. There is an incredibly remote chance that any given sentient, natural being may be born with a planeswalker's spark. When that being is put through a period of extreme stress — in many cases death — the spark can trigger, causing the individual to ascend and become a planeswalker.

The defining trait of planeswalkers is the ability to magically travel between separate places, planes, worlds, and even universes with ease, while the vast majority of people throughout the multiverse are not even aware that other worlds beside their own exist. Though this ability starts with small jumps from place to place, as they grow in power, nothing can hold them down.

Class Features

As a Planeswalker, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Planeswalker level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per planeswalker level after 1st

Proficiencies


  • Armor: none
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: none

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

Spellcasting

Your planeswalker's spark has ignited, and left an indelible mark on you, infusing you with arcane magic. This font of magic, called Mana , fuels your spells.

Cantrips

At 1st level, you know three cantrips of your choice from ANY spell list, as long as they fall under a Color of Mana you have access to. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of Table: The Planeswalker. At any level, you may change as many of your cantrips known for other ones, as long as they fall under a Color of Mana you have access to.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from ANY spell list, as long as they fall under a Color of Mana you have access to.

The Spells Known column of Table: The Planeswalker shows when you learn more planeswalker spells of your choice. Each of these spells must be of or below the level listed in the Highest Spell Level Known column of Table: The Planeswalker. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level from ANY spell list, as long as they fall under a Color of Mana you have access to.

The colors of Mana, and their schools, are as follows: White Mana is used to cast spells from the school of Abjuration, Red Mana is used to cast spells from the school of Evocation, Black Mana is used to cast spells from the school of Necromancy, Green Mana is used to cast spells from the schools of Conjuration and Transmutation, and Blue Mana is used to cast spells from the schools of Illusion, Enchantment, and Divination.

Additionally, when you gain a level in this class, you can choose one of the planeswalker spells you know and replace it with another spell from ANY spell list, as long as they fall under a Color of Mana you have access to, which also must be of a level at or below your highest spell level known.

Casting with Colored Mana

Table: The Planeswalker shows how many points of Colored Mana you have to cast your spells of 1st level and higher. To cast one of these planeswalker spells, you must expend a number of Mana points (that MUST match the color of Mana that corresponds to the school of the spell) of the spell’s level, plus a number of Mana points (which may be of any color, or even colorless) equal to the level of the spell slot you want to use to cast the spell. You regain all expended points of Mana when you finish a long rest.

Classes | Planeswalkers

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The Planeswalker
Level Proficiency Bonus Features Cantrips Known Spells Known Colored Mana Colorless Mana Highest Spell Level Known
1st +2 Spellcasting, Mana 3 2 4 1
2nd +2 Planeswalker's Spark 3 3 8 2 1
3rd +2 Planeswalking 3 4 12 3 2
4th +2 Ability Score Improvement 3 5 16 4 2
5th +3 Planeswalking 4 6 20 5 3
6th +3 Mana 4 7 24 6 3
7th +3 Planeswalking 4 8 28 7 4
8th +3 Ability Score Improvement 4 9 32 8 4
9th +4 Planeswalking 4 10 36 9 5
10th +4 Mana 5 11 40 10 5
11th +4 Planeswalking 5 12 44 11 6
12th +4 Ability Score Improvement 5 12 48 12 6
13th +5 Planeswalking 5 13 52 13 7
14th +5 Mana 5 13 56 14 7
15th +5 Planeswalking 5 14 60 15 8
16th +5 Ability Score Improvement 6 14 64 16 8
17th +6 Planeswalking 6 15 68 17 9
18th +6 Mana 6 15 72 18 9
19th +6 Ability Score Improvement 6 16 76 19 9
20th +6 Locus of Mana 6 16 80 20 9
Mana -Based Spellcasting Example

For example, if you know the 3rd level spell Fireball, and want to cast it using a 5th level spell slot - for the increased damage - you must spend three points of Red Mana (Fireball is a 3rd level evocation spell, and Red Mana is the color of Mana associated with the school of evocation - ergo three Red Mana ) to pay the Mana Cost for casting a 3rd level spell, and five additional points of Mana of any color to pay for casting the spell at a 5th level spell slot.

Three Red Mana and Five Mana of any color

Classes | Planeswalkers

Spellcasting Ability

Charisma is your spellcasting ability for your planeswalker spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier 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 Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your planeswalker spells.

Mana

You possess the ability to cast spells by using colored Mana . You have an amount of colored Mana based on your level, as shown in the Colored Mana column of Table: The Planeswalker. Each time you gain a level, you may distribute your colored Mana however you see fit between any colors you have access to. At 1st level, you may choose one color of Mana that you have access to. You may only learn spells whose school belongs to a color you have access to.

The colors of Mana , and their schools, are as follows: White Mana is used to cast spells from the school of Abjuration, Red Mana is used to cast spells from the school of Evocation, Black Mana is used to cast spells from the school of Necromancy, Green Mana is used to cast spells from the schools of Conjuration and Transmutation, and Blue Mana is used to cast spells from the schools of Illusion, Enchantment, and Divination.

Each color of Mana you have access to comes with a special ability related to that color. White: When you gain access to White Mana , you can cast the Resistance Cantrip once with this trait and regain the ability to do so when you finish a long rest. Black: When you gain access to Black Mana , you can cast the Spare the Dying Cantrip once with this trait and regain the ability to do so when you finish a long rest. Red: When you gain access to Red Mana , you can cast the Fire Bolt Cantrip once with this trait and regain the ability to do so when you finish a long rest. Blue: When you gain access to Blue Mana , you can cast the Guidance Cantrip once with this trait and regain the ability to do so when you finish a long rest. Green: When you gain access to Green Mana , you can cast the Shillelagh Cantrip once with this trait and regain the ability to do so when you finish a long rest.

When you reach 6th level, and again at 10th, 14th, and 18th level, you gain new abilities related to the use of Mana . At each of these levels, choose one of the following abilities:

Additional Mana Color: You choose one additional color of Mana that you have access to. You also gain the special ability listed above for having access to that color of Mana .

Mana Color Expertise: You add +1 to spell attack rolls made with spells of one chosen color of Mana .

Mana Color Power: You add +1 to the spell save DC for spells of one chosen color of Mana .

Mana Color Specialization: You add your Charisma bonus to damage dealt by spells of one chosen color of Mana . This may be selected only once per Color of Mana.

Planeswalker's Spark

A planeswalker's spark is a latent power inborn into a very small number of sentient creatures across the Multiverse, which if activated permanently turns the bearer into a planeswalker. A spark is intangible and a part of a being's soul. A spark's link to the physical world is sometimes described as a planeswalker's "center of consciousness." A planeswalker will eventually gain the ability to travel between the planes of the Multiverse.

At 2nd level, you tap into this deep wellspring of magic within yourself. This spark is represented by colorless Mana , which allows you to cast more powerful spells. You have 2 colorless Mana , and you gain more as you reach higher levels, as shown in the Colorless Mana column of Table: The Planeswalker. Points of Colorless Mana can be spent to pay the spell slot portion of any spell's casting cost in Mana points. You can never have more colorless Mana than shown on the table for your level. You regain all spent colorless Mana when you finish a long rest.

Planeswalking

The signature ability of the Planeswalker is to travel the length and breadth of the multiverse. All Planeswalkers have access to a special set of spells to do just that. Each spell gained with this ability becomes an additional spell known (that cannot be traded in for another spell) which does not count as one of your spells known per the Spells Known column of Table: The Planeswalker. Additionally, you do not need to have access to the Color of Mana the school of the spell is associated with, and you may cast it using any combination of points of colored or colorless Mana.

Level Planewalking Spell
3 Misty Step
5 Thunder Step
7 Dimension Door
9 Far Step
11 Scatter
13 Plane Shift
15 Teleport
17 Gate

Ability Score Improvement

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.

Locus of Mana

At 20th level, you regain 2d4 expended colorless Mana whenever you finish a short rest.

Classes | Planeswalkers

Free

Your

Spark

In the storyline of Magic: The Gathering, planeswalkers are among the most powerful beings in the multiverse. Within the game, they represent the thematic identities of the players - each player is supposed to be a planeswalker.

With the Guildmaster's Guide to Ravnica now in play, many people may want to play as one of these iconic Arcane spellcasters in their Dungeons & Dragons game.

Now is your chance, with a base of the Sorcerer class, but incorporating a simple system to use colored Mana to cast spells, here is my version of THE PLANESWALKER!

I hope you enjoy this, I'm sure it's not perfect.

More Credits

Written by G.H. Trace Webster III

 

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