PART I
About the Line Walker
Line Walker
Wielders of the power of the Ley Lines, Line Walkers use their innate connection to mold the world around them in extraordinary ways. They see magic not as something to learn, control, or discover, but rather as a force that constantly flows through them.
What is a Line Walker
Line Walkers are arcane casters that are tethered to the Ley Lines by some means that is often impossible to reverse or server. Ley Lines are the invisible veins and arteries of magic that exist across the planes. These casters often inherit the spirit of a former Line Walker that teaches them how to tread the dangerous line of casting while connected to overwhelming raw magic.
While they lack the free flexibility to change and alter magic in the same way that so mages do. This inflexibly comes form the fact that Line Walkers cannot take liberties during spell casting or else they place themselves and others in grave danger of being overwhelmed by high concentrations of raw magic. They instead rely on the connection with a specific plane to diversify and alter their spellcasting in unique and spectacular ways.
Creating a Line Walker
When creating a Line Walker one of the most interesting parts of character creation is considering how and why you are connected to the Ley Lines. The origins of the Line Walker can often times be similar to that of a Sorcerer, but their differences lie in how you visualize your assistance. Was the information passed though a powerful spirit, or perhaps another part of yourself has awoken to relay the information you have gathered? Take time to explore the narrative possibilities present from determining who or what was responsible for passing on the information and knowledge when you became connected to the Ley Lines.
After determining the who of it all, start to think on how see your character processing magic. Did the knowledge of the arcane passing through you teach of combining magic with blades and martial training, did it perhaps teach you to augment the flow of magic through your own body to craft it into the perfect focus, or did it teach you of channeling it through the various magic-friendly substances to harness the true precision of spell slinging? As with all your choices, what ever reasoning you develop is what makes your Line Walker unique and outstanding.
If you find yourself concerned with how you have come across many of your proficiencies it's important to remember that Line Walkers are not just gifted their connection to the Ley Lines, but they also are provided the information of the Line Walkers that have come before them. If the other aspects of character creation become overwhelming it is okay to simply rely on the fact that you may not have a personal connection with the individual that has given you the knowledge of being a Line Walker. This may in some cases allow you to focus on becoming your own individual as apposed to relying on the narrative integrated within the flavoring of the class.
What is a Spirit Mentor
As mentioned in the 'Creating a Line Walker' section, Line Walkers are not alone in their journey to contain their connection to the Ley Lines. In fact the first step Line Walkers often take is becoming a vessel for a spirit that can contain the magic of the Ley Lines while the Line Walker learns to do so on their own. While it is often the spirits of former Line Walkers that assist in the training and care of a new Line Walker, the type of spirit can also be a very personal connection to the Line Walker. It is not unheard of that a spirit from the plane that the Line Walker soon pulls their magic from, or that the spirit is deceased companion or loved one of the Line Walker. Equally it is possible that the souls of powerful and evil magical creatures use confusion and fear mongering to manipulate new Line Walkers into using their bodies as temporary storage for their own later motives. Either way it is important to understand that for your narrative creation of a Line Walker you do not have to be limited in who becomes your characters spirit mentor.
Multiclass
Ability Score Minimum: Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: Light armor
Weapon: Simple weapon
Tools: one of your choose
Skills: one of your choose
PART II
The Class
Line Walker
| Level | Proficiency Bonus | Features | Planar Taps | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Vessel Discipline, Spellcasting | — | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Imprint Connection | — | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Planar Tap | 2 | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Inprovement | 2 | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | ─ | 3 | 4 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Imprint Connection Feature, Greater Vessel Discipline | 3 | 4 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 4 | 4 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | — | 5 | 4 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Imprint Connection Feature | 5 | 5 | 13 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | — | 6 | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 6 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 7 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Imprint Connection Feature | 7 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | — | 8 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 8 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | — | 9 | 5 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Line Flux | 9 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 10 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Resurgence | 10 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Line Walker, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Line Walker level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Line Walker level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Simple Weapons, Martial Weapons
- Tools: Choose any one tool or instrument
- Saving Throws: Constitution, Intelligence
- Skills: Choose any three skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) a martial weapon and a shield
- (a) Arcane Focus or (b) a component pouch
- (a) scale mail or (b) leather armor
- (a) scholar's pack or (b) explorer's pack
- (a) Choosen tools or instrument of your choice
Vessel Discipline
At 1st level, the spirits of the Line Walkers before you bestow the knowledge of a specialized discipline you can utilize to augment your spellcasting and fighting style. Upon successfully taking this knowledge you become a vessel that your spirit mentor resides in. You gain one of the following features of your choice that you can activate as a bonus action for 1 minute a number of times per long rest equal to your proficiency bonus.
Spellblade
Hazard. When casting a spell with a range greater than 5ft., the range is reduced to the reach of your weapon. When using ranged weapons, the range for your spells is 1/5th of the weapons normal range (minimum 5ft.) or the spells normal range, whichever is shortest.
Benefits. You can use Intelligence in place of Strength or Dexterity while in your Vessel Discipline. After you a cast a spell of 1st level or higher, you reduce your critical range down to 19-20 until the end of your next turn.
Conduit
Hazard. You have disadvantage on saving throws to maintain concentration.
Benefits. Your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. You are imbued with the battle intellect and previous mistakes of Line Walkers before you, gaining a bit of foresight into danger. While aware of a danger, your AC equals 13 + your Intelligence modifier. After you cast a spell of 1st level or higher saving throws you make, other than those made for concentration, gain a d6. This benefit lasts until the start of your next turn.
Spellslinger
Hazard. When casting a spell that affects an area or multiple targets. The creatures have advantage if it is a saving throw, and you have disadvantage if you are making an attack roll against the creatures.
Benefits. Because you are skilled with precision of your casting, spells targeting a single individual become more deadly. After casting a spell of 1st level or higher, your focus becomes charged. While charged you can expended it to do the following:
- Add a d6 to an attack roll you make against a single creature.
- Subtract a d6 from the saving throw of creature affected by a spell you cast
- Reroll the results of damage roll you make taking the new roll.
Spellcasting
Your connection with the Ley Lines and the magic they provide give you the ability to cast spells. The connection flowing through your body fuels your spells. See chapter 10 for the general rules of spellcasting and the bottom of this document for the Line Walker spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the Line Walker spell list. You learn an additional Line Walker cantrip of your choice at 4th level and another at 10th level.
Spell Slots
The Line Walker table shows how many spell slots you have to cast your Line Walker spells of 1st level and higher. To cast one of your Line Walker spells of 1st level or higher, you must expend a spell slot of at least the level of the spell or higher. You regain all expended spell 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 spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Line Walker spell list.
You learn an additional spell, from the Line Walker spell list, of your choice at each level except for 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell 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 Line Walker spells you know and replace it with another spell from the Line Walker spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Line Walker spells. While your magic innately comes from the various Ley Lines of magic found throughout the planes, your ability to control it has to be done with a mental accuracy and preciseness that requires a sharp mind. This often comes in the form of performing the proper incantations to direct, refine, and sculpt the very potent magic flowing through you in very little frames of time. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Line Walker spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
The focus of your spells is determined by the Vessel Discipline you select. For Spellblades any weapon they are proficient with counts as a focus, for Conduits they themselves are considered focuses, and for Spellslingers any crystal or arcane focus can be used as their focus.
Vessel Connection
Starting at 2nd level, the spirits of the Line Walkers find you capable enough to take on more power, thus they deeply intertwine you with a Ley Line to draw unique talents from. Choose a connection from the available connections, each of which is detailed at the end of the class's spell list. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Planar Tap
At 3rd level, your spirit mentor momentarily release the restraints you've built through study and practice, flooding your spells with the potency of raw magic. These short burst of power are represented as Planar Taps, and allow you to preform a number of unique tasks all of which are detailed below.
- You can expend a Planar Tap when casting a 1st level or higher spell to ignore the hazard of your Vessel Discipline.
- You can use Planar Taps to fuel features provided by your Vessel Connection.
- You can expend a Planar Tap to remove the leveled spell limitation when casting a 1st level bonus action spell. This allows you to cast a 1st level bonus action spell and possibly cast a 1st level or higher spell with the casting time of an action if you have the spell slots and action economy to do so. At higher Line Walker levels the potency of spell able to be cast in this way increases. At 7th level you can use this feature with 2nd level bonus action spells, 3rd level spells at 13th level, and 4th level spells at 19th level.
Although the Line Walker has a set number of Planar Taps per level as shown in the Planer Tap column on the Line Walker table due to their spirit mentor. They have a unique ability to force their restraints open past those limited number of times themselves, but at the cost of vitality. When attempting to use a feature that requires a Planar Tap, the Line Walker can instead lose 1d10 hit points per Planar Tap needed.
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. If your DM allows the use of feats, you may instead take a feat.
Greater Vessel Discipline
At 6th level, with guidance of the spirits you are able to better adapt to your Vessel Discipline. Based on the discipline you chose at 1st level, you gain the following benefits. These benefits contain two stages. The first is a 'Base' meaning you can use them with or without your Vessel Discipline. The second is 'Enhanced' meaning it is utilized within your Vessel Discipline only.
Spellblade
Base. You gain the ability to attack twice instead of once when you take the attack action. Additionally you can replace one of your attacks with a cantrip.
Enhanced. Your can burn through your arcana making your weapon attacks deadlier assume your Vessel Discipline. You can expend a 1st level spell slot after making a successful weapon attack to deal and additional 1d6 force damage. When using a 2nd level or higher spell slot you increase the extra damage by 1d6 per slot level above 1st.
Conduit
Base. You gain resistance to damage from spells or magical attacks, affects, and features.
Enhanced. When you cast a spell of 1st or 2nd level spell with a range of self you can can target another creature within 30 ft. to receive the benefits of the spell as if they'd cast it themselves. At higher levels use can use this ability with higher level spells. At a 11th level you can effect 3rd level spells in this way, and at 17th you can effect 4th level spells in this way.
Spellslinger
Base. When you cast a spell you ignore half and three quarters cover.
Enhanced. When you cast a Line Walker cantrip that uses a melee spell attack it counts as a melee weapon attack for the purposes of your bonus action spells that rely on weapon attacks. Similarly, when you cast a Line Walker cantrip that uses a ranged spell attack it counts as a ranged weapon attack for the purposes of your bonus action spells that rely on weapon attacks.
Line Flux
At 18th level, your mastery of containing the magic of Ley Line allows you to forge a deeper link with the Line Walkers that came before you. With their assistance you can manipulate the very foundation of spells. When you cast a spell of 1st level or higher you can expend 3 Planar Taps to change the saving throw or damage type associated with a spell, but not both. You can only use this feature once per long rest.
Resurgence
At 20th level you become the apex of what a Line Walker is and master the discipline to control that which once plagued you. As such you are not often left without the ability to release your restraints. After completing a short rest you restore 3 Planar Taps.
PART III
Line Walker Spell List
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Control Flames
- Create Bonfire
- Fire Bolt
- Frostbite
- Green-Flame Blade
- Gust
- Light
- Lightning Lure
- Mage Hand
- Mind Sliver
- Minor Illusion
- Mold Earth
- Poison Spray
- Prestidigitation
- Produce Flame
- Ray of Frost
- Shape Water
- Shocking Grasp
- Sword Burst
- Thunderclap
- True Strike
- Vicious Mockery
1st Level
- Absorb Elements
- Armor of Agathys
- Bane
- Burning Hands
- Chaos Bolt
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Compelled Duel
- Detect Magic
- Dissonant Whispers
- Earth Tremor
- Ensnaring Strike
- Entangle
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Frost Fingers
- Fog Cloud
- Hail of Thorns
- Hellish Rebuke
- Ice Knife
- Inflict Wounds
- Jump
- Mage Armor
- Magic Missile
- Searing Smite
- Shield
- Thunderous Smite
- Thunderwave
- Witch Bolt
- Wrathful Smite
- Zephyr Strike
2nd Level
- Aganazzar’s Scorcher
- Alter Self
- Barkskin
- Blur
- Branding Smite
- Cloud of Daggers
- Continual Flame
- Crown of Madness
- Darkness
- Darkvision
- Dragon’s Breath
- Earthbind
- Enlarge/Reduce
- Enthrall
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Heat Metal
- Hold Person
- Invisibility
- Levitate
- Magic Weapon
- Maximilian’s Earthen Grasp
- Melf’s Acid Arrow
- Mind Spike
- Mirror Image
- Misty Step
- Nathair’s Mischief
- Phantasmal Force
- Pyrotechnics
- Rime’s Binding Ice
- Scorching Ray
- See Invisibility
- Shadow Blade
- Shatter
- Snilloc’s Snowball Swarm
- Spider Climb
- Spike Growth
- Suggestion
- Tasha’s Mind Whip
3rd Level
- Ashardalon’s Stride
- Blinding Smite
- Blink
- Catnap
- Clairvoyance
- Conjure Barrage
- Counterspell
- Dispel Magic
- Elemental Weapon
- Enemies Abound
- Erupting Earth
- Fear
- Fireball
- Flame Arrows
- Fly
- Gaseous Form
- Haste
- Hypnotic Pattern
- Intellect Fortress
- Lightning Arrow
- Lightning Bolt
- Major Image
- Melf’s Minute Meteors
- Protection from Energy
- Sending
- Slow
- Spirit Shroud
- Stinking Cloud
- Thunder Step
- Tidal Wave
4th Level
- Banishment
- Blight
- Charm Monster
- Confusion
- Control Water
- Dimension Door
- Dominate Beast
- Elemental Bane
- Fabricate
- Fire Shield
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Polymorph
- Raulothim’s Psychic Lance
- Sickening Radiance
- Staggering Smite
- Stone Shape
- Stoneskin
- Storm Sphere
- Vitriolic Sphere
- Wall of Fire
- Watery Sphere
5th Level
- Animate Object
- Banishing Smite
- Cloudkill
- Cone of Cold
- Conjure Volley
- Contact Other Plane
- Control Winds
- Creation
- Dominate Person
- Dream
- Enervation
- Far Step
- Geas
- Hold Monster
- Immolation
- Modify Memory
- Planar Binding
- Seeming
- Skill Empowerment
- Steel Wind Strike
- Summon Draconic Spirit
- Swift Quiver
- Synaptic Static
- Telekinesis
- Teleportation Circle
- Temporal Shunt
- Transmute Rock
- Wall of Force
- Wall of Light
- Wall of Stone
6th Level
- Arcane Gate
- Chain Lightning
- Circle of Death
- Disintegrate
- Eyebite
- Fizban’s Platinum Shield
- Flesh to Stone
- Globe of Invulnerability
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Mass Suggestion
- Mental Prison
- Move Earth
- Otiluke’s Freezing Sphere
- Scatter
- Tenser’s Transformation
- True Seeing
- Wind Walk
7th Level
- Delayed Blast Fireball
- Dream of the Blue Veil
- Etherealness
- Fire Storm
- Plane Shift
- Power Word Pain
- Reverse Gravity
- Teleport
- Whirlwind
8th Level
- Antimagic Field
- Control Weather
- Demiplane
- Dominate Monster
- Earthquake
- Incendiary Cloud
- Power Word Stun
- Sunburst
- Tsunami
9th Level
- Blade of Disaster
- Gate
- Mass Polymorph
- Meteor Swarm
- Power Word Kill
- Psychic Scream
- Time Stop
- Wish
PART IV
Vessel Connection
Baator Connection
When you select this connection at 2nd level you connect to the plane of Baator otherwise known as the Nine Hells. While it is commonly misconceived that this turns you into a creature similar to the inhabitants of Baator. It is important to understand that this connection lies with the magic of the plane primarily. It is possible however for further involvement or ritualistic worship to corrupt this connection and turn one into the fiend they desire to be.
Blood of the First Layer
2nd Level Baator Connection Feature
As you make the connection with Baator your body internally starts to change and your heartbeat begins to play along to the chaotic chorus of the Blood War. You gain an additional 60 ft. of darkvision that is able to see through magical darkness as the touch of the plane alters you.
Additionally you can intertwine your blood with a spell of 1st level or higher that deal fire damage to a creature, as a bonus action. When you do so you subject the creature to the sounds of the Blood War causing the creature to take additional fire damage equal to your Intelligence Modifier whenever they hit you with an attack roll.
Decay of the Third Layer
6th Level Baator Connection Feature
You begin to surge with the power of vile pollution and rampant decay as your connection to Baator extends down to the third layer.
At 6th level, you gain resistance to necrotic damage. Additionally while in your Vessel Discipline and rolling damage for a spell that deals Necrotic damage, you can expend a Planar Tap and add an extra amount of damage equal to half your Line Walker level + your Intelligence Modifier against a single creature taking that Necrotic damage.
Combustion of the Sixth Layer
10th Level Baator Connection Feature
What was once a hellish decay from the third layer has now been enhanced by the caustic nature of the sixth layer of hell. Your Necrotic spells no longer simply act as manifestations of decay, but also as primers for combustible reactions.
Starting at 10th level, once per turn when expending a Planar Tap as mentioned in your Decay of the Third Layer feature, you can force the creature to make a Constitution Saving throw against your Line Walker spell save DC. Upon a failure the mark of combustible decay remains on the creature. The next time the creature takes fire damage they produce an explosion. The ignited creature takes the normal fire damage that caused the explosion, but catches fire dealing 1d10 fire damage at the start of it’s turn for 1 minute or until the creature, or another, uses an action to put the flames out. Additionally creatures of your choice within 20 ft. of the ignited creature must make a Dexterity saving throw against your line walker spell save DC or take the same amount of fire damage that ignited the creature. They do not catch a flame however.
Chaos of the Ninth Layer
14th Level Baator Connection Feature
The radius explosion that creates temporarily reflects the natural chaos of the Ninth Layer of Hell. Fiendish claws and hell fire extend from the radial space, flame and caustic decay met creating a hazardous space.
At 14th level, the 20 ft. radius created by the explosion from your Combustion of the Sixth Layer feature becomes difficult terrain for 1 minute and any creature that starts their turn there or enters it for the first time must make a Dexterity saving throw against your Line Walker spellcasting DC, or become grappled by the fiendish flaming hands of Baator. The creature on a failure also takes 2d10 fire damage and catches fire taking an additional 2d10 fire damage at the start of their turn until they, or another creature, uses an action to put it out. If the creature that catches fire is already on fire from another feature, ability, or spell, they add the 2d10 fire damage onto the existing damage the creature is taking; however the damage from this feature does not stack with itself.
Feywild Connection
Many are aware of the Feywild and the creatures that call it their home. They are familiar with the creatures that possess a charm greater than any on the material plane, and commonly they know of the elven lineage that descend from the plane, but very few individuals know of the land the fey call home. Many believe it to simply be a whimsical reflection of the Material Plane, but they are ill prepared for the distortion of this land. They know little to nothing of how time, space, and memory can be molded in this space. Line Walkers that tap into this aspect of the Feywild find that they can perform limited variations of this trickery and distortion.
Faerie Distortion
2nd Levele Feywild Connection Feature
The lands of the Feywild tend to not only heighten the arcane magic of individuals, but it also intensifies the emotional states of individuals that reside on it’s plane too long. This often is the reason most fey are known to be either unnaturally jolly or cruelly dreadful, and in some cases rapidly fluctuating between the two.
Starting at 2nd level, you gain access to the Charm Person spell and it does not count against your spells known. If you already have this spell from the channeler spell list you can use another 1st level Line Walker spell to replace Charm Person’s spot in your Spells Known.
While in your Vessel Discipline, if you cast Charm Person you can replace the Charmed condition of the spell with the Frightened condition prior to its casting. The individual, while frightened of you, regards you not as a companion, but an individual very dangerous to them and won’t attack you or any creature you acknowledge as an ally for fear of their life. When manipulating the spell in this way the creature affected by it can repeat the saving throw at the end of their turn to end the spell early. The spell ends early if the creature succeeds on the saving throw three times. If the creature fails the saving throw three times however, it remains under the effects of the spell for the duration.
Empathic Wilds
6th Level Feywild Connnection Feature
You have deepened your connection to the Feywilds and learned to turn the fear and love individuals have of you into something more terrifying.
Starting at 6th level while in your Vessel Discipline, you can stun a creature that has the frightened or charmed condition. To do so you must spend an action, which consumes a use of your Planar Tap, to force that creature to make a Wisdom Saving throw against your Line Walker spell save DC. Upon a failure the creature is Stunned if it is not immune to the condition. This stunned condition lasts until the end of your next turn at which point the creature immediately loses the frightened or charmed condition they once had.
Stride of the Fey
10th Level Feywild Connection Feature
Having furthered your connection with the Feywild you begin to pick up on some it’s anomalous properties of the land.
At 10th Level, while you are in your Vessel Discipline, once per turn as a free action you can teleport to an unoccupied space you can see within your walking distance at the cost of half your movement. You must have a clear uninterrupted path to the unoccupied space and this teleportation does not pass through solid objects, walls of force, or any other barrier that you would normally be unable to pass through. Additionally this teleportation does provoke attacks of opportunity if initiated with creatures still within reach of you.
This distortion of space usually appears as flowers and other fauna of the Feywilds that grace your steps appearing wherever your feet touch the ground, and form a flower-like threshold you step across. This however may look different for each line walker.
Mesmerization of Feywild
14th Level Feywild Connection Feature
Your connection with the Feywild alters your outer appearance turning you into the most mesmerizing version of yourself providing you proficiency with Deception, Intimidation, Persuasion, and Performance checks. If you already have proficiency in one or more of these skills you can double your proficiency with ability checks made with said skills. This mesmerization also sees you maintain your youth and peak of beauty. You cannot magically age and age at 1 year for every 10 years of living.
Additionally when using your Empathic Wilds feature you can expand further on the conditions you can inflict upon charmed and frightened creatures. After stunning a creature as detailed in the Empathic Wilds feature, you can use another action (and Planer Tap) to have the creature make a Wisdom Saving throw against your Line Walker spell save DC. On a failure the creature is Paralyzed until the end of your next turn. On a success the creature is no longer stunned, charmed, or frightened.
You can attempt to use this feature on a creature that is only charmed or frightened, but must expend two Planar Taps in the process. You may only attempt to use this feature in this way once per long rest. Attempting to do so more than once per long rest results in a point of exhaustion in exchange for doing so.
Mount Celestia Connection
These planes are where celestial creatures like archons, solars, and planetars call home. To pull from this plane is an honor and sometimes a confusing mishap. While there isn’t any limitation on who can pull from the Ley Line and magic of this plane, there have been stories of divine creatures of the realms tasked with elimination of the channelers that stray from the ideals of the planes. Oftentimes individuals touched by divinity at birth make the connection to this plane as the inhabitants attempt to create an agent of good upon the material plane.
Blessed Water of Lunia
2nd Level Mount Celestia Connection Feature
Starting at 2nd level, the effects of the sea of holy water from the first heaven Lunia surge through your veins preventing common illness and disease from inflicting you. You are immune to disease and gain resistance to poison and necrotic damage and immunity to the poisoned condition.
Additionally, this surge of blessed divine water coursing through your veins makes healing more efficient and effective. You gain access to the spells Healing Word and Cure Wounds. They count as a Line Walker spell for you and don't count against your spells known. When receiving or providing healing you can reroll a number of dice equal to your proficiency modifier. You can use this feature a number of times per day equal to your Intelligence modifier.
Armory of Mercuria
6th Level Mount Celestia Connection Feature
At 6th level, you begin to pull from the second heaven of Mount Celestia and gain access to the arsenal of the divine. When assuming your Vessel Discipline you temporarily surround yourself with spectral radiant weapons. While the weapons surround you, you gain resistance to radiant damage.
As a bonus action you can expend a Planar Tap to convert the weapons into a specific mode of operation. While in these modes of operation they gain access to the benefits of that mode until the end of their Vessel Discipline. You can switch the mode of operation by expending another Planar Tap. The options are Attack and Defend and they provide the following benefits:
- Attack. When you take the attack action or cast a spell that makes an attack roll, you can make a melee spell attack against one of the creatures you attacked as a bonus action. Upon a successful strike the creature takes 1d8 + Intelligence modifier radiant damage.
- Defend. As a bonus action the radiant weapons pull close to you acting as a defense against attacks. You gain a bonus to your AC equal to your spellcasting modifier until the start of your next turn. Additionally you can use your reaction to reduce damage you take by 2d8. This immediately removes the bonus to your AC until the start of your next turn.
Call to the Mounts
10th Level Mount Celestia Connection Feature
In times of desperation you can call to the celestial plane to imbue you with it’s regenerative properties. At 10th level, as an action you expend a number of Planar Taps equal your proficiency bonus. You can roll that number of Hit Die similar to how you would during a short rest, regain that amount of hit points.
Additionally when you expend Hit Die during a short rest you regain hit points as if you’d rolled the maximum value.
Form of Chronias
14th Level Mount Celestia Connection Feature
You increase your connection to the divine realms to its peak and enhance the armory you connected to initially to temporarily outfit you as a warrior of the Seven Heavens.
When you would enter into your Vessel Discipline you can expend two uses of it instead of the one. When you do so, you gain the following benefits.
- Healing of the Heavens. When you receive or provide healing you can add your proficiency bonus to the hit points gained.
- Flight of the Solars. You gain a flying speed equal to your movement speed and the hover property as well.-
- Offense of the Seventh. When you use the attack mode of operation from the Armory of Mercuria feature, you gain the ability to turn your blades into detonating weapons of radiance. Upon successful attacking with the radiant weapon you can expend a Planar Tap to cause the weapon to detonate dealing an additional 2d8 + Intelligence modifier radiant damage to the creature it hit and every hostile creature within 15ft of it.
- Defense of the Seventh. When you utilize the reaction of the Defend of the defend mode of operation of the Armory of Mercuria, you can expend a Planar Tap to reduce the incoming damage by 4d8.
Shadowfell Connection
Being the dark reflection of the material plane, the shadowfell, also known as the plane of shadows, is a place of darkness and mystery that entraps individuals unlucky enough to stumble in ill prepared. Home to undead, dark gods, and other figures of darkness. Many fear this gloomy space, but there are those line walkers that pull their power from this plane turning the shadowstuff into tools in their arsenal.
Influence of Corruption
2nd Level Shadowfell Connection Feature
Being connected to this plane does not affect your body as much as it affects your mind. As such you begin to be filled with knowledge of spells favored by those that utilize the shadow weave as the whispers of the mages who were consumed by it implant this information.
At 2nd level, and select line walker levels after, you gain access to a list of illusion and necromancy spells that count as line walker spells for you and don’t count against your spells known. The list of spells and what line walker level you must be to receive them are found below
| Line Walker Level | Spells |
|---|---|
| 2nd | Disguise Self, Inflict Wounds |
| 3rd | Invisibility, Silence |
| 5th | Majar Image, Spirit Shroud (Necrotic Only) |
| 7th | Greater Invisibility, Phantasmal Killer |
| 9th | Mislead, Seeming |
Energy Withering
6th Level Shadowfell Connection Feature
You find that the magic of necromancy in your hands comes with a dark twist and one that is seemingly fatal to others.
At 6th level, while in your Vessel Discipline, you can expend a Planar Tap per creature when you deal necrotic damage to a creature(s) to force them to make a Constitution Saving throw against your spell save DC. On a failure a bit of essence is magically drained from the creature. A creature drained in this way faces the following penalties until the end of their next turn.
- The creature's movement speeds are reduced by 10 ft.
- It takes a -2 reduction to it’s AC as it grows sluggish and less dexterous.
- It cannot gain advantage on attack rolls it makes while drained.
Shadow Sculpted
10th Level Shadowfell Connection Feature
You begin to develop a proficiency with utilizing the shadowstuff of the Shadowfell and temporarily give your illusion a bit of horrid realism to lash out at creatures. These fabrications of reality only remain tangible enough to lash out for a short time, but you find the stronger the magic behind the illusion the stronger the result.
At 10th level you combine illusions you have created with shadowstuff and cause them to lash out at creatures. As an action you can expend a Planar Tap to combine shadowstuff with an illusion you can see within 60ft that was created by a spell of 1st level or higher. You cause it to lash out towards up to five creatures within 30ft of the center of the illusion. Each creature must make an Intelligence Save against your spell save DC taking necrotic damage equal to (the spell level of the illusion)d6 necrotic damage on a failure or half as much on a success.
Immediately after dealing the damage from this ability the illusion ends regardless of whether you were maintaining concentration or not. You can only use this feature a number of times per long rest equal to your Intelligence Modifier.
Gloomy Void
14th Level Shadowfell Connection Feature
The event of a creature passing releases a wave of necrotic energy that you turn into a cold dark void that saps life from creatures in the vicinity.
At 14th level, when you reduce a creature to 0 hit points using necrotic damage, you can utilize a bonus action to expend a Planar Tap. When you do so a ravenous void appears and clinging to creatures within 15ft. of the dead creature. Said creatures are unable to regain hit points until the end of their next turn.
Additionally, you consume the lingering life essence from the creature you killed as their soul starts its journey to the afterlife. Consuming this lingering essence grants you 1d10 + your Line Walker level temporary hit points. These hit points are only gained if expending the Planar Tap to produce the ravenous void.
Elemental Chaos Connection
The land of the Primordials is one that often eludes even the most knowledgeable of individuals. This plane is where many elementals derive from and also one of extraordinarily powerful magical presence. It is often an easy choice for line walker to derive their powers and abilities from this plane.
Elemental Enhancement
2nd Level Elemental Chaos Connection Feature
When you select this connection at 2nd level, you pick a section of the elemental chaos to anchor your connection to; Air, Earth, Fire, or Water. Once you have selected your representative element you gain benefits throughout your progression that align with your choice. The options to select are as shown below:
- Air. You become light with your step and can briefly walk on air. You gain a flying speed equal to your walking speed, although you must end your turn on a solid surface or else you fall until you reach one taking falling damage as normal. Additionally your jump distance is doubled.
- Earth. You begin to form stone-like roughness around your appendages and gain a climbing speed equal to your walking speed. Additionally you become resistant to non-magical bludgeoning damage.
- Fire. A fire lights in your heart causing your blood to circulate faster and allowing your body to move faster as well. You gain an additional 10 ft. to your walking speed. You can also dash as a bonus action.
- Water. Your lungs begin to adapt to water and you find yourself capable of breathing underwater as well as you do the air. Additionally you gain a swimming speed equal to your walking speed.
Elemental Affinity
6th Level Elemental Chaos Connection Feature
When you cast spells that align closely with the plan you make your connection to, you gain the ability to inflict certain conditions alongside the damage.
Starting at 6th level, while in your Vessel Discipline, you gain the ability to augment the and later certain damage types in the following way based on the element you choose at 2nd level.
- Air. When you deal lightning or thunder damage to a creature you can expend a Planar Tap to force the creature to make a Constitution Saving throw against your Line Walker spell save DC or be Blinded if the damage type was lightning, and Deafened in the damage type was thunder. These conditions last until the end of your next turn. Additionally if you use lightning damage on a deafened creature you can expend a Planar Tap to deal maximum damage as the creature's senses have been temporarily heightened having lost one of their other senses. The same is possible for using thunder damage against a blinded creature.
- Earth. When you deal Acid or Bludgeoning damage to a creature you can expend a Planar Tap to force the creature to make a Constitution Saving throw against your Line Walker spell save DC or be weakened by the acid or blow until the end of your next turn. While a creature is weakened in this way, attack rolls against them have advantage. Additionally if they are struck with Bludgeoning damage while weakened, you can use your reaction to expend a Planar Tap stunning them until the end of your next turn.
- Fire. When you deal Fire damage to a creature you can expend a Planar Tap to force the creature to make a Dexterity Saving throw against your Line Walker spell save DC or become grappled by tendrils of flame. To escape the creature must use an action to attempt to repeat the save. Additionally on subsequent turns if the creature is still grappled you can use a bonus action to cause the tendrils to burn the creature. The creature takes 1d8 fire damage each time, but you can also expend an additional Planar Tap each turn after the first turn the creature was grappled to increase the damage dealt by 1d8. This can only go to a maximum of 5d8 fire damage.
- Water. When you deal Cold damage to a creature you can expend a Planar Tap to force the creature to make a Strength Saving throw against your Line Walker spell save DC or be restrained in a layer of cold until the end of your next turn. Additionally the restrained individual radiates a wave of chilling air around it within a 30 ft. Radius. Creatures other than you that enter the radius for the first time on a turn or start their turn there must make a Constitution Saving throw, taking an amount of damage equal to Intelligence modifier on a failure. If a creature takes this damage you can use your reaction to expend a Planar Tap and force them to make the same Strength Saving throw against being restrained.
Planar Gifts
10th Level Elemental Chaos Connection Feature
Starting at 10th level you gain resistance to the damage type associated with your Elemental Affinity. Additionally, when you assume your Vessel Discipline you gain the following benefits that enhance your Elemental Affinity
- Air. You no longer have to be touching a solid surface at the end of your turn and gain the hover property to your fly speed.
- Earth. Your skin hardens even more and you become resistant to non-magical piercing and slashing damage.
- Fire. Your movement speed increases an additional 10 ft.
- Water. You can move through holes and spaces that are 1 inch or wider.
Elemental Mastery
14th Level Elemental Chaos Connection Feature
Starting at 14th level you begin to will mastery over the element coordinating with the plane you are connected to, giving you such control that even beings immune to elemental damage may fear you.
When you cast a spell or make an attack that deals the damage type associated with your Elemental Affinity, you treat creatures that have Immunity to the damage type as if they had resistance, and creatures with resistance as if they did not have it at all so long as the creature’s CR or character level is equal to or lower than your Line Walker level. Additionally when trying to effect a creature of a higher CR than your Line Walker level, you can expend a number of Planar Taps to increase your effective Line Walker level for the sake of this ability.
PART V
Feats (Optional)
Sacrificial Casting
Prerequisite: Spellcasting feature; Constitution 13+
Spell slots, and sometimes points, are the measure by which a caster can safely expend their magical capabilites for a given measure of time. Much like the brain limiting the body from destroying itself with its full potential, most forms of spellcasting come with limiters that prevent the caster from harming themselves severly. There are a select few however that have broken past these limitations and learned to use their own life essence as the fuel for magic when spell slots and magic reserves run low.
When you run out of spell slots or choice to use this feature you can attempt to cast a leveled spell you prepared (or know in the case of Bards and Sorcerers) without expending a spell slot. To do so a price must be paid. The first method to paying this price is by losing a number of hit points equal to 1d8 per level of the spell you are attempting to cast. After the price has been paid you cast the desired spell at the level you intended.
The second method for paying the price is by making an ability check with your spellcasting ability against the DC of (10 + Level of the spell you are attempting to cast). On a success you cast the leveled spell as desired. On a failure however you take a point of exhaustion as you try to strain your magic without putting anything of great substance forth as fuel.
Regardless of what method you choice after paying the price, successfully or otherwise, you must make a Constitution saving throw against the DC or (10 + Level of the spell you cast using this feature). On a success you gain a single point of exhaustion, but on a failure you gain two points of exhaustion. As such is is important to understand that can die using this method.
This feature can only be used to cast spells for which you possess the ability to have spell slots for. For example, a level 3 wizard can not use this ability to cast fireball as he does not possess the ability to cast 3rd level spells, however he could use it to upcast magic missile to 2nd level as he has access to 2nd level spell slots. Lastly this feature cannot be utilized to cast or upcast spells to a point higher than 5th level.
Planar Adept
Prerequisite: Spellcasting or Pact Magic feature
You've learned how to exert your will on your spells to alter how they function:
- You gain 2 Planar Taps that can be used to manipulate 1st level bonus action spells. (these Planar Taps are added to any Planar Taps you have from another source)
- You can expend a Planar Tap to remove the leveled spell limitation when casting a 1st level bonus action spell. This allows you to cast a 1st level bonus action spell and possibly cast a 1st level or higher spell with the casting time of an action if you have the spell slots and action economy to do so.
PART VI
Magic Items
+1 Crystal Prism
Wondrous item, uncommon (requires attunement by a Line Walker)
To attune to this crystal prism, you must place within the item that serves as a focus for your spells. The crystal prism cannot be removed while your attunement to it lasts. If your attunement to the prism ends, the crystal harmlessly falls to the ground next th focus. When using your focus with the prism incorporated in it for your spells, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Line Walker spells.
In addition, you can call upon the stored magic within the prism to use it as a Planar Tap. This item has two Planar Taps within it. You can utilize these Planar Taps for any feature that uses it, but once they are used you cannot recover these specific Planar Taps until next dawn.
+2 Crystal Prism
Wondrous item, rare (requires attunement by a Line Walker)
To attune to this crystal prism, you must place within the item that serves as a focus for your spells. The crystal prism cannot be removed while your attunement to it lasts. If your attunement to the prism ends, the crystal harmlessly falls to the ground next th focus. When using your focus with the prism incorporated in it for your spells, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Line Walker spells.
In addition, you can call upon the stored magic within the prism to use it as a Planar Tap. This item has two Planar Taps within it. You can utilize these Planar Taps for any feature that uses it, but once they are used you cannot recover these specific Planar Taps until next dawn.
+3 Crystal Prism
Wondrous item, very rare (requires attunement by a Line Walker)
To attune to this crystal prism, you must place within the item that serves as a focus for your spells. The crystal prism cannot be removed while your attunement to it lasts. If your attunement to the prism ends, the crystal harmlessly falls to the ground next th focus. When using your focus with the prism incorporated in it for your spells, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Line Walker spells.
In addition, you can call upon the stored magic within the prism to use it as a Planar Tap. This item has two Planar Taps within it. You can utilize these Planar Taps for any feature that uses it, but once they are used you cannot recover these specific Planar Taps until next dawn.