Wizard Arcane Tradition: Planar Architect

by KoatheDM

Search GM Binder Visit User Profile

By KoatheDM. Art by Tellqaiss.

Planar Architect





















Throughout an arcane academic’s lifetime, they may be introduced to a number of pocket dimensions or extraplanar spaces, often seeing them as useful tools but not something to focus on. There are some wizards however, that see the potential in pocket dimensions and such extraplanar spaces, and seek to master the crafting of such spaces. These wizards are known as Planar Architects, focusing the pursuit of the arcane to craft and master the use of extraplanar spaces and dimensional magic. Although other magically inclined individuals may only see the use of pocket dimensions as useful storage, Planar Architects often disagree; instead vouching for their unique uses in a variety of situations where a quick escape or a separate environment may be more beneficial than a fireball.

Pocket Dimension

  Beginning at 2nd level, you’ve dabbled with the forces of the weave and dimensional magic enough to have created a minor pocket dimension.

This pocket dimension is a 5 foot cube, has a solid black, ethereal silk-like material that coats its surface, and is always dimly lit inside. Time moves at a normal rate in the pocket dimension, there is normal gravity within the pocket dimension, and a creature can breathe normally in the pocket dimension.

When you gain this feature, you must designate a surface that is 5 feet in length and width. Whenever you create a doorway to your pocket dimension, the doorway will always appear on this surface and whenever you teleport an object into this pocket dimension, it will be shunted through this surface. Whenever your pocket dimension expands in size you can choose a different surface that is 5 feet wide and long to act as the entry point.





















As you gain levels in this class, your pocket dimension grows in power. The maximum amount of space your pocket dimension can be expands to a 15 foot cube at 5th level, a 30 foot cube at 9th level, a 60 foot cube at 13th level, and a 120 foot cube 17th level.

Dimensional Entry

  Beginning at 2nd level you’ve learned to briefly make tears in the dimensional fabric between planes, allowing yourself and others to access your pocket dimension and quickly send things to your pocket dimension. As an action, you can create a 2-dimensional shadowy door within 5 feet of you that acts as a doorway between this realm and your pocket dimension. The doorway can take any shape you like, but it cannot occupy a space larger than a 5 foot cube. The doorway itself is opaque, and creatures cannot see the pocket dimension through the doorway, and creatures inside the pocket dimension cannot see the outer world through the doorway. If a creature would immediately enter or fall into your pocket dimension as a result of you creating this entrance, they can make a Dexterity saving throw against your Spell Save DC, moving to a space where they would not enter through the doorway upon a success. Either side of the doorway lightly obscures the space as it is coated in shadow, but only one side acts as the actual entrance. Creatures or objects that attempt to pass through the doorway simply walk through the doorway if they attempt to enter it through the wrong side. This doorway lasts for 10 minutes, or until you use your Action to dispel it early, where before it closes it will shunt all creatures within it to the closest possible space to the doorway.

 Beginning at 6th level, you can move the doorway you’ve created with this feature to a space within 5 feet of you as a bonus action. You can use this feature an amount of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can expend a spell slot to use this feature again.

Additionally, as an action you can transport an object you are holding, no longer than 3 feet on any side, to teleport to this pocket dimension, as if it was pushed through the entryway.

Extraplanar Dweller

  Beginning at 6th level you've become accustomed to the nature of extraplanar spaces, and you can shape them to your will with much greater ease. While inside your pocket dimension, you can conduct a 1 hour ritual to slowly shape the walls, ceiling, or floor to your liking; allowing you to create rooms, reduce the height of a ceiling, raise the floor, etcetera. At the end of this ritual, you may also change which surface in your pocket dimension acts as the entry point. Additionally, you can draw from the latent energy of their dimensional magic to gain the following effects,

  • You no longer need to breathe while inside a pocket dimension or extraplanar space
  • You gain the benefits of a long rest in an extraplanar space or pocket dimension by performing light activity such as reading, keeping watch, or writing for 8 hours

Furthermore, by spending 10 minutes in concentration you can create a doorway to your pocket dimension that lasts for 8 hours. Once you have used this feature, you may not use it again until you complete a long rest.

Dimensional Mastery

  Beginning at 10th level, you’ve mastered the magical energies that come from dimensional magic, and as such, dimensional magic flows through you while you are within your pocket dimension, giving you a variety of benefits. While you are within your pocket dimension, you gain the following benefits,

  • You gain a flying speed equal to your walking speed and can hover
  • You have advantage on all attack rolls against creatures within your pocket dimension
  • You gain blindsight that extends to the entirety of your pocket dimension
  • You are resistant to force, bludgeoning, piercing, and slashing damage

Improved Dimensional Warping

  Beginning at 10th level, you can now weave much more complex constructs within your pocket dimension, as you have a better understanding of the dimensional threads that make up pocket dimensions. When you conduct the 1 hour ritual to slowly shape the walls, ceiling, or floors of your pocket dimension you can now create mundane equipment, furniture, doors, and similar mundane objects. None of the objects you create can deal damage; and as such you cannot make weapons or traps with this feature. If any of these objects are brought outside of the pocket dimension, they unravel into black thread before disappearing.

Domain Expansion

  Beginning at 14th level, you've attained a mastery over the construction of pocket dimensions and planar fields. You gain additional pocket dimensions equal to your Intelligence modifier, and whenever you create a Doorway to a pocket dimension, you choose which of these pocket dimensions the doorway leads to.

Furthermore, as an action, you can tear the veil between the space you are in and the malleable fabric that is found in Dimensional magic, causing the area around you in a 60 foot cube to be considered your pocket dimension for the next minute. During this time, the air is distorted and the area is considered lightly obscured to all creatures except for yourself and your allies. Once you have used this feature, you may not use it again until you finish a long rest.

By KoatheDM.

Changelog

  • Version 1.1
    • Added clause so the entry point to the pocket dimension can be changed while the pocket dimension is shaped
    • Changed shaping ritual of the pocket dimension so it appears at 6th level as opposed to 2nd
  • Version 1.0
    • Initial release

More!

  This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMBinder. Art by Tellqaiss.

By KoatheDM
3
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.