Planeswalker
What is a Planeswalker?
Planeswalkers are born with sparks with however no immediate signs of their abilities, known as embers, these creatures tend to be capable of magical feats even before their spark ignites. Once a Planeswalker goes through a near death experience or large amount of emotional distress(or in few cases, massive amounts of joy), it causes their spark to ignite, which in most cases sends them to another plane of existence in order to free them of whatever caused the ignition. Once sparked, a planeswalker gains the ability to traverse the planes of existence, almost as much as they choose. Along with this, they gain the ability to draw mana from upon the weave of the world's leylines in order to cast spells and use other incredible abilities.
Creating a Planeswalker
Quick Build
You can make a Planeswalker quickly by following these suggestions. First, your highest ability score should be the spellcasting modifier, followed by Constitution. Second, choose the far traveler background.
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: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from skills from Arcana, Deception, Nature, Perception, Religion, or Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) any martial weapon (if proficient)
- (a) leather armor or (b) chain mail and a shield (if proficient)
- An explorer's pack
If you are using starting wealth, you have 5d4x10gp in funds.
Planeswalker
| Level | Prof. Bonus |
Features | Signatures Known |
Cantrips Known |
Spells Prepared |
Mana Available |
Maximum Spell Level |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Planeswalker Colors, Specialties, Planeswalking, Additional Proficiencies |
— | 3 | 2 | 2 | 1 |
| 2nd | +2 | Color Bound, Signatures | 2 | 3 | 4 | 4 | 1 |
| 3rd | +2 | Gathering | 3 | 3 | 6 | 6 | 2 |
| 4th | +2 | Ability Score Increase | 3 | 3 | 7 | 8 | 2 |
| 5th | +3 | Rapid Rituals | 4 | 3 | 9 | 10 | 3 |
| 6th | +3 | Specialty Features | 4 | 4 | 10 | 12 | 3 |
| 7th | +3 | ─ | 5 | 4 | 11 | 14 | 4 |
| 8th | +3 | Ability Score Increase | 5 | 4 | 12 | 16 | 4 |
| 9th | +4 | ─ | 6 | 4 | 14 | 18 | 5 |
| 10th | +4 | Specialty Features | 6 | 5 | 15 | 20 | 5 |
| 11th | +4 | Planar Arcanum (6th level) | 7 | 5 | 16 | 22 | 5 |
| 12th | +4 | Ability Score Increase | 7 | 5 | 16 | 24 | 5 |
| 13th | +5 | Planar Arcanum (7th level) | 8 | 5 | 17 | 26 | 5 |
| 14th | +5 | Specialty Features | 8 | 5 | 17 | 28 | 5 |
| 15th | +5 | Planar Arcanum (8th level) | 9 | 5 | 18 | 30 | 5 |
| 16th | +5 | Ability Score Increase | 9 | 5 | 18 | 32 | 5 |
| 17th | +6 | Planar Arcanum (9th level) | 10 | 5 | 19 | 34 | 5 |
| 18th | +6 | Planar Retreat | 10 | 5 | 20 | 36 | 5 |
| 19th | +6 | Ability Score Increase | 11 | 5 | 21 | 38 | 5 |
| 20th | +6 | Unmend | 11 | 5 | 22 | 40 | 5 |
Planeswalker Colors
At 1st level, you choose your color(s). Choose one or two between White, Blue, Black, Red and Green. Your choice of color will dictate your available subclasses, spell lists and certain other features. The chosen color(s) here will be your base colors, for any feature that references them.
Specialties
Starting at 1st level, you choose a Specialty for each of your base colors, listed after the base class's features. The chosen specialties gives you more abilities at 6th level, 10th level and 14th level, detailed after the Specialty options(ie. if you chose Radiant from the Divine Specialty, you would get any abilities from the Radiant tree). You choose the Competent and Expert ability based on what your colors are (ie. if you are Red and White, you would get to choose the Red or White marked abilities for the White Specialty trees). When you gain a spell from a color subclass, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you are only one color, pick two specialties for it instead of one and you get two of the spells from that color instead of one.
Spellcasting
Your spark allows you to draw mana from the lands you've visited, and to use this mana to cast spells. Your spell list is determined by your colors of mana.
Cantrips
At 1st level, you know 3 cantrips of your choice from the spell lists of your colors of mana. You learn additional cantrips from the planeswalker spell lists that you access to at higher levels, as shown in the Cantrips Known column of the Planeswalker table.
Mana Pool
Rather than having spell slots, you have a pool of mana that you can use to cast spells you have. You have an amount of mana in your pool equal to two times your level in this class as seen in the chart above. You regain all your spent mana after a long rest.
Preparing Spells
You prepare the list of planeswalker spells that are available for you to cast. To do so, choose a number of planeswalker spells from the spell lists of your colors equal to your spells prepared, as shown on the Planeswalker table. The spells must be equal to or less than your maximum spell level, as shown on the Planeswalker table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of planeswalker spells requires time spent mentally practicing them: at least 1 minute per spell level for each spell on your list that you change.
Casting Spells
To cast a planeswalker spell of 1st level or higher, you must expend a number of mana from your mana pool equal to or greater than the level of the spell you wish to cast. The number of mana you spend to cast the spell is the level the spell is cast at.
Spellcasting Ability
You can decide your spellcasting ability from those available to you from your colors. Intelligence is available to Blue and Black, Wisdom is Available to Green, White and Blue, and Charisma is available to Red, White and Black. A Blue and Red planeswalker could use any ability for their spellcasting but a Black and Red one couldn't use Wisdom.
Spell save DC = 8 + your Proficiency Bonus + your spellcasting ability modifier
Spell Attack modifier = your Proficiency Bonus + your spellcasting ability modifier
Ritual Casting
You can cast a planeswalker spell with the ritual tag as a ritual if it is on a spell list you have access to and the spell's level is no higher than half your planeswalker level(rounded up).
Spellcasting Focus
You can use your free hand as a Spellcasting focus for your planeswalker spells and you must provide material components that are consumed by the spell or have a required gold cost. You can also use an arcane focus, holy Symbol or druidic focus rather than a free hand to cast your planeswalker spells.
Planeswalking
While planeswalkers have powerful magic, their most defining characteristic is the ability to step between worlds. As an action, you can start concentrating on planeswalking. By spending 1 minute concentrating, you transport yourself to another plane of your choice. When you first planeswalk to a plane, you appear in a random location on it unless you are given a location on the plane to go to. When you planeswalker to a plane you've been to before, you appear in the location you were last at on that plane. If you are planeswalking with another planeswalker then you can follow their aether trail to appear at the same location they appeared at after planeswalking. You can only planeswalker a number of times equal to your proficiency bonus, regaining all uses on long rest.
Planeswalking Variant
(Use this instead if you want players to planeswalk less) The ability to traverse the planes is a powerful one, as such it drains a lot of your innate power to use. As an action, you can start concentrating on planeswalking. By spending 1 minute concentrating, you transport yourself to another plane of your choice. When you first planeswalk to a plane, you appear in a random location on it unless you are given a location on the plane to go to. When you planeswalker to a plane you've been to before, you appear in the location you were last at on that plane. If you are planeswalking with another planeswalker then you can follow their aether trail to appear at the same location they appeared at after planeswalking. You can only planeswalk a number of times equal to your proficiency bonus, regaining all uses after 7 days.
Additional Proficiencies
Due to your attunement with the mana of the multiverse, you learned your way around certain weapons and tools. Choose two sets of proficiencies below based on your colors.
White:
- Medium Armor, Heavy Armor and Shields
- Martial Weapons and Insight
Blue:
- Medium Armor and a Tool of your choice
- Two Tools of your choice and Investigation
Black:
- Martial Weapons and Firearms(If firearms are not allowed replace with Two Tools of your choice)
- Stealth, Intimidation and Thieves Tools
Red:
- Martial Weapons and Medium Armor
- Acrobatics, Persuasion and you add your proficiency bonus to Initiative checks.
Green:
- Heavy Armor and Athletics
- Nature, Survival and Herbalism Kits
Signatures
At 2nd level, you gain two planeswalker signatures of your choice. A list of the available Planeswalker Signatures can be found here. When you gain certain planeswalker levels, you gain additional signatures of your choice, as shown in the Signatures Known column of the Planeswalker table.
Additionally, when you gain a level in this class, you can choose one of the signatures you know and replace it with another signature that you could learn at that level.
If a planeswalker signature has prerequisites, you must meet them to learn it. You can learn the signature at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Color Bound
Beginning at 2nd level, you get an additional feature based on your base color(s). You get one of the following abilities based on the one or two chosen colors at 1st level.
Mono-Colored
- White. You gain proficiency in Constitution Saving Throws. You can also now take the Help action as a bonus action.
- Blue. You gain proficiency in Intelligence Saving Throws. You also can choose up to two of your Intelligence skill check proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Black. You gain proficiency in Dexterity Saving Throws. You can also choose up to two of your Charisma skill check proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Red. You gain proficiency in Dexterity Saving Throws. You can also now take the Dash action as a bonus action. If you have the Hasted signature, when you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
- Green. You gain proficiency in Strength Saving Throws. You also now regain 1 mana when you roll initiative and have 0 mana remaining.
Two-Colored
- White/Blue. If you cast a spell with 1 or more mana or a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
- Blue/Black. You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. While telepathically speaking to someone, you have advantage on Persuasion, Deception and Intimidation checks against them.
- Black/Red. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
- Red/Green. You get one use of the Barbarian Rage ability, regaining the use on long rest. If you are not a Barbarian, you only get a +2 bonus to the damage rolls. In addition, if you are a Barbarian, you can now cast spells while Raging and don't lose concentration due to Raging.
- Green/White. You can choose up to two of your Wisdom skill check proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- White/Black. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- Black/Green. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. If you have darkvision, its range increases by 30 feet.
- Green/Blue. You have a climbing speed and a swimming speed equal to your current speed and can breathe water and air.
- Blue/Red. Choose one of the following damage types: Cold, Fire, Lightning or Psychic. Spells you cast ignore resistance to damage of the chosen type. If you are the chosen damage type's subclass, when you get to level 10, spells you cast ignore immunity to damage of the chosen type.
- Red/White. Using a Shield gives you a +2 bonus to Dexterity saving throws. You can also now use a shield with the Magically Protected signature.
Gathering
At 3rd level, you can draw mana from your environment to replenish your spent mana. You can spend 10 minutes concentrating to fill your mana pool with an amount of mana equal to your level up to a maximum of 10 mana, this cannot fill your pool over your maximum Mana Available, as shown in the planeswalker table. You can’t use this feature again until you finish a Long Rest.
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.
Rapid Rituals
Starting at 5th level, when you cast a planeswalker spell as a ritual, the casting time of the spell is only increased by 1 minute, rather than 10 minutes.
Planar Arcanum
At 11th level, you gain access to more powerful spells which can be prepared as an arcanum. Whenever you prepare your list of planeswalker spells, also choose one 6th level spell from any of the planeswalker spell lists you have access to as this arcanum. You can cast your arcanum spell once without spending mana. You must finish a long rest before you can do so again. At higher levels, you gain access to more planeswalker spells that can be cast in this way: you can prepare one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th level spell at 17th level. All of these spells must come from spell lists you have access to. You regain all uses of your Planar Arcanum when you finish a long rest.
Planar Retreat
At 18th level, whenever you would be killed outright or fail a third death saving throw, your innate spark sends you to another plane of existence, chosen by your DM, you appear in a safe space in that plane and are stabilized. This feature can't be used again until after 7 days of rest.
Unmend
Prior to an event called "The Mending," Planeswalkers had abilities that could rival gods, being immortal along with being able to will entire new planes of existence into being. This power was lost after a cataclysmic event that could have ended the multiverse was stopped. At 20th level, you have regained some of that ancient power. You no longer age, and, by spending 1 year working on it, you can create a new plane of existence. A plane you create is entirely as you wish it to be in terms of terrain, weather, and non-sentient life. Additionally, rather than concentrating on planeswalking, you can now planeswalk as an action.
Planeswalker Specialties
White
| Planeswalker Level |
Spells |
|---|---|
| 1 | 1st-level White spell |
| 3 | 2nd-level White spell |
| 5 | 3rd-level White spell |
| 7 | 4th-level White spell |
| 9 | 5th-level White spell |
Divine Specialty
At 1st level, you choose your main white specialty with your planeswalker powers.
- Buffs: Whenever you cast a non-healing spell that targets another friendly creature, you can choose an additional creature within 5 feet of that creature to also be affected by the spell.
- Healing: Whenever you use a spell of 1st level or higher to restore hit points to another creature, the creature regains additional hit points equal to 2 + the spell's level.
- Leadership: You gain a number of d4 guiding dice equal to your spellcasting ability modifier(minimum of one), you regain those dice whenever you finish a short or long rest. The die used for this specialty increases as your proficiency bonus increases and is equal to twice your proficiency bonus. Whenever another creature within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend and roll a guiding die and add its result to the other creature’s roll. You can make this reaction before or after the roll, but before the DM says the results of it. If you have the Manipulation or Inspiration subclasses, you can use their disruption or creativity dice in place of the guiding die.
- Radiant: Once on your turn, whenever you deal radiant damage, choose a creature that was dealt damage this way and they make a Constitution saving throw. On a failure, they have disadvantage on attack rolls until your next turn.
- Smite(OLD): You can concentrate on multiple Smite spells at a time, the amount equaling your proficiency bonus. Whenever you fail a Constitution saving throw to maintain concentration on multiple spells, you lose concentration on each spell you are concentrating on. (Smite spell being any spell that has Smite in the name)
- Smite(NEW): Whenever you use your bonus action to cast a smite spell after hitting with a weapon, you can cast a second smite spell as part of the same bonus action.
Buffs
Competent
Starting at 6th level, choose one of your colors:
- White: The range for your Buffs Specialty and your Proficient effect are increased to 30 feet.
- Blue: Whenever you cast a non-healing spell that targets another friendly creature, you can choose an enemy creature within range of the spell. That creature has their next damage roll reduced by an amount equal to 2 + spell's level.
- Black: When you cast a non-healing spell that has a duration of 1 minute or longer that targets another friendly creature, whenever that creature brings an enemy creature to 0 hit points for the first time each turn, the remaining duration for the spell doubles up to a maximum duration of 24 hours.
- Red: Whenever you cast a non-healing spell that targets another friendly creature, that creature can use their reaction to move up to half their movement speed towards an enemy creature and make a weapon attack against them. This movement doesn't provoke opportunity attacks.
- Green: Whenever you cast a non-healing spell that targets another friendly creature, that creature gets advantage on their next weapon attack they make before your next turn.
Proficient
Starting at 10th level, you have figured out how to help more people around you. Whenever you cast a non-healing spell that targets another friendly creature, you can choose an additional creature within 5 feet of that creature to also be affected by the spell.
Expert
Starting at 14th level, choose one of your colors:
- White: The total number of creatures you can target with your Proficient effect is equal to one less than your proficiency bonus.
- Blue: When you cast a non-healing spell that targets another friendly creature, that creature gains a flying speed equal to their movement speed for the next minute.
- Black: When you cast a non-healing spell that targets another friendly creature, that creature has advantage on their next attack roll against a creature of their choice.
- Red: Whenever you cast a non-healing spell that targets another friendly creature, that creature has double movement speed until the end of your next turn.
- Green: Whenever you cast a non-healing spell that targets another friendly creature, that creature gets temporary hit points equal to your level for the next minute.
Healing
Competent
Starting at 6th level, choose one of your colors:
- White: You can cast spells that restore hit points with the casting time of one action as a bonus action.
- Blue: Whenever you cast a spell of 1st level or higher to restore hit points to another creature, choose a creature that was restored hit points this way, they regain an amount of mana equal to one less than the spell cast or the equivalent spell slot. If the chosen creature doesn't have mana or spell slots, you may instead choose a cantrip you know and allow them to cast that cantrip until the end of your next turn.
- Black: Whenever you use a spell of 1st level or higher to restore hit points to another creature, you may lose any amount of life up to twice your level, that creature regains that many hit points in addition. That creature can't benefit from this effect again until you cast another spell.
- Red: Whenever you use a spell of 1st level or higher to restore hit points to another creature, that creature gets an additional 1d8 lightning damage to their next damage roll. That creature can't benefit from this effect again until you cast another spell.
- Green: Whenever you use a spell of 1st level or higher to restore hit points to another creature, you regain hit points equal to half the amount they regained.
Proficient
Starting at 10th level, you've learned how to heal more people at the same time. Whenever you use a spell of 1st level or higher to restore hit points to another creature, choose up to a number of additional creatures equal to your proficiency bonus in range to regain half as many hit points.
Expert
Starting at 14th level, choose one of your colors:
- White: One of the creatures chosen with your Proficient effect regains twice as many hit points.
- Blue: Whenever an enemy creature ends their turn within 5 feet of an ally creature you can see, the ally creature can use their reaction to regain hit points equal to your level. A creature can only benefit from this ability once per day.
- Black: Whenever a friendly creature within 60 feet of you casts a spell that deals damage to one or more creatures, you may expend 4 mana to regain hit points equal to half of the damage dealt to one of those creatures.
- Red: Whenever an enemy creature you can see would gain hit points, you can use your reaction to make them make a Constitution saving throw. On a failure, they don't regain any hit points and you can choose a creature within 5 feet of you to regain those hit points instead.
- Green: Whenever you use a spell of 1st level or higher to restore hit points to another creature, that creature gets +5 to their AC until the end of your next turn. That creature can't benefit from this effect again until you cast another spell.
Leadership
Competent
Starting at 6th level, choose one of your colors:
- White: When a creature fails an ability check, attack roll or saving throw that a feature of yours added to, you regain the expended die if applicable.(This includes the Leadership and Inspiration specialties, Bardic Inspiration, certain Battle Master Fighter maneuvers, etc.)
- Blue: When a creature you can see attacks a target other than you that is within 60 feet of you, you can use your reaction to expend and roll a guiding die, adding its results to the target’s AC until its next turn.
- Black: Your allies gain extra benefits when you give them your leadership. When you add to another creature’s attack roll, they add the result of your die to each of their attack rolls until the end of their next turn. When you add to another creature’s saving throw, that creature gains temporary hit points equal to the result of your die.
- Red: You can now also use your Leadership specialty when another creature makes a damage roll, adding the result to the damage. If the damage roll has multiple damage types, choose one of them to add to.
- Green: When another creature within 60 feet of you takes damage, you can use your reaction to expend and roll a guiding die and that creature regains hit points equal to the result.
Proficient
Starting at 10th level, you've gained the confidence to help others even after pushing yourself. When you roll initiative and have one or less guiding dice, you regain expended guiding dice until you have two.
Expert
Starting at 14th level, choose one of your colors:
- White: You can now use your Leadership features without using your reaction.
- Blue: After you finish a short or long rest, you can roll all of your guiding, disruption and creativity dice and record the numbers rolled. Whenever you would roll one of those dice, you can instead replace it with one of the recorded numbers. Each roll can only be used once and you lose these recorded results when you roll again after your next short or long rest.
- Black: Whenever you would add to another creature’s skill check, you can instead expend one of your guidance dice and have that creature roll an additional d20, that creature can choose which die to use of the two for the skill check.
- Red: Whenever you add to another creature’s damage roll using your Leadership specialty, you can reroll that die a number of times equal to your proficiency bonus minus 1 and add the total to the damage. The max number of rerolls you can use for the extra damage is equal to the number of damage dice being rolled.
- Green: Whenever you use your Leadership Competent ability to regain another creature’s hit points, you can choose to expend and roll multiple guiding dice rather than one.
Radiant
Competent
Starting at 6th level, choose one of your colors:
- White: The number of creatures you can choose with your Radiant Specialty is equal to your proficiency bonus.
- Blue: Whenever you cast a spell that deals Radiant Damage, choose a creature that was dealt damage this way and they make an Intelligence saving throw. On a failure, you can see that creature's prepared or known spells if they have any. Choose one of those spells with a spell level equal to or less than the spell you cast. That creature can't cast that spell for the next minute.
- Black: Whenever you deal radiant damage to an enemy creature, you can regain hit points equal to the damage dealt this way. You can regain a total number of hit points equal to twice your level before needing to take a long rest.
- Red: Once on your turn, whenever you deal radiant damage, choose a creature that was dealt damage this way, attack rolls against that creature have advantage until that creature takes damage.
- Green: Whenever you make an attack or cast a spell that would deal bludgeoning, piercing or slashing damage, you may change that damage type to radiant.
Proficient
Starting at 10th level, you've learned how to get past anyone who would resist you. Radiant damage you deal ignores resistance to radiant damage and treats immunity to radiant damage as though it was resisted instead.
Expert
Starting at 14th level, choose one of your colors:
- White: Whenever a number of creatures would fail your Radiant specialty Save DC by 5 or more, that creature is blinded instead.
- Blue: Whenever you cast a spell that deals radiant damage, you may get advantage on the next saving throw you make before the end of your next turn.
- Black: Whenever you cast a spell that deals radiant damage, each creature that was dealt damage this way makes a Constitution saving throw. On a failure, a creature takes additional necrotic damage equal to half the radiant damage dealt.
- Red: Radiant damage you deal ignores immunity to radiant damage.
- Green: Attack you make that can deal radiant damage score a critical hit on a roll of 18-20.
Smite
Competent
Starting at 6th level, choose one of your colors:
- White: Hitting a creature with a melee spell attack counts as hitting with a melee weapon attack for the purposes of triggering the effects of Smite spells.
- Blue: After you cast a smite spell, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you have advantage on your next attack roll this turn as long as the attack is against that creature.
- Black: Hitting a creature with a ranged weapon attack counts as hitting with a melee weapon attack for the purposes of triggering the effects of Smite spells.
- Red: Whenever you cast a Smite spell at a higher level than that spell's lowest level, the damage dealt by that spell increases by an extra damage die for each level above its lowest level.
- Green: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
Proficient(OLD)
Starting at 10th level, whenever you fail a Constitution saving throw to maintain concentration on Smite spells, you can use your reaction to keep concentration on one of those spells.
Proficient(NEW)
Starting at 10th level, whenever you cast an additional spell with your Smite specialty, that spell costs no mana to cast as long as it is the same level as the first smite cast this turn or less.
Expert
Starting at 14th level, choose one of your colors:
- White: Hitting a creature with a ranged spell attack counts as hitting with a melee weapon attack for the purposes of triggering the effects of Smite spells.
- Blue: Whenever you cast a Smite spell, you can change the damage dealt by that spell to either Cold damage or Psychic damage.
- Black(OLD): Whenever an enemy creature damages you, if that damage causes you to lose concentration on one or more smite spells, you can choose one of those spells and deal its damage to that creature on a failed Dexterity saving throw.
- Black(NEW): If you have the extra attack feature or the combat tactics signature, smite spells you cast will apply its damage to each of your hits on the turn you cast it.
- Red: Whenever you cast a Smite spell, you can change the damage dealt by that spell to either Fire damage or Lightning damage.
- Green: Whenever you cast a smite spell, you gain advantage on Strength checks and saving throws for the next 1 minute.
Blue
| Planeswalker Level |
Spells |
|---|---|
| 1 | 1st-level Blue spell |
| 3 | 2nd-level Blue spell |
| 5 | 3rd-level Blue spell |
| 7 | 4th-level Blue spell |
| 9 | 5th-level Blue spell |
Arcane Specialty
At 1st level, you choose your main blue specialty with your planeswalker powers.
- Cold: Once on your turn, whenever you deal cold damage, choose a creature that was dealt damage this way, their movement speed is halved until your next turn.
- Illusion: Illusion spells you cast have a higher Spell Save DC equal to 10 + Proficiency Bonus + your spellcasting ability modifier.
- Manipulation: You gain a number of d4 disruption dice equal to your spellcasting ability modifier(minimum of one), you regain those dice whenever you finish a short or long rest. The die used for this specialty increases as your proficiency bonus increases and is equal to twice your proficiency bonus. Whenever another creature within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend and roll a disruption die and subtract its result from the other creature’s roll. You can make this reaction before or after the roll, but before the DM says the results of it. The creature is immune if it's immune to being charmed. If you have the Leadership or Inspiration subclasses, you can use their guiding or creativity dice in place of the disruption die.
- Psychic: Once on your turn, whenever you deal psychic damage, choose a creature that was dealt damage this way, they subtract 1d4 from their next attack roll or saving throw before your next turn. The die used for this specialty increases as your proficiency bonus increases and is equal to twice your proficiency bonus. (+3=1d6, +4=1d8,...)
- Skilled: When you make an ability check that fails, you can spend 1 mana to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Cold
Competent
Starting at 6th level, choose one of your colors:
- Blue: The number of creatures you can choose with your Cold Specialty is equal to your proficiency bonus.
- Black: Whenever you cast a spell that deals cold damage to an enemy creature, that creature makes a Wisdom saving throw. On a failure, you can see that creature's prepared or known spells if they have any. Choose one of those spells with a spell level equal to or less than the spell you cast. That creature can't cast that spell for the next minute.
- Red: Whenever you deal cold damage to an enemy creature, that creature makes a Constitution saving throw. On a failure, that creature takes 1d6 fire damage for every 5 feet they move until the end of your next turn.
- Green: Whenever you deal cold damage to an enemy creature, that creature makes a Strength saving throw. On a failure, that creature becomes prone.
- White: Whenever you deal cold damage to an enemy creature, that creature makes a Strength Saving throw. On a failure, that creature can't make weapon attacks during their next turn.
Proficient
Starting at 10th level, you've learned how to get past anyone who would resist you. Cold damage you deal ignores resistance to cold damage and treats immunity to cold damage as though it was resisted instead. If you have the Elemental Adept feat and chose cold damage for it, cold damage you deal ignores immunity to cold damage.
Expert
Starting at 14th level, choose one of your colors:
- Blue: Whenever you would choose creatures with your Cold specialty, choose one of those creatures, that creature's movement speed is reduced to 0 until your next turn instead.
- Black: Whenever you cast a spell that deals cold damage to an enemy creature, that creature that creature is marked until the end of your next turn, whenever a marked creature attacks you or casts a spell that targets you, that creature makes a Constitution saving throw. On a failure, that creature takes an amount of cold damage equal to your level.
- Red: At the start of your turn, if a creature you dealt cold damage to on your last turn has taken fire damage since your last turn, that creature loses hit points equal to the fire damage and cold damage dealt to them since the beginning of your last turn.
- Green: When a creature fails the saving throw for your cold Competent effect, that creature's movement becomes 0 until your next turn.
- White: When a creature fails the saving throw for your cold Competent effect, it becomes vulnerable to Cold damage until the end of your next turn.
Illusion
Competent
Starting at 6th level, choose one of your colors:
- Blue: You can cast illusion spells with a casting time of one action as a bonus action.
- Black: Creatures that you don't choose when you cast an illusion spell have disadvantage on rolls to know if your illusion isn't real.
- Red: Whenever a creature touches an illusion you created, that creature makes a Dexterity saving throw. On a failure, that creature takes a number of d6 fire damage equal to the level of the spell cast that created that illusion or the level of the spell you're concentrating on if the illusion was created by the Competent Selfbuff effect.
- Green: Whenever you cast an illusion spell, for the duration of that spell you can move that illusion once on your turn without taking up a bonus action or an action.
- White: You can make your illusions explode in radiant light. As an action you can end an illusion spell you cast early, each creature within 20 feet of that illusion makes a Constitution saving throw. On a failure, a creature takes a number of d8 Radiant damage equal to the level of the spell that created the illusion.
Proficient
Starting at 10th level, you have learned to keep multiple illusions up at a time. You can maintain concentration on two things as long as one of them is an illusion spell, but you only make one roll to maintain concentration on both spells.
Expert
Starting at 14th level, choose one of your colors:
- Blue: You have advantage on saving throws to maintain Concentration on illusion spells.
- Black: Whenever you create one or more illusions with a spell or magical ability, you can create one additional illusion within the same range.
- Red: You can make your illusions explode in a burst of flame. As an action you can end an illusion spell you cast early, each creature within 20 feet of that illusion makes a Dexterity saving throw. On a failure, a creature takes a number of d8 Fire damage equal to twice the level of the spell that created the illusion.
- Green: Whenever you create or move an illusion in front an enemy creature, that creature makes a Wisdom saving throw. On a failure, that creature has to try to attack the illusion on their next turn.
- White: Whenever a creature touches an illusion you created, that creature makes a Constitution saving throw. On a failure, that creature takes a number of d6 Radiant damage equal to the level of the spell cast that created that illusion or the level of the spell you're concentrating on if the illusion was created by the Competent Selfbuff effect.
Manipulation
Competent
Starting at 6th level, choose one of your colors:
- Blue: When a creature fails an ability check, attack roll or saving throw that a spell or feature of yours subtracted from, they take psychic damage equal to the amount you subtracted from their roll.
- Black: When a creature succeeds an ability check, attack roll or saving throw that a feature of yours subtracted from, you regain the expended die if applicable.(This includes the Manipulation specialty, Unsettling Words from Eloquence Bard, Cutting Words from Lore Bard, etc.)
- Red: Whenever you subtract from another creature’s roll, that creature’s speed is reduced by the amount subtracted times 5 until the end of that creature’s next turn.
- Green: When a creature fails an ability check, attack roll or saving throw that a spell or feature of yours subtracted from, you can choose a creature within 60 feet of you. That creature can use their reaction to make a weapon attack against the first creature.
- White: You can now also use your Manipulation specialty when another creature makes a damage roll, subtracting the result from the damage.
Proficient
Starting at 10th level, you've gained the wit to disrupt others even after pushing yourself. When you roll initiative and have one or less disruption dice, you regain expended disruption dice until you have two.
Expert
Starting at 14th level, choose one of your colors:
- Blue: You can now use your Manipulation features without using your reaction.
- Black: Whenever you would subtract from another creature’s attack roll, you can instead expend one of your disruption dice and have that creature roll an additional d20, you can choose which die they use from among the dice rolled.
- Red: Whenever you reduce another creature’s speed to 0, they must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.
- Green: When a creature fails an ability check, attack roll or saving throw that a spell or feature of yours subtracted from, they must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- White: Whenever you subtract from another creature’s damage roll using your Manipulation specialty, you can reroll that die a number of times equal to your proficiency bonus minus 1 and subtract the total from the damage. The maximum number of rerolls you can use for the subtracted damage is equal to the number of damage dice that other creature is rolling.
Psychic
Competent
Starting at 6th level, choose one of your colors:
- Blue: The number of creatures you can choose with your Psychic Specialty is equal to your proficiency bonus.
- Black: Whenever you use a spell to deal psychic damage, choose a creature that has been damaged this way and you can cast Detect Thoughts on that creature as part of the spell. You can only use this feature a number of times equal to your proficiency bonus until you need a long rest.
- Red: Whenever you cast a spell that deals psychic damage, your spell attack roll and DC for that spell are increased by 2.
- Green: Whenever you spend mana to cast a spell that deals psychic damage, each creature dealt damage this way takes extra damage equal to 2 times the mana spent.
- White: Whenever you use a spell to deal psychic damage, choose a creature that was dealt damage this way and they make an Intelligence saving throw. On a failure, you can see that creature's prepared or known spells if they have any. Choose one of those spells with a spell level equal to or less than the spell you cast. That creature can't cast that spell for the next minute.
Proficient
Starting at 10th level, you've learned how to get past anyone who would resist you. Psychic damage you deal ignores resistance to psychic damage and treats immunity to psychic damage as though it was resisted instead.
Expert
Starting at 14th level, choose one of your colors:
- Blue: Whenever you would choose creatures with your Psychic specialty, choose one of those creatures, that creature has disadvantage on their next attack roll or saving throw before your next turn.
- Black: Psychic damage you deal ignores immunity to psychic damage and you deal psychic damage to creatures without immunity or resistance to psychic damage as though they had vulnerability to psychic damage.
- Red: Whenever a enemy creature fails a saving throw against a spell you cast, that creature takes a number of d4 psychic damage equal to the spell's level.
- Green: Whenever you deal psychic damage to an enemy creature, that creature makes a Constitution saving throw. On a failure, that creature is stunned until the end of your next turn.
- White: Whenever a creature fails the saving throw for your Psychic Competent effect, if that creature doesn't have spells prepared or known, that creature takes an amount of psychic damage equal to your level. If that creature has spells, you can cast the spell you chose until the end of your next turn.
Skilled
Competent
Starting at 6th level, choose one of your colors:
- Blue: You choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses one of those skills or tools. You can change the chosen skill or tool proficiencies after a short or long rest.
- Black: You have advantage on all Stealth, Sleight of Hand and Deception checks.
- Red: You can cast the spell Borrowed Knowledge at will without requiring material components.
- Green: When you fail a skill check after using your Skilled specialty feature, you regain 1 mana.
- White: As an action, choose one creature you can see within 60 feet of you. You make a Wisdom(Insight) check contested against that creatures Charisma(Deception) check. If you win the skill contest, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
Proficient
Starting at 10th level, whenever you make a Strength, Dexterity or Charisma skill check, you can add your Wisdom modifier to the roll if you don't already add your proficiency bonus.
Expert
Starting at 14th level, choose one of your colors:
- Blue: You choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses that skill or tool. You can change the chosen skill or tool proficiency after a short or long rest.
- Black: Creatures have disadvantage on Perception, Investigation or Insight checks made against you.
- Red: When you cast the spell Borrowed Knowledge, you can choose a creature within Touch range to gain the skill proficiency instead. You can also now use the spell to gain proficiency in a tool rather than a skill.
- Green: You can use your Skilled specialty feature on failed saving throws and attack rolls.
- White: When you fail the skill contest of your Skilled Competent ability, you still learn whether the creature has any damage resistances and what they are. You can also now sense any immunities, resistances or vulnerabilities on creatures hidden from divination magic.
Black
| Planeswalker Level |
Spells |
|---|---|
| 1 | 1st-level Black spell |
| 3 | 2nd-level Black spell |
| 5 | 3rd-level Black spell |
| 7 | 4th-level Black spell |
| 9 | 5th-level Black spell |
Demonic Specialty
At 1st level, you choose your main black specialty with your planeswalker powers.
- Debuff: Whenever you target an enemy creature with a Debuff spell, the Spell Save DC for that spell is equal to 10 + Proficiency Bonus + your spellcasting ability modifier. (Debuff spells are spells that target enemy creatures within 120 feet of you that don't deal damage)
- Necromancy: You manifest an undead spirit, as with the spell summon undead. It does not require concentration and lasts indefinitely or until it dies. It obeys your verbal commands but requires you to use your bonus action to give those commands. The spirit’s statistics are as if you’d cast the spell using a spell slot of a level equal to half your Planeswalker level, rounded up. It has 10 less hit points for each level of the spell below 3rd (minimum 5 hit points). If the spirit dies, it reappears when you finish a short or long rest, returning with half its hit points after a short rest or all its hit points after a long rest. When you finish a long rest, you can change the type of undead spirit that is manifested.
- Necrotic: Once on your turn, whenever you deal necrotic damage, choose a creature that was dealt damage this way and they make a Constitution saving throw. On a failure, they have disadvantage on their next saving throw until the end of your next turn.
- Selfhealing: Whenever you restore hit points to yourself, you regain additional hit points equal to twice your proficiency bonus.
- Vampiric: You gain an unarmed attack that deals 1d8 slashing damage. This attack is magical and uses your spellcasting ability for the attack and damage rolls. When you hit with this attack you can attempt to grapple the target as a bonus action. If you hit a creature that is grappled, restrained or incapacitated with this attack, you can also deal 1d8 necrotic damage to the target and regain hit points equal to the necrotic damage dealt. You can regain hit points with this ability a number of times equal to your proficiency bonus, regaining uses after a short or long rest.
Debuff
Competent
Starting at 6th level, choose one of your colors:
- Black: Whenever you target an enemy creature with a Debuff spell, they take an amount Necrotic damage equal to the level of the spell.
- Red: Whenever you target an enemy creature with a Debuff spell with a duration of 1 minute or longer, when that creature is reduced to 0 hit points before the spell duration ends you can use your reaction to move the spell to affect a different creature within range of that spell.
- Green: Whenever you target an enemy creature with a Debuff spell, choose a creature targeted that way, when you reduce that creature to 0 hit points before the spell duration ends or 1 minute if the spell is instantaneous, you regain mana equal to half the mana spent to cast the spell, rounded down.
- White: Whenever you target an enemy creature with a Debuff spell, your next attack roll you make against that creature can score a critical hit on a roll of 16-20.
- Blue: Whenever you target an enemy creature with a Debuff spell, you learn what that creature has skill proficiencies in, you may choose one of them to be proficient in for the next 1 hour.
Proficient
Starting at 10th level, your Specialty has gotten harder to get away from. Enemy creatures have disadvantage on saving throws against Debuff spells you cast. If a creature would also have disadvantage on this saving throw from the Necrotic Specialty, they automatically fail the saving throw instead.
Expert
Starting at 14th level, choose one of your colors:
- Black: Whenever a creature would take damage from your Debuff Competent feature, that creature takes a number of d4 Necrotic damage equal to the level of the spell instead.
- Red: Whenever you would move a spell effect to a different creature using your Debuff Competent effect, you can move it to a creature up to three times the spells range.
- Green: Whenever you target an enemy creature with a Debuff spell, choose a creature targeted that way, when you reduce that creature to 0 hit points before the spell duration ends or 1 minute if the spell is instantaneous, you regain mana equal to half the mana spent to cast the spell, rounded down. If you chose the same creature as your Debuff Competent effect, you can only regain mana up to one less than the mana spent to cast the spell.
- White: Whenever you score a critical hit against an enemy creature, you can multiple the damage you would deal by three instead of two.
- Blue: Whenever you choose a skill proficiency from the Debuff Competent feature, you can add twice your proficiency bonus to skill checks made with it for the duration.
Necromancy
Competent
Starting at 6th level, choose one of your colors:
- Black: Whenever an undead creature you summoned or have control over deals damage, they regain hit points equal to half the damage dealt, rounded up.
- Red: Damage rolls from undead creatures you summoned or have control over gain an additional die. (Example. The rotting claw attack from the Putrid undead spirit will do 2d6 damage)
- Green: Whenever you cast a spell that creates or summons an undead creature, you create an additional one.
- White: Your undead spirits gain extra abilities that are unique to the type. Putrid undead spirits gain the Undead Fortitude ability that Zombies have and add your spellcasting ability modifier to its Constitution saving throws. You can command the Skeletal undead spirits to cast any planeswalker spell you have prepared using your spellcasting attack modifier and save DC at the cost of your mana if it isn’t a cantrip. Ghostly undead spirits are invisible except to allies and creatures that are frightened of it.
- Blue: You can now use your bonus action to cast Disguise Self without spending mana on undead creatures you summoned or have control over.
Proficient
Starting at 10th level, when you cast the Summon undead spell, it no longer requires material components or concentration and has a duration that is a number of hours equal to your level or until you cast it again.
Expert
Starting at 14th level, choose one of your colors:
- Black: Whenever you cast a spell that creates or summons an undead creature, that spell is cast at one level higher than what you spent to cast it. This extra level also applies to your Necromancy specialty when determining the undead spirit’s statistics.
- Red: As an action you can choose an undead creature you have created or summoned and set its hit points to 0, each creature within 20 feet of that undead makes a Dexterity saving throw. On a failure, a creature takes a number of d8 Fire damage equal to twice the level of the spell that created the undead creature.
- Green: Whenever an undead creature you have created or summoned with a spell dies, you regain mana equal to half the level of the spell that created or summoned it, rounded down.
- White: Whenever you create or summon an undead creature, choose one of the types from Summon undead. That undead creature gains the speeds, features and actions of that undead spirit type, including the ones if you have the white competent choice for Necromancy.
- Blue: Whenever you command an undead creature that you have created or have control over to move, you can teleport it to a point within range of that creature equal to its movement speed.
Necrotic
Competent
Starting at 6th level, choose one of your colors:
- Black: Creatures have disadvantage on the saving throw against your Necrotic Specialty.
- Red: Enemy creatures within 30 feet of you can't regain hit points.
- Green: Whenever you deal necrotic damage to an enemy creature, choose a creature that was dealt damage this way, you regain hit points equal to half the damage dealt to that creature. You can only use this ability a number of times equal to your proficiency bonus until you need a long rest.
- White: Necrotic damage you deal is considered to also be radiant damage for the purpose of features and effects that refer to radiant damage, such as a zombie's Undead Fortitude feature or the features granted by the radiant branch of the white subclass. This does not change how much necrotic damage a creature that is resistant, immune, or vulnerable to radiant damage takes.
- Blue: Attack rolls you make that can deal necrotic damage can treat a d20 roll of 7 or lower as 8.
Proficient
Starting at 10th level, you've learned how to get past anyone who would resist you. Necrotic damage you deal ignores resistance to necrotic damage and treats immunity to necrotic damage as though it was resisted instead.
Expert
Starting at 14th level, choose one of your colors:
- Black: Enemy creatures you deal Necrotic damage to automatically fail their save against your Necrotic Specialty. If you also have the Black Necrotic Competent feature, the number or creatures you can choose with your Necrotic Specialty is equal to your proficiency bonus.
- Red: Whenever you use a spell to deal necrotic damage, each creature within 15 feet of you makes a Dexterity saving throw. On a failure, that creature takes any damage that spell deals.
- Green: Whenever you cast a spell that deals necrotic damage, if one or more of the targets are missing any of their hit points, the damage die for the spell damage increases(1d4 to 1d6, 1d6 to 1d8, etc.).
- White: Necrotic damage you deal to aberration, celestial, elemental, fey, fiend, or undead creatures is doubled.
- Blue: Whenever you cast a spell that deals necrotic damage, your spell attack roll and DC for that spell are increased by 2.
Selfhealing
Competent
Starting at 6th level, choose one of your colors:
- Black: Whenever you use a spell to restores hit points to yourself, you can choose a creature within 30 feet to lose that many hit points.
- Red: Whenever you use a spell of 1st level or higher to restore hit points to yourself, you get an additional 1d8 lightning damage to your next damage roll. You can't benefit from this effect again until you cast another spell.
- Green: Whenever you cast a spell of 2nd level or higher to restore hit points to yourself, you regain an amount of mana equal to half of the level of the spell cast, rounded down.
- White: Whenever you cast a spell that deals damage, you can regain hit points equal to half the damage dealt to a creature damaged this way. You can use this effect a number of times equal to your proficiency bonus until you need a long rest.
- Blue: Whenever you use a spell of 1st level or higher to restore hit points to yourself, you get advantage on the next skill check or saving throw you make before the end of your next turn.
Proficient
Starting at 10th level, whenever you cast a spell of 1st level or higher that restores hit points to yourself, that spell is cast at one level higher than the mana or spell slot spent.
Expert
Starting at 14th level, choose one of your colors:
- Black: Whenever you cast a spell of 1st level or higher to restore hit points to yourself, you can choose to unleash a wave of draining energy. Each creature of your choice within 60 feet of you makes a Constitution saving throw. On a failure, a creature loses hit points equal to the hit points restored. You can only use this ability once, regaining this use after a long rest.
- Red: Whenever you cast a spell of 1st level or higher to restore hit points to yourself, you get a bonus to your next damage roll equal to half the hit points you were restored.
- Green: Whenever you use a spell of 1st level or higher to restore hit points to yourself, each enemy creature within 15 feet of you makes a Constitution saving throw. On a failure, they take Necrotic damage equal to half the hit points you were restored.
- White: Whenever you cast a spell that deals damage to one or more creatures, you may expend 3 mana to regain hit points equal to half of the damage dealt to one of those creatures.
- Blue: Whenever you cast a spell of 1st level or higher to restore hit points to yourself, you get advantage on the next attack roll you make before the end of your next turn.
Vampiric
Competent
Starting at 6th level, choose one of your colors:
- Black: Whenever you cast the Vampiric Touch spell, it does not require concentration for you.
- Red: Once during your turn when you use your action to take the Attack action, you may make one additional unarmed or Vampiric Touch attack as part of that action.
- Green: Once per turn when you hit a creature with your unarmed attack or with Vampiric Touch, you can expend one or more mana to deal an extra 1d6 necrotic damage to the target per amount of mana spent, and you regain hit points equal to the necrotic damage dealt.
- White: As an action, you can drain a number of d6 hit points from yourself, up to your proficiency bonus. You then touch a creature and that creature regains that many hit points. You can use this feature a number of times equal to your proficiency bonus, regaining uses after a short or long rest.
- Blue: When you hit a creature with your unarmed attack or with Vampiric Touch, you can cast the spell Invisibility as a bonus action this turn.
Proficient
Starting at 10th level, necrotic damage dealt by your unarmed attack ignores resistance to necrotic damage and treats immunity to necrotic damage as though it was resisted instead. If you also have the Necrotic specialty, necrotic damage dealt by your unarmed strike ignores immunity to necrotic damage.
Expert
Starting at 14th level, choose one of your colors:
- Black: Necrotic damage dealt by your unarmed strike ignores immunity to necrotic damage. If you also have the Necrotic specialty, all necrotic damage you deal ignores immunity to necrotic damage.
- Red: Once during your turn when you use your action to take the Attack action, you may make one additional unarmed or Vampiric Touch attack as part of that action.
- Green: When you regain hit points with your Vampiric Specialty, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
- White: The amount of healing given to another creature by your Vampiric Competent feature is double the hit points drained instead of being equal to. This effect does not apply to other creatures with this ability.
- Blue: When you cast the spell Invisibility as a bonus action, each creature that you attacked this turn makes a Wisdom saving throw. On a failed save, that creature doesn't remember that you were there. A creature that failed the save regains the lost memory after 1 hour or until you attack them again. A creature that succeeds the saving throw is immune to this effect for 24 hours.
Red
| Planeswalker Level |
Spells |
|---|---|
| 1 | 1st-level Red spell |
| 3 | 2nd-level Red spell |
| 5 | 3rd-level Red spell |
| 7 | 4th-level Red spell |
| 9 | 5th-level Red spell |
Passionate Specialty
At 1st level, you choose your main red specialty with your planeswalker powers.
- Fire: Once on your turn, whenever you deal fire damage, you can choose a creature that was dealt damage this way and they make a Dexterity saving throw. On a failure, they are set on fire and take 1d4 fire damage on the start of their turn until they use an action to put themselves out. The fire goes out after a number of rounds equal to your proficiency bonus.
- Inspiration: You gain a number of d4 creativity dice equal to your spellcasting ability modifier(minimum of one), you regain those dice whenever you finish a short or long rest. The die used for this specialty increases as your proficiency bonus increases and is equal to twice your proficiency bonus. Whenever you make an attack roll, ability check, or saving throw, you can expend and roll a creativity die and add its result to the roll. You can roll the creativity die before or after the roll, but before the DM says the results of it. If you have the Leadership or Manipulation subclasses, you can use their guiding or disruption dice in place of the creativity die.
- Lightning: Once on your turn, whenever you deal lightning damage, you can choose a creature that was dealt damage this way and they make a Constitution saving throw. On a failure, they take thunder damage equal to half the lightning damage dealt.
- Selfbuffs: Whenever you cast a spell that doesn't restore hit points that targets yourself, you can spend mana equal to the spells level to have that spell affect a number of friendly creature within 5 feet of you equal to your proficiency bonus.
- Speed: Once on your turn, if you haven't moved this turn, you can use your bonus action to reduce your speed to 0. If you do, you take the Dodge action as part of this bonus action. You can also take the dodge action in place of taking any dash action(For example, using a cunning action or hasted feature to dash as a bonus action).
Fire
Competent
Starting at 6th level, choose one of your colors:
- Red: The number of creatures you can choose with your Fire Specialty is equal to your proficiency bonus.
- Green: Whenever a creature damages to you with a melee attack within 5 feet of you, they take 1d4 fire damage.
- White: Spells you cast that deal fire damage don't damage a number of other creatures of your choice equal to your spellcasting ability.
- Blue: Whenever you deal fire damage to an enemy creature, that creature can skip their next turn's action, if they don't they take psychic damage equal to the fire damage taken. If they skip their next action this way, they are immune to this effect for the next 24 hours.
- Black: Fire damage you deal ignores resistance to fire damage and treats immunity to fire damage as though it was resisted instead. This ability also replaces the Proficient effect with "Fire damage you deal ignores immunity to fire damage and if you have the Elemental Adept feat and chose fire damage for it, fire damage you deal can't cause opponents to regain hit points from Fire Absorption-like abilities."
Proficient
Starting at 10th level, you've learned how to get past anyone who would resist you. Fire damage you deal ignores resistance to fire damage and treats immunity to fire damage as though it was resisted instead. If you have the Elemental Adept feat and chose fire damage for it, fire damage you deal ignores immunity to fire damage.
Expert
Starting at 14th level, choose one of your colors:
- Red: When a creature set on fire by your Fire Specialty takes fire damage, the number of d4s that creature takes at the start of their turn increases.
- Green: Your Fire Competent ability does 3d4 fire damage instead.
- White: Spells you cast that deal fire damage don't damage you and you have Immunity to Fire damage.
- Blue: Your Fire Competent ability requires them to skip their entire turn instead of their action.
- Black: Whenever you deal fire damage to an enemy creature, they have their maximum hit points reduced equal to the damage taken until they finish a long rest.
Inspiration
Competent
Starting at 6th level, choose one of your colors:
- Red: Whenever you add to your own rolls using your Inspiration specialty, you gain speed equal to 5 times the amount added until the end of your next turn.
- Green: Whenever you use your Inspiration specialty ability to add to your own saving throw, you can choose to expend and roll multiple creativity dice rather than one adding the total to your roll. (You must choose the amount you want to roll before rolling any of the creativity dice)
- White: Whenever you use your Inspiration specialty ability to add to your own attack roll, you can choose to expend and roll multiple creativity dice rather than one adding the total to your roll. (You must choose the amount you want to roll before rolling any of the creativity dice)
- Blue: Whenever you use your Inspiration specialty ability to add to your own skill check, you can choose to expend and roll multiple creativity dice rather than one adding the total to your roll. (You must choose the amount you want to roll before rolling any of the creativity dice)
- Black: You can now also use your Inspiration specialty when you make a damage roll, adding the result to the damage. If the damage roll has multiple damage types, choose one of them to add to.
Proficient
Starting at 10th level, when you roll initiative and have one or less creativity dice, you regain expended creativity dice until you have two.
Expert
Starting at 14th level, choose one of your colors:
- Red: You can now turn your creativity dice into temporary mana. At the start of your turn in combat, you can choose to expend and roll a creativity die. You gain an amount of mana equal to the result, that mana goes away at the end of your turn.
- Green: Whenever you would use your Inspiration specialty ability to add to your own saving throw, you can choose to instead expend a creativity die and roll an additional d20. You choose which of the d20s is used for the saving throw.
- White: Whenever you would use your Inspiration specialty ability to add to your own attack roll, you can choose to instead expend a creativity die and roll an additional d20. You choose which of the d20s is used for the attack roll.
- Blue: Whenever you would use your Inspiration specialty ability to add to your own skill check, you can choose to instead expend a creativity die and roll an additional d20. You choose which of the d20s is used for the skill check.
- Black: Whenever you use your Inspiration specialty ability to add damage to your own damage rolls, you can choose to expend and roll multiple creativity dice rather than one adding the total to your damage.
Lightning
Competent
Starting at 6th level, choose one of your colors:
- Red: The number of creatures you can choose with your Lightning Specialty is equal to your proficiency bonus.
- Green: Whenever you make an attack or cast a spell that would deal bludgeoning, piercing or slashing damage, you may change that damage type to Lightning.
- White: Whenever you use a spell to deal lightning damage, you can regain hit points equal to half the damage dealt to a creature damaged this way. You can use this effect a number of times equal to your proficiency bonus until you need a long rest.
- Blue: Whenever you cast a spell that deals lightning damage, your spell attack roll and DC for that spell are increased by 2.
- Black: Whenever you use a spell to deal lightning damage, choose a creature that was dealt damage this way to make a Constitution saving throw. On a failure, that creature is stunned until your the start next turn.
Proficient
Starting at 10th level, you've learned how to get past anyone who would resist you. Lightning damage you deal ignores resistance to lightning damage and treats immunity to lightning damage as though it was resisted instead. If you have the Elemental Adept feat and chose lightning damage for it, lightning damage you deal ignores immunity to lightning damage.
Expert
Starting at 14th level, choose one of your colors:
- Red: The amount of thunder damage your Lightning Specialty deals is doubled.
- Green: Attack you make that can deal lightning damage score a critical hit on a roll of 18-20.
- White: Whenever you use a spell to deal lightning damage, you may expend 2 mana to regain hit points equal to half of the damage dealt to a creature damaged this way.
- Blue: Attack rolls you make that can deal lightning damage can treat a d20 roll of 7 or lower as 8.
- Black: Lightning damage you deal ignores immunity to lightning damage and lightning damage you deal can't cause opponents to regain hit points from Lightning Absorption-like abilities.
Selfbuffs
Competent
Starting at 6th level, choose one of your colors:
- Red: You can choose to ignore the extra mana required for your Selfbuffs Specialty. You can only do this once, regaining this use after a long rest.
- Green: You have advantage on saving throws to maintain concentration on spells that were cast on yourself.
- White: The range for your Selfbuffs Specialty is increased to 30 feet.
- Blue: As long as you are concentrating on a spell that is affecting you, you can use your bonus action to create an illusionary copy of yourself within 30 feet of you for the duration of the spell or until you use this effect again. Whenever you make an attack roll against a creature that is within 5 feet of the illusion, the attack has advantage.
- Black: As long as you are concentrating on a spell that is affecting you, you can use your action to try to frighten a creature. As an action, you can make a creature make a Wisdom saving throw, the creature must be able to hear you, and the two of you must share a language. On a failure, that creature is frightened of you for the spell's duration. A creature frightened this way can use their action to make a Wisdom (Insight) check against your spell save DC to stop being frightened. When they succeed a saving throw against this effect, they are immune to this effect for the next 24 hours.
Proficient
Starting at 10th level, your buffs last longer the more enemies you slay. When you cast a non-healing spell that has a duration of 1 minute or longer that targets only yourself, for the duration of that spell, whenever you bring an enemy creature to 0 hit points for the first time each turn, the remaining duration for the spell doubles up to a maximum duration of 24 hours.
Expert
Starting at 14th level, choose one of your colors:
- Red: You can do the Competent Selfbuff ability a number of times equal to your proficiency bonus. Regaining all uses after a long rest.
- Green: Whenever you break concentration on a spell due to damage, you regain mana equal to half the spells level, rounded down.
- White: The range for your Selfbuffs Specialty is increased to 90 feet.
- Blue: When you cast a non-healing spell that targets yourself, you gain a flying speed equal to your movement speed for the next minute.
- Black: When you cast a non-healing spell that targets yourself, you have advantage on your next attack roll.
Speed
Competent
Starting at 6th level, choose one of your colors:
- Red: Using your bonus action to dodge now only takes away 30 feet of speed that you can move that turn rather than your entire movement speed.
- Green: Once during your turn, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can roll one additional damage die for the attack. If the attack deals multiple types of damage that you roll for, you choose which one gains the additional die.
- White: When a creature you can see hits a target, other than you, within an amount of feet of you equal to your movement speed, you can use your reaction to move next to that creature and take the hit instead, reducing the damage you take by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Blue: You now have a swimming speed and climbing speed equal to your walking speed.
- Black: Once during your turn, when you attack a creature with a melee weapon attack roll, if you haven't moved this turn, you can reduce your movement speed to 0 in order to get advantage on that attack roll.
Proficient
Starting at 10th level, your movement is unaffected by difficult terrain, and spells and other magical effects can not reduce your speed.
Expert
Starting at 14th level, choose one of your colors:
- Red: Whenever you take a dash action, you can also take the disengage action as part of that dash action. This also applies if you use that dash action to dodge instead.
- Green: Whenever you roll initiative, choose a number of creatures within 60 feet of you up to your proficiency bonus. Those creatures get advantage on this initiative roll and can dash as a bonus action for as long as you are in this initiative.
- White: When you use your reaction for your Speed Competent ability, you can then make a weapon attack roll against the creature that damaged you as long as they are within range of your weapon attack.
- Blue: As a bonus action, you can now teleport rather than move. Choose a point within an amount of feet equal to your movement speed, you then teleport to that point. Your movement speed becomes 0 for the rest of your turn. If you have the Telefragger signature, you can make your next melee attack roll this turn with advantage.
- Black: If you start your turn in dim light or darkness, you become invisible until you attack, cast a spell or until the end of the turn. If you end your turn in dim light or darkness and are still invisible, you stay invisible until your next turn.
Green
| Planeswalker Level |
Spells |
|---|---|
| 1 | 1st-level Green spell |
| 3 | 2nd-level Green spell |
| 5 | 3rd-level Green spell |
| 7 | 4th-level Green spell |
| 9 | 5th-level Green spell |
Druidic Specialty
At 1st level, you choose your main green specialty with your planeswalker powers.
- Growth: You gain the ability to summon plant companions to help fight for you. Over the course of an hour, you can create any Plant creature with a challenge rating that is shown in the table below or lower, which can coincide with a short or long rest. It is friendly to you and your companions, and it obeys your commands. In combat, the plant(s) shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the plant(s) can take any action of its choice, not just Dodge. When the plant dies, its body turns to dust. Once you summon a plant, you can’t do so again until you finish a long rest or until you spend one or more mana based on the Plant’s CR. You can have a number of plants equal to your proficiency bonus. If you make more than you have the ability to, one of them of your choice dies.
| Level | Max CR | Mana |
|---|---|---|
| 1 | 1/4 | 1 |
| 3 | 1/2 | 2 |
| Level | Max CR | Mana |
|---|---|---|
| 5 | 1 | 3 |
| 7 | 2 | 4 |
- Healing: Whenever you use a spell of 1st level or higher to restore hit points to a creature, you can choose a different creature within range of the spell to regain half as many hit points.
- Mana: Your mana available increases equal to your proficiency bonus minus 1.
- Poison: Poison damage you deal ignores resistance to poison damage and treats immunity to poison damage as though it was resisted instead.
- Summoning: You can command a number of creatures you have summoned or have control over without using an action or bonus action on your turn equal to your proficiency bonus.
Growth
Competent
Starting at 6th level, add your proficiency bonus to any of your summoned plant's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your planeswalker level, whichever is higher.
In addition to this, choose one of your colors:
- Green: Whenever one of your plants dies, you regain mana equal to half the mana spent to create it, rounded down.
- White: When you cast a spell with a range of touch, your plants can deliver the touch. Choose one of your plants within 100 feet of you and it must use its reaction to deliver the touch when you cast the spell.
- Blue: As a bonus action, you can spend 1 mana to magically teleport yourself and one of your plants within 100 feet of you to each other’s location.
- Black: The plant creatures that you summon are considered to be undead creatures for the purposes of the Necromancy specialty features. The creatures you summon gain a new melee attack with a reach of 5ft that uses your spellcasting attack modifier to hit and deals 2d8 plus your spellcasting ability modifier Necrotic damage.
- Red: Plant creatures you summon have resistance to fire damage.
Proficient
Starting at 10th level, attack and damage rolls from your plants use your spellcasting ability modifier and your proficiency bonus rather than its own unless theirs is higher. The damage rolls of your plants gain an additional die of damage, if there is multiple choose one to gain an additional.
Expert
Starting at 14th level, choose one of your colors:
- Green: Whenever you summon a plant creature, its ability scores increase based on its CR. Creatures that are CR 1/4 or less have ability scores of 12 for each score less than 12. The same goes for CR 1/2 having 14, CR 1 having 16 and CR 2 having 18.
- White: Your plants can attack an additional time when they take the attack action.
- Blue: You can cast the spell Vortex Warp an unlimited number of times with this feature as long as it targets one of your summoned plants.
- Black: If you have the Black option for the Growth Specialty Competent feature, your plant’s melee attacks gain an extra 1d8 necrotic damage on hit and have a 10ft greater reach.
- Red: Plant creatures you summon have a walking speed equal to yours if your speed is higher and can dash as a bonus action.
Healing
Competent
Starting at 6th level, choose one of your colors:
- Green: The number of creatures you can choose with your Healing Specialty is equal to your proficiency bonus.
- White: Whenever you cause a creature to regain hit points, you gain a +1 bonus to AC and attack rolls until the end of your next turn. If you healed another creature this way, this effect also applies to them.
- Blue: Whenever you cause a creature to regain hit points, you gain a +1 bonus to ability checks and saving throws until the end of your next turn. If you healed another creature this way, this effect also applies to them.
- Black: Whenever you cause a creature to regain hit points, each creature of your choice within 30 feet of you takes 1 necrotic damage.
- Red: Whenever you cause a creature to regain hit points, you gain a +1 bonus to damage rolls until the end of your next turn. If you healed another creature this way, this effect also applies to them.
Proficient
Starting at 10th level, if you would cause a creature that is missing hit points to regain more hit points than it was missing, the excess hit points are converted to temporary hit points that last for 1 minute.
Expert
Starting at 14th level, choose one of your colors:
- Green: Each creature you restore hit points to with your Healing Specialty regains twice as many hit points.
- White: Once during each turn when you cause a creature to regain hit points, you can cause that creature to gain resistance to one damage type of your choice until the end of its next turn. If it already has resistance to that damage type, it gains immunity instead. A creature with resistance to bludgeoning, piercing, and/or slashing damage cannot gain immunity to those damage types this way.
- Blue: Once during each turn when you cause a creature to regain hit points, that creature regains 1 mana; gains a 1st-level spell slot; or increases the level of an unexpended spell slot by one, to a maximum of a 5th-level spell slot. That creature cannot benefit in this way from the same feature or the same spell again until it finishes a long rest, and if you regain mana from this feature you can't do so again until you finish a short or long rest.
- Black: Your Healing Competent feature deals 3 necrotic damage instead.
- Red: Whenever you roll the maximum possible for a die rolled to restore hit points to a creature, that creature can add that number to its next attack roll or damage roll.
Mana
Competent
Starting at 6th level, choose one of your colors:
- Green: You can regain your ability to Gather after you finish a short or long rest.
- White: Whenever you spend 1 or more mana, you regain hit points equal to the mana spent.
- Blue: Whenever you spend 1 or more mana, choose one spell on one of the spell lists for your colors that is of a level equal to or less than half the amount of mana you spent. You may cast that spell until the end of your next turn.
- Black: Whenever you spend 1 or more mana, you may spend hit points equal to three times the mana spent to give all creatures disadvantage on their next saving throw against this spell or feature until the end of this turn if the mana was spent to cast a spell or use a planeswalker feature, or to give yourself a number of rot points equal to the mana spent. You can spend 1 rot point when a creature makes an attack roll against you to impose disadvantage on that roll, and unexpended rot points are lost at the end of your next turn.
- Red: Whenever you spend 1 or more mana, your speed increases by 5 times the mana spent until the end of your next turn.
Proficient
Starting at 10th level, you recover mana at an astonishing rate. Whenever you regain mana, you regain additional mana equal to half the mana regained, rounded down. If this mana is regained in the same turn that you spent mana, the additional mana regained cannot cause the total mana regained to equal or exceed the mana spent.
Expert
Starting at 14th level, choose one of your colors:
- Green: When gathering, you don't have a limit on how much mana you can regain. (You regain 14 mana at 14th level rather than 10.)
- White: Whenever you regain mana, you gain resistance to one damage type of your choice until you finish a short or long rest.
- Blue: When you become the target of a spell, you can counter it, as with the spell counterspell. You can't do so again until you regain mana.
- Black: Whenever you regain mana, you gain temporary hit points equal to the mana regained. If you already have temporary hit points from this feature, the new temporary hit points are added to them instead of replacing them.
- Red: At the beginning of each of your turns, you may gain advantage on all attack rolls, ability checks, and saving throws until the start of your next turn. You can't do so again until you regain mana.
Poison
Competent Starting at 6th level, choose one of your colors:
- Green: Whenever you deal poison damage to an enemy creature, that creature makes a Constitution saving throw. On a failure, that creature is poisoned for 1 minute. A poisoned creature can repeat this save on each of their turns. On a success, that creature is immune to this effect for 24 hours.
- White: If you use a feature or cast a spell that deals poison damage to a friendly creature, you can use your reaction to have that creature regain hit points equal to the mana you spent to use that feature or cast that spell instead of taking damage.
- Blue: Poison damage you deal is considered to also be cold damage for the purpose of features and effects that refer to cold damage, such as the features granted by the cold branch of the blue subclass. This does not change how much poison damage a creature that is resistant, immune, or vulnerable to cold damage takes.
- Black: Poison damage you deal is considered to also be necrotic damage for the purpose of features and effects that refer to necrotic damage, such as the features granted by the necrotic branch of the black subclass. This does not change how much poison damage a creature that is resistant, immune, or vulnerable to necrotic damage takes.
- Red: Once during each of your turns when you roll for poison damage, you deal an additional amount of fire damage equal to the number of dice rolled.
Proficient
Starting at 10th level, you've learned how to poison people's soul. Poison damage you deal ignores resistance and immunity to poison damage.
Expert
Starting at 14th level, choose one of your colors:
- Green: Creatures that are poisoned by one of your features or a spell you cast are vulnerable to poison damage.
- White: Creatures that are poisoned by one of your features or a spell you cast are also blinded.
- Blue: Creatures that are poisoned by one of your features or a spell you cast are also charmed.
- Black: Creatures that are poisoned by one of your features or a spell you cast are also frightened.
- Red: Creatures that are poisoned by one of your features or a spell you cast are also incapable of regaining hit points.
Summoning
Competent
Starting at 6th level, choose one of your colors:
- Green: Whenever a creature you have summoned or have control over makes a melee attack on their turn, its reach for it is 5 feet greater than normal.
- White: Whenever a creature attacks you, a creature you have summoned or have control over within 5ft of that creature can use its reaction to impose disadvantage on that attack roll.
- Blue: As a bonus action, you can see through a creature you've summoned's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.
- Black: Creatures you have summoned or have control over that are able to make melee attacks gain a new unarmed attack, the attack deals 1d6 + its Strength or Dexterity modifier necrotic damage, the creature regains hit points equal to the necrotic damage dealt.
- Red: Whenever you command a creature to attack a creature, you can spend 1 mana to give that creature advantage on attack rolls this turn.
Proficient
Starting at 10th level, if a spell you cast would summon two or more creatures, you summon an additional creature of the same kind as one of the creatures summoned. This additional creature follows the same limitations of the spell as the other creatures summoned.
Expert
Starting at 14th level, choose one of your colors:
- Green: Whenever a creature you have summoned or have control over hits with a melee attack on their turn, that creature can attempt to grapple as a bonus action, its reach for it is 5 feet greater than normal.
- White: Creatures you have summoned or have control over don't use your reaction when commanded to make an opportunity attack or other reaction abilities.
- Blue: When you cast a spell with a range of touch, a creature you have summoned or have control over of your choice can deliver the spell as if it had cast the spell. That creature must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
- Black: When a creature you have summoned or have control over dies, you can use your reaction to spend 2 mana to return that creature to life with 1 hit point, as long as that creature is within 60 feet of you.
- Red: Creatures you have summoned or have control over have the ability to take the Dash action as a bonus action.
Color Spell Lists
Spells with * are custom and found here
White
Cantrips (0 Level)
- blade ward
- guidance
- light
- mending
- message
- resistance
- sacred flame
- spare the dying
- spectral weapon*
- thaumaturgy
- true strike
- word of radiance
1st Level
- absorb elements
- alarm
- bless
- ceremony
- color spray
- cure wounds
- detect evil and good
- detect magic
- detect poison and disease
- divine favor
- faerie fire
- guiding bolt
- healing word
- heroism
- mage armor
- magic missile
- protection from evil and good
- purify food and drink
- sanctuary
- shield
- shield of faith
- silvery barbs
- thunderous smite
2nd Level
- aid
- borrowed knowledge
- branding smite(2014)
- calm emotions
- cordon of arrows
- enhance ability
- find steed
- gentle repose
- healing spirit
- hold person
- lesser restoration
- magic weapon
- moonbeam
- prayer of healing
- protection from poison
- shining smite(2024)
- silence
- spiritual weapon
- warding bond
- warding wind
- zone of truth
3rd Level
- aura of vitality
- beacon of hope
- blinding smite
- conjure barrage
- crusader's mantle
- daylight
- dispel magic
- galder's tower
- life transference
- magic circle
- mass healing word
- motivational speech
- protection from energy
- remove curse
- revivify
- speak with dead
- spirit guardians (Radiant)
- tiny servant
4th Level
- aura of life
- aura of purity
- banishment
- death ward
- find greater steed
- fount of moonlight
- guardian of faith
- honor of the ultra* (Radiant)
- mordenkainen's faithful hound
- otiluke's resilient sphere
- prism beam* (Radiant)
- summon construct
5th Level
- banishing smite
- circle of power
- conjure volley
- debt of loyalty*
- dispel evil and good
- flame strike
- greater restoration
- hallow
- hold monster
- holy weapon
- jallarzi's storm of radiance
- mass cure wounds
- raise dead
- summon celestial
- swift quiver
6th Level
- blade barrier
- fizban's platinum shield
- forbiddance
- globe of invulnerability
- heal
- heroes' feast
- planar ally
- primordial ward
- sunbeam
- tasha's otherworldly guise
- word of recall
- zekel's starlit sanctuary*
7th Level
- conjure celestial
- mordenkainen's sword
- plane shift
- power word fortify
- resurrection
- sequester
8th Level
- antimagic field
- antipathy/sympathy
- holy aura
- mind blank
- sunburst
9th Level
- gate
- mass heal
- power word heal
- prismatic wall
- true resurrection
- wish
Blue
Cantrips (0 Level)
- control flames
- encode thoughts
- friends
- frostbite
- mage hand
- message
- mind sliver
- minor illusion
- prestidigitation
- ray of frost
- shape water
- vicious mockery
1st Level
- alarm
- armor of agathys
- charm person
- command
- comprehend languages
- create or destroy water
- detect magic
- disguise self
- dissonant whispers
- find familiar
- fog cloud
- frost fingers
- ice knife
- identify
- illusory script
- magic missile
- mage armor
- silent image
- silvery barbs
- sleep
- unseen servant
- whispers of the muse*
2nd Level
- alter self
- arcane lock
- arcane vigor
- augury
- blur
- borrowed knowledge
- calm emotions
- detect thoughts
- find traps
- frost smite*
- gift of gab
- invisibility
- knock
- levitate
- locate object
- magic mouth
- mind spike
- mirror image
- misty step
- pass without trace
- phantasmal force
- rime's binding ice
- see invisibility
- suggestion
- tasha's mind whip
- vortex warp
- wristpocket
3rd Level
- blink
- catnap
- clairvoyance
- counterspell
- dispel magic
- fly
- gaseous form
- glyph of warding (Spell Glyph)
- hypnotic pattern
- intellect fortress
- leomund's tiny hut
- major image
- nondetection
- pulse wave
- sending
- sleet storm
- slow
- tidal wave
- tiny servant
- tongues
- wall of water
- water walk
4th Level
- arcane eye
- compulsion
- control water
- dimension door
- divination
- dominate beast
- fabricate
- greater invisibility
- phantasmal killer
- polymorph
- prism beam* (Cold)
- raulothim's psychic lance
- summon aberration
- summon construct
- summon elemental
- watery sphere
5th Level
- animate objects
- bigby's hand
- cone of cold
- dominate person
- dream
- evacuation*
- geas
- legend lore
- mislead
- modify memory
- rary's telepathic bond
- scrying
- seeming
- summon draconic spirit
- synaptic static
- telekinesis
- teleportation circle
- wall of force
- yolande's regal presence
6th Level
- arcane gate
- drawmij's instant summons
- investiture of ice
- otto´s irresistible dance
- planar ally
- programmed illusion
- tasha's otherworldly guise
- wall of ice
- wind walk
- zekel's starlit sanctuary*
7th Level
- dream of the blue veil
- etherealness
- forcecage
- mirage arcane
- plane shift
- project image
- simulacrum
- teleport
8th Level
- antimagic field
- befuddlement(2024)
- dominate monster
- feeblemind(2014)
- illusory dragon
- maze
- telepathy
- tsunami
9th Level
- foresight
- gate
- psychic scream
- shapechange
- time ravage
- time stop
- wish
Black
Cantrips (0 Level)
- acid splash
- chill touch
- mage hand
- message
- poison spray
- sapping sting
- thaumaturgy
- toll the dead
- vicious mockery
1st Level
- arms of hadar
- bane
- cause fear
- detect evil and good
- detect magic
- dissonant whispers
- distort value
- duress*
- false life
- hellish rebuke
- hex
- inflict wounds
- magic missile
- poisonous breath*
- protection from evil and good
- ray of sickness
- tasha's caustic brew
- tasha's hideous laughter
- whispers of the muse*
- wrathful smite
2nd Level
- arcane vigor
- atraxix's blight orb*
- blindness/deafness
- cloud of daggers
- crown of madness
- darkness
- darkvision
- find steed
- gift of gab
- melf's acid arrow
- mind spike
- nystul's magic aura
- ray of enfeeblement
- shadow blade
- tasha's mind whip
- wither and bloom
3rd Level
- animate dead
- bestow curse
- dispel magic
- fear
- feign death
- glyph of warding
- hunger of hadar
- incite greed
- life transference
- phantom steed
- slow
- speak with dead
- spirit guardians (Necrotic)
- stinking cloud
- summon fey
- summon lesser demons
- summon shadowspawn
- summon undead
- vampiric touch
4th Level
- banishment
- black tentacles
- blight
- elemental bane
- find greater steed
- leomund's secret chest
- locate creature
- phantasmal killer
- raulothim's psychic lance
- shadow of moil
- spreading sickness*
- staggering smite
- summon aberration
- vitriolic sphere
5th Level
- banishing smite
- cloudkill
- contact other plane
- contagion
- debt of loyalty*
- dispel evil and good
- dominate person
- dream
- hallow
- insect plague
- planar binding
- victimize*
6th Level
- circle of death
- create undead
- eyebite
- flesh to stone
- harm
- magic jar
- planar ally
- summon fiend
- tasha's otherwordly guise
7th Level
- divine word
- finger of death
- plane shift
- sequester
- simulacrum
- symbol
8th Level
- abi-dalzim's horrid wilting
- befuddlement(2024)
- clone
- demiplane
- feeblemind(2014)
- illusory dragon
- power word stun
9th Level
- astral projection
- blade of disaster
- gate
- imprisonment
- power word kill
- storm of vengeance
- weird
- wish
Red
Cantrips (0 Level)
- control flames
- create bonfire
- elementalism
- fire bolt
- friends
- green-flame blade
- lightning lure
- mending
- mold earth
- produce flame
- shocking grasp
- sorcerous burst
- spectral weapon*
- thunderclap
- vicious mockery
1st Level
- burning hands
- catapult
- chaos bolt
- charm person
- chromatic orb
- detect magic
- dissonant whispers
- earth tremor
- expeditious retreat
- faerie fire
- gift of alacrity
- grease
- hellish rebuke
- magic missile
- pyrohelix*
- searing smite
- silvery barbs
- thunderous smite
- thunderwave
- witch bolt
- zephyr strike
2nd Level
- aganazzar's scorcher
- blaze's smoking cloud*
- cloud of daggers
- continual flame
- crown of madness
- dragon's breath
- dust devil
- earthbind
- enthrall
- flame blade
- flaming sphere
- fortune's favor
- heat metal
- kinetic jaunt
- knock
- lightning strike*
- maximillian's earthen grasp
- pyrotechnics
- scorching ray
- shatter
- suggestion
- summon beast
- volcanic geyser*
3rd Level
- ashardalon's stride
- call lightning
- dispel magic
- elemental weapon
- enemies abound
- erupting earth
- fast friends
- fireball
- flame arrows
- galder's tower
- glyph of warding (Explosive Runes)
- haste
- lightning arrow
- lightning bolt
- meld into stone
- melf's minute meteors
- summon shadowspawn
- wall of sand
4th Level
- confusion
- conjure minor elementals
- elemental bane
- fabricate
- fire shield
- freedom of movement
- honor of the ultra* (Fire)
- prism beam* (Lightning)
- stone shape
- stoneskin
- storm sphere
- summon elemental
- wall of fire
5th Level
- conjure elemental
- flame strike
- immolation
- passwall
- summon draconic spirit
- transmute rock
- wall of stone
6th Level
- blade barrier
- bones of the earth
- chain lightning
- disintegrate
- investiture of flame
- investiture of stone
- move earth
- irresistible dance
- summon fiend
- tasha's otherworldly guise
7th Level
- delayed blast fireball
- draconic transformation
- fire storm
- plane shift
- prismatic spray
- symbol
8th Level
- antipathy/sympathy
- earthquake
- glibness
- incendiary cloud
- mighty fortress
9th Level
- blade of disaster
- gate
- meteor swarm
- prismatic wall
- wish
Green
Cantrips (0 Level)
- druidcraft
- guidance
- gust
- infestation
- primal savagery
- poison spray
- shillelagh
- thorn whip
1st Level
- animal friendship
- beast bond
- chromatic orb (Poison, No Material Components)
- create or destroy water
- cure wounds
- detect poison and disease
- detect magic
- ensnaring strike
- entangle
- find familiar
- fog cloud
- goodberry
- hail of thorns
- hunter's mark
- jump
- longstrider
- magic missile
- mana recovery*
- poisonous breath*
- purify food and drink
- snare
- speak with animals
- tasha's caustic brew
2nd Level
- alter self
- animal messenger
- barkskin
- beast sense
- darkvision
- dust devil
- enhance ability
- enlarge/reduce
- find traps
- gust of wind
- healing spirit
- lesser restoration
- locate animals or plants
- nathair's mischief
- pass without trace
- protection from poison
- spider climb
- spike growth
- summon beast
- warding wind
- web
3rd Level
- aura of vitality
- conjure animals
- create food and water
- dispel magic
- haste
- magic circle
- plant growth
- remove curse
- sleet storm
- speak with plants
- water breathing
- wind wall
4th Level
- aura of life
- conjure woodland beings
- dominate beast
- freedom of movement
- giant insect
- grasping vine
- ice storm
- lichenlight's insurgent growth*
- locate creature
- polymorph
- spreading sickness*
- storm sphere
- summon elemental
- summon fey
5th Level
- awaken
- control winds
- commune with nature
- greater restoration
- insect plague
- maelstrom
- mass cure wounds
- passwall
- reincarnate
- swift quiver
- tree stride
6th Level
- conjure fey
- find the path
- flesh to stone
- heal
- investiture of wind
- planar ally
- transport via plants
- true seeing
- wall of thorns
- zekel's starlit sanctuary*
7th Level
- draconic transformation
- plane shift
- regenerate
- whirlwind
8th Level
- animal shapes
- antimagic field
- control weather
- tsunami
9th Level
- gate
- mass heal
- mass polymorph
- shapechange
- storm of vengeance
- wish
Feats
Planar Experience
Prerequisite: Planeswalker
Choose a color that you haven't already chosen for your planeswalker. You choose an ability score increase based on the color chosen:
- Blue or Black: +1 Intelligence
- Green, Blue or White: +1 Wisdom
- Red, White or Black: +1 Charisma
You learn one cantrip of your choice from the chosen color's spell list, and choose one 1st-level spell from that spell list. You always have that spell prepared, and it doesn't count against the number of planeswalker spells you can prepare. In addition, you are now considered to be the chosen color in addition to your previous colors for the purposes of preparing and casting spells and for choosing signatures.
You can take this feat multiple times.
Credits
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Created by Atticus Von Shwoll, cover art also done by them.
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Green Subclasses, Signatures and Balance help from IntellectMaster.
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Class Inspired by Magic The Gathering's Planeswalker.