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the planeswalker
\pagebreak # the planeswalker ##### **Planeswalkers are people that have a very unique ability: the power to travel between the planes of existence. It's a one-in-a-million gift, and Planeswalkers become the people that shape the fate of the Multiverse. planeswalkers abilitys are broad, but most of them use mana, their magical ability.** ##### The planeswalker | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | spellcasting, colors of mana| 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | _ | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | planar summoning | 4 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 4th | +2 | ─ | 4 | 5 | ─ | ─ | ─ | ─ | ─ | — | — | — | — | | 5th | +3 | ─ | 5 | 6 | ─ | — | — | — | — | — | — | — | — | | 6th | +3 | mana color feature | 5 | 7 | ─ | — | — | — | — | — | — | — | — | | 7th | +3 | planar travel | 5 | 8 | ─ | — | — | — | — | — | — | — | — | | 8th | +3 | ─ | 5 | 9 | ─ | — | — | — | — | — | — | — | — | | 9th | +4 | ─ | 6 | 10 | ─ | — | — | — | — | — | — | — | — | | 10th | +4 | ─ | 6 | 11 | ─ | — | — | — | — | — | — | — | — | | 11th | +4 | ─ | 6 | 12 | ─ | — | — | — | — | — | — | — | — | | 12th | +4 | ─ | 6 | 12 | ─ | — | — | — | — | — | — | — | — | | 13th | +5 | ─ | 7 | 13 | ─ | — | — | — | — | — | — | — | — | | 14th | +5 | mana color feature | 7 | 13 | ─ | — | — | — | — | — | — | — | — | | 15th | +5 | ─ | 7 | 14 | ─ | — | — | — | — | — | — | — | — | | 16th | +5 | ─ | 7 | 14 | ─ | — | — | — | — | — | — | — | — | | 17th | +6 | ─ | 8 | 15 | ─ | — | — | — | — | — | — | — | — | | 18th | +6 | mana color feature | 8 | ─ | ─ | — | — | — | — | — | — | — | — | | 19th | +6 | ─ | 8 | 15 | ─ | — | — | — | — | — | — | — | — | | 20th | +6 | godlike power | 8 | 16 | ─ | — | — | — | — | — | — | — | — | \columnbreak **Their are 5 colors of mana, and each one has a different skillset. planeswalkers choose a color of mana that best fits them, and it defines their magical abilities. although most planeswalkers are good, many more are neutral or evil. will you save the world, or destroy it? the dicision is yours to make!**
homebrew by dmej
\pagebreak ## Class Features As a planeswalker, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per planeswalker level - **Hit Points at 1st Level:** something - **Hit Points at Higher Levels:** something_higher #### Proficiencies ___ - **Armor:** armor - **Weapons:** simple weapons and rapiers - **Tools:** tools ___ - **Saving Throws:** saving throws are determined by your mana color. - **Skills:** Choose two from all skills #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a simple weapon *(b)* a rapier - *(a)* a dungeoneers pack *(b)* an explorers pack - an arcane focus ### Spellcasting You have been infused with magic since your planeswalker spark ignited, granting you an array of mana powered abilities. #### Cantrips At 1st level, you know four cantrips of your choice from the spell types of your mana color. You learn additional planeswalker cantrips of your choice at higher levels, as shown in the Cantrips Known column of planeswalker table. #### Mana Slots The planeswalker shows how many mana slots you have to cast your spells of 1st level and higher. To cast one of these planeswalker spells, you must expend a slot of the spell's level or higher. You regain all expended mana slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level mana slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the planeswalker table shows when you learn more planeswalker spells of your choice. Each of these spells must be of a level for which you have mana slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. 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 the planeswalker spell list, which also must be of a level for which you have spell slots. \columnbreak ### Spellcasting Ability your spellcasting ability depends on your mana color for your planeswalker spells, since the power of a planeswalkers magic is varied. the abilitys are charisma for red, intelligence for black and blue, and wisdom for white and green. You use your modifier whenever a spell refers to your spellcasting ability. In addition, you use your 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 mana colors modifier
**Spell attack modifier** =
your proficiency bonus +
your mana colors modifier
### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your planeswalker spells. ### Colors of mana Choose a mana color, which describes the branch of magic you prefer. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th levels. ### Planar summoning At 3rd level, you learn to summon creatures from the darkest corners of the multiverse. as an action, you can summon a creature with a challenge of 1/4 or lower. this challenge increases to 1 at 5th level, 2 at 8th level, 3 at 11th level, 4 at 13th level, 5 at 15th level, and 6 at 17th level. ### 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. ### Planar travel When you reach 7th level, you can slip through the multiverse and travel to different planes. as an action, you can travel to another plane. you can not bring organic objects or other people with you. you can use this ability once per 1d4 long rests. ### godlike power At 20th level, you can bring up to 2 other cretures with you when you use your planar travel ability. additionally, you can use it once per long rest. \pagebreak ## mana colors ### Blue - spellcasting abilty: intelligence - spell schools: enchanment, abjuration, illusion - saving throws: inteligence, charisma ### blue cunning when you choose this color at 1st level, you gain kowledge of many things. you gain proficeincy, with one saving throw of your choice and two skills of your choice. ### threads of disloyalty starting at 6th level, you can manipulate minds with ease. once per long rest, as an action, force a creature you can see within 5 feet of you to make an intelignce saving throw. on a failure, you choose what they do on their next turn. on a success, nothing happens and they know that you attempted to use this feature on them. ### mystical tutor starting at 14th level, you can unlock an inner reservoir of knowledge. as an action, you gain one additional spell of a level you have slots for from any school of magic until your next long rest. you can use this ability once per long rest. ### master of the mind at 18th level, you become a true mental master. you can now use threads of disloyalty a number of times equal to inteligence modifier per long resst. in addition, you gain resistance to the charmed condition. ### white - spellcasting abilty: wisdom - spell schools: evocation, abjuration, divination - saving throws: wisdom, charisma ### path to exile when you choose this color at 1st level, you gain the power to banish enemies with your divine power. as an action on your turn, you can force one creature you can see within 30 ft of you to succeed a wisdom saving throw or be banished until the end of their next turn. ### sheilded by faith at 6th level, your followers become sheilded by the power of your faith. creatures you summon gain a plus 2 to ac. ### martyrs bond starting at 14th level, you can create a powerful divine bond between yourself and an enemy. as an action, you force a creature you can see within 20 ft of you to succeed a charisma save or take half of all damage dealt to you for the next hour. you can use this ability once per long rest. ### aura of purity at 18th level, you become surrounded by an aura of divine energy. this aura has a radius of 10 ft centered around you. as an action, you can force up to 5 hostile creatures within your aura to make a constitution saving throw. on a failure, they take 7d10 radiant damage. on a success, they take half damage. you can use this ability once per long rest. ### Red - spellcasting abilty: charisma - spell schools: evocation, transmutation - saving throws:charisma, constitution ### electrostatic shock when you choose this color at 1st level, you can elecrocute enemies with the pure power of red mana. target creature takes 5 lightning damage. you can use this ability a number of times equal to your charisma modifier. you regain all uses when you finish a long rest. ### lava coil at 6th level, you can summon a coil of lava around your enemies. as an action, you create a coil of lava around target creature. every turn for the next 5 turns, the creature must make a constituition saving throw. on a failed save, they take 4d8 fire damage. on a successful save, they take half damage. you can use this ability a number of times equal to your charisma modifier. you regain all uses when you finish a long rest. ### elemental body starting at 14th level, you become infused with the elemental might of red mana. you can add your charisma modifier to the damage of evocation or conjuration spells. in addition, you gain resistance to fire and lightning damage. ### aura of purity at 18th level, you become a paragon of red manas power.