Planeswalker Signatures
Colorless Signatures
Extra Specialty
At the cost of losing out on other signatures, you are able to gain an additional subclass. You can take this signature multiple times. When you take this signature, choose one.
- Choose an unchosen specialty available to your colors. You gain all of the abilities from that level 1 feature. You can only choose four additional specialties using this signature.
- Gain the next feature of a specialty gained by this signature or the colorless color bound feature. You can only gain features if you have the required level.
Magically Protected
You now have a magic defense while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your spellcasting ability modifier.
Mana Vision
You can cast Detect Magic at will but it tells you the color of the magic rather than the school.
Planar Understanding
You gain the ability to understand all humanoid languages, and to be understood while speaking by any humanoid who speaks any language. This does not let you understand written languages.
Well Prepared
You like to keep your options open. You can prepare up to two additional planeswalker spells each day.
Interplanar Chauffeur (Prerequisites: 5th-level)
Whenever you begin to planeswalk, you may choose up to 5 other willing creatures within 15 feet of you to be passengers, expending one additional use of your planeswalking feature for each non-planeswalker chosen this way that you didn’t create. Each passenger automatically follows you to your destination.
Mana Transfer (Prerequisites: 5th-level, Spell Slots)
You can use mana to cast spells from your other class' list of spells prepared/known and you can cast planeswalker spells with spell slots.
Color Focused (Prerequisites: 7th-level)
You've realized the benefits of the options presented to you and don't like choosing. Choose one of your colors, for each 6th and 14th level ability for your specialties you gain that color's option in addition to the option you chose. You can take this signature multiple times.
Magically Attuned (Prerequisites: 9th-level)
You can attune to 1 additional magic item, for which you ignore the class and alignment requirements.
Winged (Prerequisites: 13th-level)
As a bonus action, you can sprout a pair of magical wings from your shoulder blades; they last until you dismiss them as a bonus action on your turn. While you have the wings out, you have a flying speed equal to your walking speed. You choose the appearance of these wings when you sprout them for the first time, after which they appear the same whenever you use this signature. Common examples include angelic wings for white planeswalkers, leathery wings for black, fiery wings for red, bird-like or cloud wings for blue, and translucent bug-like wings for green, or some combination thereof.
Master of Artifice (Prerequisites: 17th-level)
Transmutation spells you cast cost 1 less mana to cast. Once you cast a transmutation spell this way, you cannot cast that spell this way again until you finish a long rest.
Omniscient (Prerequisites: 17th-level)
You can cast one planeswalker spell you know of 8th level or lower without spending any mana or using any material components. You can’t do so again until you finish a long rest.
White Signatures
Altruistic Personality (Prerequisites: White)
You know the cantrip spare the dying if you didn’t already. In addition, you are immune to having your hit point maximum reduced by damaging effects and you have resistance to radiant damage.
Desire to Protect (Prerequisite: White)
When a creature within 5 feet of you becomes the target of an attack from a creature you can see, you can use your reaction to impose disadvantage on that attack roll. You can use this signature a number of times equal to your spellcasting ability modifier and regain all expended uses when you finish a short or long rest.
Destroyer of Evil (Prerequisites: White)
You abhor the forces of darkness like nothing else. When you hit an undead with an attack, you deal an additional 1d8 radiant damage.
Enhanced Healer (Prerequisites: White)
Whenever a spell you cast causes a creature to regain hit points, that creature regains additional hit points equal to your proficiency bonus.
Harm Redirector (Prerequisites: 5th-level, White)
As a reaction to when a creature you can see within 60 feet of you takes damage, you can reduce the damage that creature takes by an amount equal to your planeswalker level. A different creature in range then takes the prevented damage. You can’t do so again until you finish a short or long rest.
Perennially Protected (Prerequisite: 5th-level, White)
Whenever you or a creature within 30 ft. of you takes damage equal to or less than twice your level, you may spend 1 mana to prevent that damage. You can’t do so again until the start of your next turn.
Self-Cleansing (Prerequisites: 5th-level, White)
If you start your turn while blinded, deadened, charmed, frightened, paralyzed, poisoned, or stunned, you may spend 1 mana to no longer be affected by whatever effect is causing the condition for the duration of that effect. Once you use this signature, you can’t use it again until the end of your next turn.
Bane of Evil (Prerequisites: 9th-level, White, Destroyer of Evil Signature)
To you, the very existence of vile beings is an atrocity. Bane of Evil affects fiends as well. In addition, fiends and undead cannot have advantage on saving throws against spells you cast.
Holier than Thou (Prerequisites: 9th-level, White)
Your very existence is so divine, most other creatures can’t compare. You have resistance to all damage caused by creatures with a CR of 1/3 your level or lower, rounded down.
Truly Unyielding (Prerequisites: 9th-level, White)
You never give up, even in the face of defeat. Whenever you are reduced to 0 hit points, you may spend 1 revival point to have your hit points become equal to your planeswalker level instead. Whenever a friendly creature with a level or CR of your proficiency bonus or higher is reduced to 0 hit points, you gain 1 revival point if it’s the first time that creature has been reduced to 0 hit points since the last time it finished a long rest. Unexpended revival points are lost when you start a long rest, and you gain 1 revival point when you finish a long rest.
Expert of Deflection (Prerequisites: 13th-level, White, Harm Redirector)
Once during each turn when a friendly creature within 60 ft. of you takes damage, you can spend 1 mana to reduce the damage taken by half your planeswalker level. Another creature of your choice within range takes the prevented damage.
Purified Soul (Prerequisites: 13th-level, White, Self-Cleansing signature)
If you start your turn under the effects of one or more spells, effects, conditions, or reductions to your statistics, you may choose to nullify any number of them, spending 1 mana for each effect nullified this way. If the spell or effect affects a creature other than you, this signature does not nullify the effect for that creature.
Annihilator of Evil (Prerequisites: 17th-level, Bane of Evil Signature)
All things inherently evil fear you, whether they know who you are or not. Bane of Evil deals 2d8 radiant damage and it along with Bane of Evil affects aberrations as well. In addition, aberrations, fiends, and undead have disadvantage on saving throws against effects you control, cannot have advantage on attack rolls against you, and cannot grapple you. You have advantage on all saving throws against these creatures and all effects they control.
Bringer of Life (Prerequisites: 17th-level, White)
Death is merely a suggestion to you. You can spend 15 mana to cast the spell true resurrection. When you cast this spell this way, there is no limit on how long ago the creature can have died, nor does the soul have to be willing or able. In addition, neither you nor the creature suffer any penalties after you cast this spell this way. You can’t do so again until you finish a long rest, or until after a month has passed if the creature was dead for longer than 1 century, if its soul wasn’t willing, or if its soul wasn’t able.
Master of Protection (Prerequisites: 17th-level, White)
Abjuration spells you cast cost 1 less to cast. Once you cast an abjuration spell this way, you cannot cast that spell this way again until you finish a long rest.
Blue Signatures
Amphibious (Prerequisites: Blue)
You can breathe in both air and water, and you have a swim speed of 30 ft. If you already had a swim speed or were to gain a swim speed of 30 feet or slower, your swim speed increases by 15 feet instead.
Desire to Learn (Prerequisites: Blue)
If you make an Intelligence check, you can give yourself advantage on that check. You can use this signature a number of times equal to your spellcasting ability modifier and regain all expended uses when you finish a long rest.
Freezing Personality (Prerequisites: Blue)
You know the cantrip ray of frost if you didn’t already. In addition, you have resistance to cold damage.
Knowledgeable (Prerequisites: Blue)
You gain proficiency with two of the following skills: Arcana, History, Investigation, Nature, and Religion checks.
Magnetic Presence (Prerequisites: Blue)
When a creature attempts to charm you, they must make a Wisdom saving throw against your spell save DC or become charmed by you for 1 minute or until they take damage. You can still be charmed.
Ventriloquist (Prerequisites: Blue)
Your words aren’t always spoken by you. As a bonus action, choose a number of creatures up to your proficiency bonus. Those creatures make an Intelligence saving throw against your planeswalker spell save DC. On a failure, the creatures perceive your voice to originate from a source of your choosing within 30 feet of you until the end of your next turn. If the chosen source is another creature, the affected creatures perceive the words to be spoken by that creature. You can use this signature a number of times equal to your planeswalker spellcasting ability modifier, regaining all expended uses when you finish a long rest.
Compulsive Canceller (Prerequisites: 5th-level, Blue)
When a creature within 60 ft. of you casts a spell, you can spend 2 mana to cast the spell counterspell at 4th level without using your reaction. You can’t do so again until you finish a short or long rest.
Doppelganger (Prerequisites: 5th-level, Blue)
As an action, you can spend 1 mana to cast the spell silent image, 2 mana to cast the spell mirror image, or 3 mana to cast the spell major image, requiring no material components. All illusions created must look exactly like you, including anything you are wearing or carrying as you cast the spell. You cannot use this signature again until you finish a short or long rest.
Head in the Clouds (Prerequisites: 5th-level, Blue)
As a bonus action, you can spend 3 mana to cast the spell fly on yourself without using any somatic or material components. You cannot use this signature again until you finish a short or long rest.
Freezing Aura (Prerequisites: 9th-level, Blue, Freezing Personality signature)
Whenever you roll for initiative, you may spend 2 mana to gain the benefits of the spell fire shield (chill shield only) for 1 minute. In addition, as a reaction to a creature entering a space within 5 feet of you, you may cast the spell ray of frost without disadvantage.
Supremely Knowledgeable (Prerequisites: 9th-level, Blue, Knowledgeable signature)
You add your proficiency bonus to all Intelligence checks, if you would already add your proficiency bonus to it then you can add half your proficiency bonus to the check, rounded up.
Gaslighter (Prerequisites: 13th-level, Blue)
You find that the truth bends quite easily. You can spend 5 mana to cast the spell modify memory, and the duration is instantaneous rather than needing to be concentrated on for 1 minute. You do not need to verbally describe the changes to the creature’s memory, instead projecting them into and overriding the creature’s mind directly when you cast the spell this way.
Hexproofed (Prerequisites: 13th-level, Blue, Warded signature)
You cannot be targeted by spells of 3rd level or lower from enemy creatures, and you have advantage on saving throws against all other spells and magical effects.
Psychic Drainer (Prerequisites: 13th-level, Blue)
Your gaze places a burden on the minds of others. As an action, you can cast the spell mind spike without spending mana. If the target fails its saving throw, you regain 1 spent mana. You can use this signature a number of times equal to your planeswalker spellcasting ability modifier.
Master of Illusions (Prerequisites: 17th-level, Blue)
Illusion spells you cast cost 1 less mana to cast. Once you cast an illusion spell this way, you cannot cast that spell this way again until you finish a long rest.
Temporal Master (Prerequisites: 17th-level, Blue)
You can spend 10 mana to cast the spell time stop, and you can take the Attack action and cast spells that have spell attacks during the extra turns when you cast the spell this way. You cannot have advantage on attack rolls made during the duration. You cannot use this signature again until you finish a long rest.
Black Signatures
Desire to Murder (Prerequisites: Black)
When you deal damage to a creature during the first round of combat, that creature takes an additional 2d6 damage. This damage must be of the same type as one of the types of damage inflicted by the attack or effect, and it cannot be applied more than once each turn.
Devious Personality (Prerequisites: Black)
You know the cantrip minor illusion if you didn’t already. In addition, you are immune to having your thoughts read while you aren’t incapacitated or charmed, unless you choose to let a creature do so and you have resistance to necrotic damage.
Hostile Presence (Prerequisites: Black)
When a creature attempts to charm you, they must make a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute or until they take damage. You can still be charmed.
Touched by Death (Prerequisites: Black)
Your strikes reach the very souls of others. Once during each turn when you deal damage to a creature within 10 feet of you with a CR of 1/4 your level or less, that creature dies instantly.
Telefragger (Prerequisites: 5th-level, Black, misty step spell)
You can misdirect foes by warping into their blind spots. Whenever you cast the spell misty step, you can choose a creature within 5 feet of where you teleport to, you have advantage on your next attack roll against that creature until the end of your turn.
Commander of the Undead (Prerequisites: 5th-level, Black, animate dead spell)
Your minions of darkness are stronger than those of casual necromancers. You can cast the spell animate dead without expending mana, and cannot do so again until you finish a long rest. In addition, whenever you cast that spell, you may choose to have one of the corpses be reanimated as a ghoul instead.
Sacrificer (Prerequisites: 5th-level, Black)
As a bonus action, you can reduce a creature you created, such as by casting the spells animate dead or find familiar, to 0 hit points. When you do so choose one of the following:
- You regain hit points equal to 16 times the creature’s CR (minimum of 1 hit point). If a creature you killed did not have a CR, use the level of the spell that created it.
- Your planeswalker spell save DC increases by 1 for 1 minute.
- A creature you can see within 60 ft. makes a Constitution saving throw against your spell save DC, taking a number of d6 necrotic damage equal to the maximum number of hit dice the sacrificed creature had. If a creature you killed did not have hit dice, use the level of the spell that created it plus your spellcasting ability modifier.
Dark General (Prerequisites: 9th-level, Black, Commander of the Undead signature)
Stronger undead and even fiends bow to your commands. You can spend 3 mana to cast the spell summon lesser demons without using material components, and the demons summoned this way obey your commands, although they still aren’t necessarily friendly towards you. In addition, if you would lose concentration on a spell that summoned a fiend, you instead maintain concentration on that spell. When such a spell ends, the summoned creature disappears instead of doing anything else. Furthermore, for every three skeletons or zombies you raise or reassert control over with animate dead, you may instead raise or reassert control over one wight.
Soul Render (Prerequisites: 9th-level, Black)
You can strike a creature’s very soul, diminishing its life force. Whenever you deal bludgeoning, piercing, necrotic, or slashing damage to a creature, its hit point maximum decreases by half the damage it takes. A creature dies if its hit point maximum is reduced to 0 in this way.
Disintegrator (Prerequisites: 13th level, Black)
You know the spell disintegrate, and it doesn’t count against the number of planeswalker spells you can prepare. It only costs 5 mana for you to cast, instead of 6, and requires no material components to cast. In addition, if you would reduce a creature to 0 hit points through any means, that creature turns to ashes and its body is destroyed.
Lord of Shadows (Prerequisites: 13th-level, Black, Devious Personality signature)
You gain the spells phantasmal force and phantasmal killer, you always have them prepared, and they don’t count against the number of Planeswalker spells you can prepare each day. You do not expand mana when casting phantasmal force, and you can cast phantasmal killer once without expanding mana. You can’t do so again until you finish a long rest.
When you cast either spell, you may choose to have the images be visible to all creatures instead, although the nature of the image is still dependent on the primary target of the spell. Each creature of your choice that can be reasonably affected by the image is subject to the effects of the spell that created it, while other creatures see the image as a translucent black facsimile of whatever threat it’s mimicking.
Ender of Life (Prerequisites: 17th-level, Black)
The weaklings that dare to oppose you shall only know death. You can spend 15 mana to cast the spell power word kill. When you cast this spell this way, there’s instead a pool of 100 hit points that affects creatures of your choice within range, with the pool being reduced by an amount equal to the hit points of each creature affected by this spell. A creature with more hit points than the amount remaining in the pool cannot be affected by this spell. You can’t do so again until you finish a long rest.
Master of Life and Death (Prerequisites: 17th-level, Black)
Necromancy spells you cast cost 1 less mana to cast. Once you cast a necromancy spell this way, you cannot cast that spell this way again until you finish a long rest.
Red Signatures
Arcane Lodestone (Prerequisites: Red)
When a creature within 10 feet of you is targeted by a spell, you can use your reaction to become the target of that spell instead, even if you are outside of the spell’s natural range.
Chromatic Magic Missile (Prerequisites: Red, magic missile spell)
Whenever you cast magic missile, you can choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder for each dart. A dart deals the chosen damage instead of force.
Desire to Burn (Prerequisites: Red)
When you hit with an attack that deals fire damage against one or more creatures, or when one or more creatures fail their saving throws against an effect you control that deals fire damage, you deal an additional amount of fire damage to one of those creatures equal to the number of dice rolled to deal damage to that creature.
Destructive (Prerequisites: Red)
Your melee attacks deal double damage to buildings and objects.
Hasted (Prerequisites: Red)
You can take the Dash action as a bonus action. When you do so, you can also spend 1 mana to have your speed increase by 10 ft. until the end of your turn.
High-Strung (Prerequisites: Red)
You’re always waiting for something to happen, because it will, and you must be ready. You have advantage on initiative rolls and when you make a Dexterity saving throw and you fail, you can spend 1 mana to reroll the d20 and you must use the new roll.
Hot-Headed Personality (Prerequisites: Red)
You know the cantrip produce flame if you didn’t already. In addition, you have resistance to fire damage.
Essence of the Dragons (Prerequisites: 5th-level, Red)
Whenever you would deal a type of damage from the following list, you may spend 1 mana to change it to another listed type except Force: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder.
Explosive (Prerequisites: 5th-level, Red)
Whenever you cast a spell without a range of self that deals fire damage in an area, you can choose to center the effect on yourself. You have advantage on your saving throw against the effect and each other creature in the area has disadvantage on their saving throw.
Tempered Body (Prerequisites: 5th-level, Red, Hot-Headed Personality Signature)
When struck, your body feels like solid metal. You have immunity to fire damage and resistance to lightning damage.
Frenzied (Prerequisites: 9th-level, Red)
You have advantage on melee attacks against any creature that doesn’t have all its hit points.
Unstoppable (Prerequisites: 9th-level, Red, Hasted signature)
Your speed cannot be reduced except by conditions. If you would become grappled or restrained, you can choose to instead not be grappled or restrained. Once you use this signature, you can’t do so again until the end of your next turn.
Extreme Speed (Prerequisites: 13th-level, Red)
You have two reactions each round of combat and your walking speed is increased by 20 feet.
Flinger (Prerequisites: 13th-level, Red)
With or without weapons, you are a force to be reckoned with. When you use an improvised weapon or make an unarmed strike, you deal 1d10 or 1d8 damage of the appropriate type instead, respectively. In addition, your thrown improvised weapons have a range of 40/120 and deal an additional 1d10 damage if they hit a target that is further than 40 feet away from you. Furthermore, small and smaller objects can be improvised weapons for you regardless of how heavy they are.
Destroyer of Worlds (Prerequisites: 17th-level, Red)
Nothing is safe from your wrath. You can spend 15 mana to cast the spell meteor swarm with a range of infinite, creating six meteors instead of four. You do not need to be able to see the locations you summon each meteor: merely knowing of the location is enough, so long as it’s on the same plane of existence. You can’t do so again until you finish a long rest.
Master of the Elements (Prerequisites: 17th-level, Red)
Evocation spells you cast cost 1 less mana to cast. Once you cast an evocation spell this way, you cannot cast that spell this way again until you finish a long rest.
Green Signatures
Beast Speech (Prerequisites: Green, The Ability to Speak)
You may cast the spell speak with animals at will, requiring no components.
Desire to Persist (Prerequisites: Green)
If you would be reduced to 0 hit points and not killed outright, you are reduced to 1 hit point instead. You can’t do so again until you finish a long rest.
Hardy as the Trees (Prerequisites: Green)
Your maximum hit points are increased by 1 for each level in this class. In addition, your AC while not wearing armor increases by 1, after determining your minimum AC.
Serene Personality (Prerequisites: Green)
You know the cantrip mending if you didn’t already. In addition, you are immune to disease and you have resistance to poison damage.
Spidery (Prerequisites: Green)
You have a climb speed of 30 ft., and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If you already had a climb speed or were to gain a climb speed of 30 ft. or slower, your climb speed increases by 15 ft. instead.
Trampler (Prerequisites: Green)
When you reduce a creature to 0 hit points with a melee attack and there is excess damage, you may have another creature within 5 feet of you or within 5 feet of the target take that excess damage.
Abhorrer of Flight (Prerequisites: 5th-level, Green)
You can spend 1 mana to cast the spell earthbind.
All-Natural (Prerequisites: 5th-level, Green)
You can spend 2 mana to cast the spell barkskin without requiring any material components. It does not require concentration for you when you cast the spell in this way, and it lasts for 8 hours instead. You can’t do so again until you finish a long rest.
Hold Your Ground (Prerequisites: 5th-level, Green)
You can use Constitution instead of Dexterity when calculating AC and rolling Dexterity saving throws.
Reclaimer (Prerequisites: 5th-level, Green)
When you miss a spell attack from a planeswalker spell you spent mana to cast, you may regain half of the mana used to cast the spell, rounded up. You may use this signature a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.
Empowered by Nature (Prerequisites: 9th-level, Green)
The natural world soothes you and enhances your abilities. Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. While in the chosen terrain, you gain a +1 bonus to your AC and to all rolls. You may select this signature more than once, choosing a different type of terrain each time.
Extraordinarily Sized (Prerequisites: 9th-level, Green)
You are the behemoth. You can spend 1 mana to cast the spell enlarge/reduce on yourself without using verbal or material components, choosing the enlarge effect. When you cast the spell this way, you can spend an additional 2 mana. If you do, your size increases an additional size and your weapons do 2d4 extra damage.
Indomitable Caster (Prerequisites: 9th-level, Green)
Nothing can stop you from casting your battle spells. Whenever you start to cast a planeswalker spell with a casting time of 1 action, 1 bonus action, or 1 reaction, all creatures within 120 ft. of you cannot take reactions until after the spell's initial effects have occurred.
Battery for Mana (Prerequisites: 13th-level, Green)
You are a reservoir for magical energy. You have a pool of reserved mana equal to your proficiency bonus. Whenever another creature you can see within 60 ft. of you casts a spell, you can choose to let that creature draw from this reserve instead of expending a spell slot or spending their own mana. Once a creature has drawn reserved mana from this pool, it can’t do so again until it finishes a long rest. You regain one spent reserved mana at the start of each of your turns and each time you cast a planeswalker spell of 1st-level or higher using your regular mana.
Sixth Sense (Prerequisites: 13th-level, Green)
Who needs eyes to see? You have blindsight out to a radius of 15 ft. and creatures cannot have advantage on attack rolls as a result of not being seen by you so long as you are neither blinded nor deafened.
Avenger of Nature (Prerequisites: 17th-level, Green)
Sentient creatures have done enough to this world: it’s time for nature to fight back. You can spend 15 mana to cast the spell storm of vengeance, except all effects happen every round instead of only on specific rounds and creatures you designate are immune to the spell. You can’t do so again until you finish a long rest.
Master of the Swarm (Prerequisites: 17th-level, Green)
Conjuration spells you cast cost 1 less mana to cast. Once you cast a conjuration spell this way, you cannot cast that spell this way again until you finish a long rest.
Multicolor Signatures
Adherent to Law (Prerequisites: White or Black)
You are always aware of the laws of the region you are in, so long as you know the name of the said region.
Arcane Shot (Prerequisites: Black or Red)
Whenever you take the attack action with a ranged weapon, you can choose a cantrip you know that deals damage and replace the damage from the ranged weapon with the damage from the cantrip.
Azorius Acolyte (Prerequisites: White and Blue)
Your verdicts are never wasted. When you take the Ready action to ready a spell, you do not spend the mana for that spell until after you choose to act upon the trigger.
Boros Acolyte (Prerequisites: Red and White)
You've learned to take a moment to analyze your opponent to gain the upper hand. As a bonus action, you can choose a creature within 15 feet of you. Your next attack roll against that creature this turn has advantage.
Dimir Acolyte (Prerequisites: Blue and Black)
Object permanence does not apply to you. When you take the Hide action to hide in darkness, you become invisible until you leave the darkness or until you make an attack or cast a spell.
Enhanced by Pain (Prerequisites: Black or Red)
Whenever you lose one or more hit points, you deal an additional +1 damage with all weapons and spells until the end of your next turn.
Golgari Acolyte (Prerequisites: Black and Green)
Your enemies can never be rid of you. When you take damage after taking the Dodge action, you regain 5 hit points after taking the damage. You regain these hit points only if you are conscious.
Gruul Acolyte (Prerequisites: Red and Green)
Nobody pushes you around; that’s your job. When you take the Attack action and choose to shove a creature, you deal your weapon’s damage to the shoved creature if you beat the skill contest by 5 or more.
Izzet Acolyte (Prerequisites: Blue and Red)
You exemplify the chaos of Izzet workspaces. When you take the Magic action to cast a spell that deals lightning damage, each creature grappling, restraining you or have otherwise swallowed you or any creature that is grappled or restrained by you or any of your spells or features is affected by the spell in addition to the spell’s normal effects.
Magical Duelist (Prerequisites: White or Black)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. In addition, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
Orzhov Acolyte (Prerequisites: White and Black)
You manipulate items as easily as you manipulate the law. You can take the Use an Object action during your turn without using an action. You can’t do so again until the start of your next turn.
Rakdos Acolyte (Prerequisites: Black and Red)
Blood must flow; yours or theirs. When you take the Attack action, you can choose to attack recklessly. You gain advantage on all melee weapon attack rolls until the end of your turn, but all attacks against you have advantage until the start of your next turn.
Readily Armed (Prerequisites: Red or White or Black)
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond with a new weapon, you must break the bond with the previous one first.
Selesnya Acolyte (Prerequisites: Green and White)
Your aid extends to all. When you take the Help action, you can either help two creatures instead of one or the effects of your action last for up to two attack rolls instead of one.
Shielded by Faith (Prerequisites: White or Black)
You can cast the spell shield of faith on yourself without spending mana. You can’t do so again until you finish a short or long rest.
Simic Acolyte (Prerequisites: Green and Blue)
Your movements are as bizarre as that of a simic creation. When you take the Disengage action, you can also attempt to escape from all effects causing you to be grappled or restrained, if possible.
Split Second Caster (Prerequisites: Green or Blue or Red)
Whenever you cast a spell with a casting time of a reaction, that spell can't be affected by counterspell like spells.
Stalwart (Prerequisites: Red or Green)
Creatures have disadvantage on Strength checks made to shove you and you have advantage on saving throws made to resist being pushed, pulled, or knocked prone.
Unbreakable as the Earth (Prerequisites: Red and Green, Hardy as the Trees signature)
Your maximum hit points are increased by 1 for each level in this class. In addition, you reduce all damage you take by 1, to a minimum of 0.
Unnoticed Striker (Prerequisites: Blue or Black)
Once during your turn when you hit a creature with an attack, if you have advantage on the attack roll or an ally is within 5 ft. of your target and you don’t have disadvantage on the attack roll, 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.
Arcane Hemorrhage (Prerequisites: 5th-level, Blue and Black)
As an action, spend an amount of mana up to your proficiency bonus and choose a creature within 60 ft. of you. That creature must succeed on an Intelligence saving throw against your planeswalker spell save DC or lose the ability to cast an equal number of randomly chosen spells they know and/or have prepared. They regain the ability to cast those spells when they finish a long rest.
Arcane Plagiarist (Prerequisites: 5th-level, Blue and Black, counterspell spell)
When you successfully counter a spell, if the spell is of a level equal to half your planeswalker level, rounded up, you can steal the knowledge of how to cast that spell and can cast it as if it were a spell you had prepared. Once you cast a spell you’ve stolen this way, you lose the knowledge of how to cast that spell using this signature.
Biased Luck (Prerequisites: 5th-level, Blue and Red)
Once during your turn, you may magically spend 10 gp to gain +1 to your next attack or damage roll. You may spend an additional 20 gp to gain an additional +1 to that roll, a further 30 gp for another +1 (60 gp, +3 total), another 40 gp for another +1 (100 gp, +4 total), and a final additional 50 for a final additional +1 (150 gp, +5 total).
Combat Tactics (Prerequisites: 5th-level, Red or White)
Once during your turn when you use your action to take the Attack action, you may make one additional attack as part of that action.
Compounded Caster (Prerequisites: 5th-level, White and Blue and Red)
You gain the spells bless, blur, haste, and jump, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. Whenever you cast one of these spells, you gain a +1 bonus to AC, attack rolls, saving throws, and your spell save DC until the end of your next turn.
Disenchanter (Prerequisites: 5th-level, Green or White)
You can spend 2 mana to cast the spell dispel magic as a bonus action. You can’t do so again until you finish a short or long rest.
Grim Potency (Prerequisites: 5th-level, White and Black)
You can cast Animate Dead without expending mana once per long rest. When you cast Animate Dead, you can choose to reanimate the corpse as a Spectre instead of Zombie or Skeleton.
Maelstrom of Luck (5th-level, Green and Blue and Red)
Whenever you would make a d20 roll, you may choose to get advantage or disadvantage on that roll. If you do, the next d20 roll you make after this has advantage if you chose disadvantage or has disadvantage if you chose advantage, the roll can't be changed by this effect.
Martial Magic (Prerequisites: 5th-level, Green or White)
Whenever you deal damage with a weapon or unarmed attack, it can deal your choice of Force damage or its normal damage type.
Populator (5th-level, Green and White)
No one should ever ask you “You and what army?” 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.
Quick Caster (Prerequisites: 5th-level, Blue or Red or White)
You can spend 1 mana to cast any 5th-level or lower planeswalker spell you have prepared with a casting time of 1 action as a bonus action, spending additional mana equal to half the spell’s level, rounded up. You can do this a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Readily Armored (Prerequisites: 5th-level, Red or White or Black)
You learn a ritual that creates a magical bond between yourself and one suit of armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond. Once you have bonded a suit of armor to yourself, you can't be doffed of that armor unless you are incapacitated or you choose to doff it. If it is on the same plane of existence, you can don that armor as a bonus action on your turn, causing it to teleport instantly onto your body. If you attempt to bond with a new suit of armor, you must break the bond with the previous one first.
Restorer of Well-Being (Prerequisites: 5th-level, Green or White)
You can spend 1 mana to cast the spell lesser restoration as a bonus action. You can’t do so again until you finish a short or long rest.
Sacrificial Aegis (Prerequisites: 5th-level, Black and Green)
As a bonus action, spend an amount of mana up to your proficiency bonus and choose an equal number of planeswalker spells you have prepared that aren’t always prepared. Those spells are no longer on your list of prepared spells, and you gain a bonus to AC and saving throws for 1 minute equal to the number of spells chosen this way, and a number of temporary hit points equal to five times that number. You can’t do so again until you finish a short or long rest.
Scroll Fabricator (Prerequisites: 5th-level, White and Blue or Blue and Red)
After you finish a long rest you can magically turn gold into a spell scroll. Choose a spell that you have prepared with a level no higher than your proficiency bonus and if you have the gold required to craft the spell scroll then the scroll magically appears in your hands and the gold disappears. Costs:
- Cantrips: 15gp
- 1st Level: 25gp
- 2nd Level: 250gp
- 3rd Level: 500gp
- 4th Level: 2,500gp
- 5th Level: 5,000gp
- 6th Level: 15,000gp
Shrouded (Prerequisites: 5th-level, Blue and Black)
As an action, you shroud yourself between the folds of the Weave for 8 hours. For the duration, you cannot become the target of any spell or other magical effect, including ones you control, and you can end this effect as a bonus action. If you cast such a spell or use a feature that creates a magical effect that targets you, the spell fails and the effect does nothing. You can’t do so again until you finish a long rest.
Smiter (Prerequisites: 5th-level, Red and White and Black)
You burn with the need to bring justice to those who do wrong. You gain the branding smite, blinding smite, searing smite, thunderous smite, and wrathful smite spells, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. You may cast one of these spells without using a bonus action during your turn, and it costs 1 less mana to cast when cast this way. You can’t do so again until you finish a long rest.
Warded (Prerequisites: 5th-level, White or Blue or Green)
Whenever an enemy creature targets you with a spell or magical effect for the first time during its turn, it must either expend a spell slot, spend 1 mana, or expend the appropriate amount of an equivalent magical resource to prevent the spell from being countered, as with the spell counterspell.
Consumer of the Weak (Prerequisites: 9th-level, Black and Red and Green)
Your summons exist purely to serve you, and you’re willing to exploit that. As a bonus action, you can kill any number of creatures you have summoned to gain a bonus to AC, attack rolls, saving throws, and spell save DCs equal to the combined CR of the killed creatures for 1 minute.
Elementalist (Prerequisites: 9th-level, Green and Blue and Red)
You gain the conjure elemental, conjure minor elementals, and summon elementals spells, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. Whenever you create an elemental, its maximum hit points increase by an amount equal to your planeswalker level plus its Constitution score.
Ferocious (Prerequisites: 9th-level, Red and Green and White)
Whenever you or a creature you have summoned deals 20 or more damage in a single turn with weapon attacks, the creature that dealt that damage may make one weapon attack as a bonus action.
Forever Survivor (Prerequisites: 9th-level, White and Black and Green)
You gain the spells aid, false life, feign death, and greater restoration, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. Aid and false life both have their initial effects increased by an amount equal to your proficiency bonus; you have immunity to all damage except psychic while under the effects of feign death; and you can cast greater restoration without using mana once, after which you must finish a long rest to do so again.
Harmless Offering (Prerequisites: 9th-level, Blue and Red and White)
Your generosity truly has no limits. At the start of your turn while you are concentrating on a spell that you’ve chosen yourself as one of the targets for, you can choose for another creature within 30 feet of you to become one of the targets of that spell instead of yourself. The effects of the spell end for you and start for the chosen creature without them making an initial saving throw against the spell. Other creatures targeted by the spell are unaffected by this signature.
Help Yourself (Prerequisites: 9th-level, White and Black)
When you make an attack roll, you can spend 3 mana to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Help Your Friends (Prerequisites: 9th-level, Green and White)
When a creature within 30 feet of you makes an attack roll, you can use your reaction to spend 3 mana to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Lifeforce Caster (Prerequisites: 9th-level, Black and Green)
The best source of magical energy is that of your own soul, even if it’s painful. As a bonus action, you can spend 4 hit points any number of times to regain 1 mana for every 4 hit points spent. Your hit point maximum decreases by an amount equal to half the hit points spent, and you die at the end of your turn if this reduces your hit point maximum to 0. Your hit point maximum returns to normal when you finish a long rest.
Partial Judge (Prerequisites: 9th-level, White or Black)
In your eyes, innocence proves nothing. As an action, you can cast the spell hold monster without spending mana, and creatures that have dealt damage to you have disadvantage on their saving throw. You can’t do so again until you finish a long rest.
Progenitor of the Animated (Prerequisites: 9th-level, Red or White or Black, Readily Armored signature)
As an action, you can magically doff your bonded armor and animate it. It becomes an Animated Armor for 1 hour, until you dismiss this effect as a bonus action, or until you don the armor again. You must maintain concentration on this effect, as if concentrating on a spell. Alternatively, you can animate your weapon, which becomes a Flying Sword. In either case, the resulting construct’s AC changes to match the armor’s AC benefit or its attack changes to match the weapon’s damage, it gains 20 temporary hit points, and if it was magical the construct gains all the magical properties of the item. When it is reduced to 0 hit points, the effect ends and the item is unharmed.
Reanimator of Spirits (Prerequisites: 9th-level, Blue and Black and Red)
When a creature you have summoned is reduced to 0 hit points, its body remains for up to 1 minute. As a bonus action, you can spend an amount of mana equal to half its CR or half the level of the spell that summoned it(rounded down, minimum 1) to bring it to 1 hit point. At the end of that creature’s next turn, regardless of how many hit points it has, it disappears.
Shaper of Flesh (Prerequisites: 9th-level, Green and Blue)
You gain the spell polymorph, it is always prepared, and it doesn’t count against the number of planeswalker spells you can prepare each day. When you cast polymorph, you can choose for the target to retain their Intelligence, Wisdom, and Charisma scores; their proficiency bonus; and all of their saving throw, skill, tool, and language proficiencies.
Silent Soul (Prerequisites: 9th-level, Black and Green and Blue)
Your very presence subdues the world around you. You gain the spells antilife shell, gentle repose, nondetection, and silence, you always have them prepared, and they don’t count against the number of planeswalker spells you can prepare each day. Whenever you cast one of these spells, the next planeswalker spell you cast that isn’t one of these spells costs 1 less mana to cast. This effect lasts for 1 hour.
Uncounterable (Prerequisites: 9th-level, Green or Blue or Red, Split Second Caster Signature)
Spells you cast are unaffected by Counterspell-like spells.
Well Talented (Prerequisites: 9th-level, Blue or Black)
There are some things you can do without fail. Choose two of your skill or tool proficiencies. When you make an ability check using one of the chosen proficiencies, you can treat a d20 roll of 9 or lower as a 10.
What’s Yours is Mine (Prerequisites: 9th-level, Blue and Black, Arcane Plagiarist signature)
Once during your turn when you deal damage to a creature that can cast spells, you can steal its knowledge of a random spell it knows. The creature cannot cast that spell, and if the spell is of a level equal to half your planeswalker level, rounded up, you can cast it as if it were a spell you had prepared. Once you cast a spell you’ve stolen, you lose the knowledge of how to cast that spell using this signature. A creature whose spell has been stolen regains the ability to cast the stolen spell when it finishes a long rest.
Artifact-Minded (Prerequisites: 13th-level, White and Blue and Black)
You can spend mana to use the properties of magic items you are attuned to that require charges, spending 1 mana per charge required to use the magic item’s property. Magic items you are attuned to also regain all expended charges daily at dawn, instead of the normal amount. In addition, magic items you are attuned to never turn to dust as a result of running out charges.
Bearer of Rot (Prerequisites: 13th-level, Black and Green)
You always deal the maximum amount of damage to plants. If you reduce a plant to 0 hit points, it dissolves into a formless mass of brown slime and is destroyed. In addition, whenever you roll one or more dice to deal damage to one or more creatures that need to eat, you deal 1d8 necrotic damage to those creatures, regardless if they succeed or failed on a saving throw against the effect they are taking damage from.
Denier of Spells (13th-level, White and Blue, Compulsive Canceller signature)
If you cast either of the spells counterspell or dispel magic, you may do so without using your action or reaction. You can’t do so again until the start of your next turn. In addition, if you fail to counter or end a spell after spending mana to cast one of these spells, you regain 1 mana.
Ghostform (13th-level, White and Black)
As a bonus action, you become Incorporeal which gives you a flying speed equal to your current speed and the ability to move through other creatures and Objects as if they were Difficult Terrain. You take 5 (1d10) force damage if you end your turn inside an object. While Incorporeal you cannot use the Attack action. This ability lasts for 4 minutes or until you use a bonus action to stop being Incorporeal.
Prized Champion (Prerequisites: 13th-level, Green and White and Blue)
Whenever another friendly creature within 30 ft. of you ends their turn without having made any attack rolls or without having forced a creature to make a saving throw, you gain a +1 bonus to AC, attack rolls, saving throws, and to your spell save DC until the end of your next turn.
Rejuvenated by Combat (Prerequisites: 13th-level, White or Black)
At the start of each of your turns, you may spend 2 mana to enhance your abilities with lifelink. Until the end of your turn, whenever you deal damage to one or more creatures, you regain hit points equal to half the damage you dealt to one of those creatures.
Wall of Iron (Prerequisites: 13th-level, Green and White, Readily Armored)
While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Drainer of all Thought (Prerequisites: 17th-level, Blue or Black)
As a bonus action, you can spend any amount of mana to remove a creature’s ability to cast one random spell it knows or has prepared for each mana spent. Alternatively, you can spend 2 mana any number of times to remove the creature’s ability to cast a specific spell it knows or has prepared for every 2 mana spent. The creature regains its ability to cast all spells removed in this way when it finishes a long rest.
Forever Accompanied (17th-level, Green and White, Populator signature)
If a spell you cast would summon one or more creatures, you summon an identical copy of one of those creatures. If the original summoned creature would disappear when the spell ends, the copy does not. You cannot have more than one creature permanently summoned in this way: trying to summon a second causes the first one to disappear.
Mentor of the Masses (Prerequisites: 17th-level, Red and White)
Each creature within 60 feet of you gains a +1 bonus to attack rolls and AC for every point of difference between your proficiency bonus and their proficiency bonus.
Perfectly Shocking (Prerequisites: 17th-level, Blue and Red)
Your very being seems to act as a lightning rod. You add half your spellcasting ability modifier, rounded up, to every damage die you roll for lightning damage.