Traveler

by zephrium

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Traveler

Traveler

The Traveler is a quick adaptable class that goes with the flow. When you make this class think of a wandering traveler with their trusty ally. The soul bound ally is a part of your soul mixing it with the energy of the planes to power your abilities and your bond. That bond and power you manifest to tackle every challenge that comes befotre you as you travel and keep the planes safe from extra planar threats. The soul bound and you train as you unleash your potential making a bond through your journey and trials. You strive to be able to take on whatever obstacles comes before them using their smarts and surge to reach every corner of every plane.


The Traveler: Wandering Soul, Boundless Spirit

The Traveler is more than just an adventurer; they are a seeker of truths, a wanderer drawn to the unknown, and a master of adaptation. Rooted in the desire to uncover what lies beyond the horizon, Travelers are guided by curiosity and a unique connection to the planes—a bond forged with their Soulbound Ally, a living extension of their very essence. This bond empowers them to overcome challenges, traverse planes, and explore the ever-expanding tapestry of existence.

Philosophy of the Traveler

Travelers believe that life is an endless journey, one where the destination is less important than the path taken. To them, every obstacle is an opportunity to grow, every failure a lesson, and every success a step closer to understanding the multiverse’s infinite mysteries.

For a Traveler, stagnation is the greatest enemy. They constantly strive to adapt, evolve, and move forward, their experiences shaping both themselves and their Soulbound Ally. Whether facing towering beasts, unraveling planar secrets, or navigating treacherous terrain, the Traveler embodies resilience, ingenuity, and the unyielding spirit of exploration.


The Soulbound Ally

At the heart of the Traveler’s abilities lies their Soulbound Ally, a mystical companion that is as much a part of them as their own heart. Formed from a shard of their soul and infused with the raw energy of the planes, the Soulbound Ally is a reflection of the Traveler’s personality, experiences, and choices.

A Unique Companion: The Soulbound Ally can take many forms, from a loyal beast or a glowing elemental to a mechanical construct or a spectral being. Its appearance and abilities evolve as the Traveler grows, mirroring their journey and the planes they have encountered.

A Bond Forged in Trials: The connection between the Traveler and their ally is more than just practical—it’s deeply personal. They share thoughts, emotions, and even power, their bond strengthening as they face challenges together.

The Soulbound Ally is more than a tool; it’s a companion, a guide, and a reflection of the Traveler’s potential. It represents their ability to reach beyond themselves and embrace the energy of the multiverse.


Traveling the Planes

Travelers are deeply attuned to the planes, able to draw upon their energies to gain unique advantages. This connection makes them highly adaptable, granting them the ability to tailor their skills to suit any situation.

Planar Resonance: A Traveler feels the pull of the planes in their very being, channeling their energy into combat techniques, survival strategies, and even magic-like abilities. By resonating with a plane, they can manifest its traits: the destructive fury of the Elemental Planes, the ethereal grace of the Astral Plane, or the shadowy stealth of the Shadowfell.

Seamless Adaptation: A Traveler’s strength lies in their versatility. They can switch between their planar abilities with ease enabling them to adapt to new challenges with ease. This makes them invaluable in unpredictable situations where preparation is impossible.


Traits of a Traveler

Resourceful Problem-Solvers: Travelers are masters of thinking on their feet. Whether it’s using their environment to gain an edge in combat or leveraging their knowledge to decipher ancient puzzles, they thrive in situations that require quick thinking.

Eternal Students: With an insatiable thirst for knowledge, Travelers are natural learners, picking up skills, languages, and cultural insights as they journey. They are just as likely to be found poring over old tomes in a forgotten library as they are navigating perilous terrain.

Unbreakable Bonds: The Traveler’s relationship with their Soulbound Ally is central to their identity. This bond provides strength in battle, guidance in times of doubt, and a source of unparalleled power when the Traveler calls upon it.

Planar Adventurers: Travelers are uniquely suited to navigating the multiverse. They can step between planes, harness their energy, and even draw upon their mysteries to overcome obstacles. This connection to the planes makes them fearless explorers, unafraid to tread where others dare not go.


The Journey of a Traveler

Every Traveler’s story is one of growth, discovery, and transformation. They begin as wanderers, eager to explore the world and beyond, but their adventures quickly reveal a deeper purpose: to unlock the secrets of the planes and their own potential.

As they travel, they are shaped by the experiences they encounter, their bond with their Soulbound Ally growing ever stronger. With each trial, they become more attuned to the multiverse, their abilities and understanding expanding in ways they never thought possible.

In the end, the Traveler is not just an adventurer—they are a beacon of adaptability, a master of planar energy, and a living testament to the power of curiosity and resilience.


Traveler
Level Proficiency Bonus Features Surge Points
1st +2 Surge points, Planar weapon 1
2nd +2 Soulbound summoning,Traveler Archetype 2
3rd +2 3
4th +2 Ability Score Improvement 4
5th +3 5
6th +3 Archetype feature 6
7th +3 Planar blast 7
8th +3 Ability Score Improvement 8
9th +4 Planar Functionality 9
10th +4 Archetype feature, 10
11th +4 11
12th +4 Ability score improvement 12
13th +5 Durable Duo 13
14th +5 14
15th +5 Archetype feature 15
16th +5 Ability score improvement 16
17th +6 17
18th +6 Archetype Feature 18
19th +6 Ability score improvement 19
20th +6 Energetic Movement 20

Class Features

As a Traveler, you gain the following class features

Hit Points


  • Hit dice: 1d8 per Traveler level
  • Hit Points at first level 8 + your constitution modifier
  • Hit Point at higher levels 1d8 (or 4) + your constitution modifier per traveler level after 1st

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: Tinker's tools, disguise kit, alchemist supplies

  • Saving Throws: Intelligence and Dexterity
  • Skills: choose four from Acrobatics, Athletic, Deception, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth,

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two handaxes or (b) a shortsword and shield,
  • (a shortbow and 20 arrows or, (b) light crossbow and 20 bolts
  • (a) leather armor or (b) scale mail

Quick Build

You can make a traveler quickly by following these suggestions. First, make Intelligence your highest ability score. Your next highest score should be Dexterity for finesse and long range weapons. Background should be Outlander or Far traveler

Traveler Save DC = 8 + your proficiency bonus + intelligence modifier

Traveler attack modifier = your proficiency bonus + intelligence modifier

Multiclassing:

To multiclass into the Traveler class after 1st level, you need to have an Intelligence score of at least 13. Upon multiclassing into the Traveler class, you gain proficiency in light armor, medium armor, shields, simple weapons, and martial weapons.

Surge Points:

At 1st level, your training and connection with your Soulbound allows you and your soulbound to access potent abilities known as surge points. You start with 1 surge point, and you gain one additional point every time you increase your Traveler level, up to a maximum of 20 at level 20. You regain all spent surge points when you finish a long rest. You can use up to half your proficiency modifier of surge points per turn round down (minimum 1)

You and your soul bound share a pool of surge points to be used by both creatures

Your surge range is 10 ft per traveler level for your surge points

Abilities using Surge Points are counted as magical effects

Planar weapon

Starting at 1st level you or your soulbound can use a bonus action and a surge point to replace your weapon or unarmed damage die from original type for the following damage types force, thunder, acid, cold, fire, lightning, poison or psychic when you make the attack action for 1 minute.

The weapon being magical doesn't affect this ability

When you hit a target with the attack action while using Planar Weapon the target must make a Str or Dex save your choice vs your Traveler DC on a failure the target has a d20 rolls reduced by 1d4 until the start of your next turn

Starting at level 12

When a target who fails vs your Traveler DC when hit are now reduced by 1d6

Starting at level 18

When target who fails vs your Traveler DC when hit are now reduced 1d8

Traveler Archetype

Traveler Archetype: Starting at 2nd level, choose your traveler archetype from the options below:

  • Elemental Medic
  • Soulbound Expert
  • Soulbound Duo
  • Reality Bender
  • Keeper
  • Ghostblade
  • Auramancer
  • Beastmaster

Soulbound Summoning

At 2nd level, you gain the following ability

You can perform an hour ritual to gain the service of a soul bound, a planar spirit that takes a form that looks like you using the soul bound stat block below. Appearing in an unoccupied space within range of 120ft, the soul bound has the statistics of the chosen form. Your soul bound acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. When the soul bound drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you use this ability again While your soul bound is within 120 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your soul bound's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the soul bound has. During this time, you are deaf and blind with regard to your own senses.

The soul bound gains traits and abilities from your class and subclasses that is in addition to the soul bounds form's statblock

You can choose up to your proficiency modifier of the following soul bound metas for your soul bound each time you summon it

Soul bound metas

Soul bound enhancements

AC boost

Increase the AC of the soul bound by your proficiency modifier

Strength boost

Increase the Strength stat of the soul bound by your proficiency modifier

Dexterity Boost

Increase the Dexterity stat of the soul bound by your proficiency modifier

Constitution boost

Increase the Constitution stat of the soul bound by your proficiency modifier

Intelligence boost

Increase the Intelligence stat of the soul bound by your proficiency modifier

Wisdom boost

Increase the Wisdom stat of the soul bound by your proficiency modifier

Charisma boost

Increase the Charisma stat of the soul bound by your proficiency modifier

Soulbound Traits

Aggressive

As a bonus action, the soul bound can move up to its speed toward a hostile creature that it can see.

Axiomatic Mind

The soul bound can’t be compelled to act in a manner contrary to its nature or its instructions.

Ambusher

In the first round of combat, the soulbound has advantage on attack rolls against any creature it has surprised.

Alert

The soul bound has advantage on Dexterity checks for initiative. Additionally, the soul bound can’t be surprised, and any creatures don’t gain advantage on attack rolls against it as a result of being hidden from it.

Avoidance The soul bound will take no damage from succeeding on spell save DC rolls and half damage on failures

Blurred Movement

Attack rolls against the soul bound have disadvantage unless the soul bound is incapacitated or restrained.

Corrode Metal

Any nonmagical weapon made of metal that hits the soul bound corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the monster is destroyed after dealing damage. The soul bound can eat through 2-inch-thick, nonmagical metal in 1 round.

Extraordinary Leap The distance of the soul bound’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.

False Appearance

When the monster remains motionless, it is indistinguishable from a piece of its local landscape

Freedom of Movement

The soul bound ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Incorporeal Movement

The soul bound can move through creatures and objects as if they were difficult terrain. The monster takes 5 (1d10) force damage if the soul bound ends their turn inside an object

Pack Tactics

The soul bound has advantage on an attack roll against a creature if at least one of the soul bound’s allies is within 5 ft of the creature and the ally isn't incapacitated.

Nimble Escape

The soul bound can take the Disengage or Hide action as a bonus action on each of its turns.

Mimicry

The soul bound can mimic sounds it has heard, including voices. Creatures that hear the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Soul Bound Actions

Malleous The soulbound can use its action to morph into a Tiny, Small, or Medium humanoid, object, or creature it has seen or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Unarmed Strike

The soul bound makes one unarmed strike as a bonus action doing 2d4 bludgeoning, slashing or piercing damage to a target within 5 feet of soul bound

the die size increases by 1 with each increase in your proficiency modifier

Tail Swipe

The soul bound makes one tail attack as a bonus action doing 1d4 bludgeoning, slashing or piercing damage to a target within 10 ft of the soul bound

the die size increases by 1 for each increase in your proficiency modifier

Planar dart

As an action you hurl a mote of planar energy at a creature or object within 120 ft range. Make a ranged attack roll using the soul bounds intelligence against the target. On a hit, the target takes 1d4 of either force, thunder, acid, cold, fire, lightning poison or psychic damage

the die size increases by 1 for each increase in your proficiency modifier


Soul bound

Size, Medium Alignment Same as Traveler


  • Armor Class 8
  • Hit Points 1d4+ con modifier per traveler level
  • Speed same as traveler

STR DEX CON INT WIS CHA
Str 8 (-1) Dex 8 (-1) Con 8 (-1) Int 8 (-1) Wis 8 (-1) Cha 8 (-1)

  • Saving Throws Dexterity and Intelligence
  • Skills none
  • Damage Vulnerabilities none
  • Damage Resistances none
  • Damage Immunities none
  • Condition Immunities none
  • Senses Same as traveler
  • Languages Same as traveler
  • Challenge 1/2 traveler level

Traits

Actions

Planar Blast

Starting at 7th level as a bonus action you create an amount of solid spheres of planar energy that orbits your head equal to your proficiency modifier until your next turn.

Until your next turn you can expend up to your proficiency modifier of spheres sending to any point or points within 60 ft of you. Once a sphere reaches its destination or impacts vs a solid surface, the sphere explodes. Each creature within 5 ft of the point where the sphere explodes must make a Dexterity saving throw a creature takes 1d4 of either force,thunder,acid,cold, lightning, poison, or psychic damage on a failed save

Planar Enhancement

Starting at 14th level you can spend a surge point to add a planar enhancement to your planar blast from the following list

Mental Precision

  • When you use planar blast, add your intelligence modifier to the damage it deals on a hit.

Extended range

  • When you use planar blast, its range is 120 feet

Planar Pull

  • When you hit a creature with your planar blast, you can move that creature in a straight line 10 feet closer to yourself.

Planar Slow

  • When you hit a creature with your planar blast, you can reduce that creature's speed by 10 feet until the end of your next turn

Planar Push

  • When you hit a creature with planar blast, you can push the creature up to 10 feet away from you in a straight line.

Planar Functionality

Starting at 9th level your soulbound gains the following abilities and traits

Traits

Magic Weapons The soul bound's weapon and unarmed strike attacks are magical in regards to resistances and immunities

Ability

Transportation

As a bonus action and 2 surge points, target creatures or objects of size tiny. Requires an additional surge point for each increase in size above tiny.

Target makes make an Intelligence saving throw against your DC. On a failure, they teleport to an unoccupied space within a range of 30ft of their original location of your choice.

Rapid Adaption

As an action you can replace one of your current soul bound metas with another one from the list of available options

Durable Duo

When you reach 13th level, the bond between you and your Soulbound allows you to evade harm. When you or your Soulbound make a saving throw, if you are within 30 feet of each other, you can use your reaction to grant that saving throw advantage.

The range of this ability becomes 60ft at 20th level

Energetic Movement

Starting at 20th level you gain the following abilities

Momentum Surge As a bonus action, you can double your movement speed until the end of your next turn. Additionally, your attacks during this time deal an extra 2d6 either force, thunder, acid, cold, fire, lightning, poison or psychic damage and you do not provoke attacks opportunity while you use this ability.

Dimensional Vanguard As an action, you can teleport to an unoccupied space you can see within 120 feet and make a an attack against a creature in range. On a hit, the target takes an additional 4d8 either force, thunder, acid, cold, fire, lightning, poison or psychic damage, and you push them 10 feet.

Temporal Dash As a reaction when an ally within 30 feet is attacked, you can swap places with them, causing the attack to target you instead. This movement does not provoke opportunity attacks.

Archetypes

Elemental Medic

Elemental Planes

Emergency Aid

2nd level elemental medic feature

At 2nd level, you can provide minor emergency first aid. As a bonus action and spending a surge point, you can heal a creature you can touch for a number of hit points equal to 1d4 plus your Intelligence modifier. Additionally, you gain expertise in the Medicine skill.

You and any creature healed this way does an extra 1d4 + intelligence modifier of (force, thunder, lightning ,fire, cold, acid, or poison) damage for their next turn for all spells or attacks

The die for this ability increases by 1 size for each increase in proficiency modifier

The range of this ability increases by 10 ft for each increase in traveler level

Battlefield Support

6th level elemental medic feature Starting at 6th level, When an ally starts their turn within 30ft of you or your soulbound you can spend a surge point to roll all healing twice and choose which result to take for each die for 1 minute

Elemental shaping

6th level elemental medic feature

Starting at level 6 as part of the attack action you choose an area of water that you can see within 120ft range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water or as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

You cause the water to form into simple shapes and animate at your direction. This change lasts until the start of your next turn.

You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for until the start of your next turn

You freeze the water, provided that there are no creatures in it. The water unfreezes at start of your next turn

In the Nick of Time

10th level elemental medic feature

Upon reaching 10th level, your soul bound gains the following actions and traits

Traits

Elemental empowerment

When your soul bound is the source of (force, thunder, lightning ,fire, cold, acid, or poison) damage that requires a save any hostile creatures in range of 30ft of the soulbound must also make a save or also take the damage

Multi-vector

Planar blast when used when on a hit to a creature you can spend a surge point to do the following choose a creature of your choice that you can see within range of 120 ft of first creature they heal equal to damage of the sphere that hit

Healing movement

When you use the transportation ability on an allied creature you can apply the emergency aid ability at the same time

Elemental Swarm

15th level Elemental medic feature

Starting at 15th level, When you or soul bound use planar blast create a dust devils by replacing all of your energy spheres from planar blast. The ability lasts until the end of your turn

Choose an unoccupied 5-foot cube of air that you can see within 60 ft range. An elemental force that resembles a dust devil appears in the cube and lasts for the abilities duration.

Any creature that comes within 5 feet of the dust devil must make a Strength, Dexterity, or Constitution saving throw (your choice) On a failed save, the creature takes 1d4 of either force, thunder, acid, cold, fire, lightning, poison or psychic damage. On a successful save, the creature takes half as much damage

As a part of your turn you can move each dust devil 30ft

Dust devil and planar blast can benefit from the abilities multi-vector and planar enhancement

Elemental Savant

18th level Elemental medic feature

Upon reaching 18th level, When you heal a creature you can spend 2 surge points then choose another creature within 30ft of the original target also gets healed for the same amount.

Planar blast and dust devil do double damage to structures and objects

Soulbound Expert (Plane of the Shadowfell)

Soulbound Superiority

2nd level Soulbound Expert feature

Upon choosing this subclass at 2nd level, your Soulbound gains the ability of two-way telepathy, allowing it to speak and send images to anyone willing within 120 feet of you, or your soulbound. The Soulbound can automatically translate any languages known by those connected to it via this ability.

Add your intelligence modifier to hit with any weapons you are currently proficient

Planar Shadows Any creature connected by the telepathy darkeness the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light but those connected by the telepathy can see normally.

The range of this ability is 30 ft

Orbs of destruction

2nd level Soulbound Expert feature

Starting at 2nd level on a hit with an attack or planar blast from you or your traveler an orb leaps to a different target of your choice within 30 feet of the target you can see. The target makes a strength, dexterity, or constitution save vs traveler DC on a failure they are frightened of you and your allies until the start of your next turn.

Starting at 10th level Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Soulbound Support

6th level Soulbound Expert feature Starting at 6th level, your Soulbound, through your telepathic link, can add 1d4 to a single skill or tool check that the Traveler is proficient in while within 120 feet of the Traveler. You can only use this once per turn before the results are announced.

The die for this ability increases by 1 size for each increase in proficiency modifier

The range of this ability is 30 ft

Shadow Shielding

10th level Soulbound Expert feature

Starting at 10th level, you shield your allies with magical shadow. As an action, you spend three surge points to create a shadowy aura originating from you in a 30 foot radius for 1 minute. Whenever a creature within the aura suffers a critical hit or rolls a critical failure, you can negate the critical hit, or have the creature reroll the critical failure. Any effects that would trigger as a result of a critical hit or critical failure are canceled.

Shadow spike

10th level Soulbound Expert feature

Starting at 10th level when you or your soul bound take damage you can use a reaction to transfer the damage to a creature up to their remaining hit points that failed vs orb of destruction within 30 ft of you or your soul bound

Soulbound Reaper

15th level Soulbound Expert feature Upon reaching 15th level, if you or an ally within 30 feet of you, or your soulbound roll with advantage on an attack with a weapon they are proficient with, you or the ally gain your intelligence modifier as a bonus to both the attack roll and the damage dealt.

When your ally benefits from this ability they trigger the ability orbs of destruction

Soulbound Strike

18th level Soulbound Expert feature

At 18th level, you gain the Soulbound Strike feature. On a successful hit with a weapon, or planar blast you are proficient with, roll damage twice and choose which result to take for damage and add your proficiency modifier to the damage.

Sibling Duo (Plane of the Feywild)

Sibling Teamwork

2nd level Sibling Duo feature

Upon choosing this subclass at 2nd level, your sibling the Soulbound and you gains the following traits while within 120 ft of each other

Cunning Opportunist You and your soul bound has advantage on the attack rolls of opportunity attacks once per turn

Savage Whenever someone (this can be itself too) scores a critical hit on an attack that the you or your soul bound can can see within 30ft, it can use its reaction to make an attack of opportunity.

Sibling Connection

6th level Sibling Duo feature

Beginning at 6th level, if you have advantage on your weapon attacks, your attacks score a critical hit on a roll of 19-20. Additionally, you can spend a surge point to roll an additional weapon die for that attack on a critical hit once per turn.

any hostile creature within 15ft of a target you hit with a crit must make a dex save vs traveler DC or on a failure take half damage of the same type

Planar Clash

6th level Sibling Duo feature

Your connection with your Soulbound erupts in a planar clash that destabilizes enemies.

Planar Clash Starting at 6th level, If both you and your soul bound attacks with advantage and hit a hostile creature in a round, a creature of your choice within 10 feet of either target takes either force, thunder, acid, cold, fire, lightning, poison or psychic damage equal to half the total damage dealt (rounded down) and make a constitution save vs your traveler DC or be stunned until the start of your next turn

Sibling Interception

10th level Sibling Duo feature

At 10th level, as a reaction once per turn while within 30 feet of each other, when one of you takes damage, one of you can roll a 1d6 plus your Dexterity modifier and take that amount of damage, transferring it to either yourself or your Soulbound. At 15th level, this changes to 1d12 plus your Dexterity modifier.

Sibling Dynamic

15th-level Sibling Duo feature

Upon reaching 15th level, you or your soulbound can spend a surge point to do one of the following when either take the attack action

  • -1d4 to hit for +1d4 damage

or

  • +1d4 to hit for -1d4 damage

or

  • +1d4 for critical hit range for -1d4 critical failure range

Sibling Strike

18th level Sibling Duo feature Starting at 18th level, if you have advantage on your weapon attacks, your attacks score a critical hit on a roll of 18-20. Additionally, you can spend a surge point to add an additional 2 weapon dice on critical hits once per turn.

any hostile creature within 30ft of a target you hit with a crit must make a dex save vs traveler DC or on a failure take half damage of the attack

Reality Bender (Astral Plane)

Mind Warper

2nd level Reality Bender feature Upon choosing this archetype at 2nd level, you can muddle the thoughts of any targets within 30 feet of you, or your soulbound as a bonus action by spending two surge points it lasts a minute or until you loose concentration

All targets must make your choice of Intelligence, Wisdom or Charisma Saving Throw against your Traveler DC. On a failed save, the target can only take 3 out of 4 possible actions (action, bonus action, reaction, or movement) each turn until they save vs the effect. A creature can repeat the saving throw at the start of each of its turns. If a creature's saving throw is successful, the effect ends on it.

Upon reaching 10th level, when a target fails against the Mind Warper ability, they can only take 2 out of 4 possible actions (action, bonus action, reaction, or movement). The rang of this ability becomes 60 ft

Upon reaching 20th level, when a target fails against the Mind Warper ability, they can only take 1 out of 4 possible actions (action, bonus action, reaction, or movement). The range of this ability becomes 120 ft

Terrain Warp

6th level Reality Bender feature

At 6th level, as a bonus action you cam take an amount of 5 ft cubes, sphere, pyramid, or line of unworked natural material equal to your intelligence modifier and move it 10 feet per traveler level to an unoccupied location

The moved terrain is difficult terrain for hostile creatures.

Psych Warping

10th level Reality Bender feature

Upon reaching 10th level, when a target fails against the Mind Warper ability, you add the following effect

You make natural terrain in a 60 foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

The range of mind warper is now 60ft

Gravity Warper

15th level Reality Bender feature

Starting at 15th level, you can use a bonus action and 3 surge points to modify the center of gravity at a chosen point within 120 feet of you, or your Soulbound. The effect lasts for a number of turns equal to your traveler level. All creatures and objects within a 30-foot sphere centered on the chosen point fall toward it if not anchored to the ground. Creatures can make a Dexterity saving throw to grab onto a fixed object to avoid falling.

You can change the center of gravity to a point within range as a bonus action during the duration

As a bonus action or at the end of the duration, affected objects and creatures return to normal gravity.

Upon reaching 19th level, the Gravity Warper ability extends to a 60-foot sphere, and hostile entities inside the sphere move at half their movement speed for the duration.

Any hostile creatures that fail vs gravity warper takes an amount of d4 equal to your traveler level of either force, thunder, acid, cold, fire, lightning, poison or psychic damage to the target

Well of warping

18th level Reality Bender feature

Starting at 18th level you can modify the shape of gravity warper and mind warper area of effect abilities to a cone, cube, or line, to a maximum of the same size as the original ability

you can also split it into smaller shapes as long as the area does exceed the maximum for the ability

Ghostblade

Plane of the Ethereal

Ghostflame Momentum

2nd-level Ghostblade feature

You exist on the edge of reality, striking before your enemies can react. You add 1d4 to your initiative rolls.

On your first turn in combat—or any turn in which you act before at least one hostile creature your attacks and Planar Blasts deal an additional 1d4 + your Intelligence modifier in planar damage (force, thunder, acid, cold, fire, lightning, poison, or psychic; choose on use).
When you deal this bonus damage to a creature, it cannot take reactions until the start of its next turn.

By 10th level, you have refined your reflexes until they approach perfection. Whenever you make an initiative check ,you can treat a d20 roll of 9 or lower as a 10.

The die for this ability increases by 1 size for each increase in proficiency modifier

Phasing

2nd-level Ghostblade feature

You and your Soulbound can move through non-magical difficult terrain as if it were normal terrain. While doing so, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

Additionally, you and your Soulbound are immune to any effect that would sense your emotions, read your thoughts, or locate you via divination magic unless you choose to allow it. You also have advantage on Wisdom (Insight) checks to detect deception or hidden intent.

Mirage

6th-level Ghostblade feature

As a bonus action and three surge points , you or your Soulbound can create a shifting field of ghostly illusion in a 30-foot radius per Traveler level, centered on yourselves. The Mirage lasts for 1 minute or unti you loose concentration. The mirage can be moved up to 30 feet as a bonus action on your turn. It spreads around corners and lightly obscures the area with planar interference.

While within 30 feet of the Mirage:

  • You and your allies gain half cover against ranged attacks and line-of-sight effects originating from outside the mirage.
  • You and your allies gain advantage on Dexterity saving throws against effects you can see.
  • You and your allies may attempt to Hide as a bonus action, even while being observed.
  • Attack rolls and Wisdom (Perception) checks made to target creatures inside the Mirage are made at disadvantage, unless the attacker is also inside the Mirage.
  • Creatures inside the Mirage have advantage on Dexterity (Stealth) checks.
  • Enemies have disadvantage on saving throws against illusions or enchantments cast by creatures within the Mirage.

You can create a number of Mirage zones equal to your Intelligence modifier per long rest.

Mirage Zones: These illusions weave light, sound, and subtle planar echoes into a veil that warps space and misleads the senses. Though not physically solid, they offer tactical and perceptual cover, blurring the line between visibility and concealment.


Absentee

10th-level Ghostblade feature

You can momentarily vanish from reality. As a bonus action, you and your Soulbound shift into a harmless demi-plane for up to 1 minute. While there, you can see and hear the plane you left in muted grayscale, but you cannot interact with it, and creatures there cannot perceive or interact with you.

You may return to your plane of origin as a bonus action on your turn, or automatically when the duration ends.

Additionally, you can activate Absentee as a reaction when targeted by an attack or when you fail a saving throw. If you do, the triggering effect is negated as you vanish before it takes effect.

You can use this feature once per short or long rest, or by spending 2 surge points to use it again.

Unseen

18th-level Ghostblade feature

Starting at 18th level you and any number of willing creatures within 30 feet become invisible for 30 minutes While invisible, your equipment and weapons are also hidden.

At the same time, you create illusory duplicates of each affected creature in their original positions. These doubles can mimic speech and movement, and can be moved up to twice your speed as a bonus action. A double vanishes early if it is touched, damaged, or moved through.

While invisible in this way:

  • You and your allies have advantage on your first attack roll each turn.
  • Enemies have disadvantage on saving throws against your Traveler class features and Planar Blasts.

You regain the use of this feature after a long rest or by spending 6 surge points.

Keeper

Plane of Modeus

Order Bringer

2nd-level Keeper feature

You and your Soulbound can as a bonus action and two surge points, you create a protective aura centered on yourself or your Soulbound with a radius of 30 feet for a minute or until you loose concentration.

Choose a number of creatures equal to your Intelligence modifier to be warded by the aura. While warded:

  • Any creature that targets a warded creature with a weapon attack or harmful spell must first make a Charisma saving throw against your Traveler save DC. On a failure, they must choose a new target or lose the attack or spell. This does not affect area effects.
  • Warded creatures add 1d4 + your Intelligence modifier to all damage rolls made with attacks or spells.
  • Increase warded creatures healing by 1d4

The die for this ability increases by 1 size for each increase in proficiency modifier

The range of this ability increases by 10 ft for each increase in traveler level

Impose Order

6th-level Keeper feature

Enemies that begin their turn or enter your Order Bringer aura must succeed on a Wisdom saving throw against your Traveler save DC or suffer the following effects until the start of their next turn:

  • They shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • When they use 5 ft of movement any creature warded by order bringer gains 5 ft of movement until the end of thier next turn
  • They take 1d4 + your Intelligence modifier damage (choose from force, thunder, acid, cold, fire, lightning, poison, or psychic). This damage is dealt only once per round per creature.

A creature can repeat the saving throw at the end of each of its turns to end these effects.

At 10th level, the damage die becomes a d6.
At 15th level, it becomes a d8.
At 20th level, it becomes a d10.


Ordered excellence

6th level Keeper feature

Starting at level 6 your soul bound gains the following actions and traits

Action

Weird Insight

The soulbound as a bonus action targets an amount of creatures equal to proficiency modifier it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the soulbound's Wisdom (Insight) check. If the soulbound wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed

Trait

Elemental Adaptation

You can replace weapon damage die from original type for the following damage types force, thunder, acid, cold, fire, lightning, poison or psychic when you or a warded creature from order bringer makes the attack action

The weapon being magical doesn't effect this ability

Barricade

10th-level Keeper feature

As an action, you can conjure a solid planar barricade in an unoccupied space you can see within 60 feet. The barricade is a 5-foot cube made of force, lasting until dismissed as a bonus action. You may have up to a number of barricades equal to your proficiency modifier active at one time.

Only creatures and spells of your choice can pass through the barricade. Any hostile creature that comes within 10 feet of a barricade must make a Wisdom saving throw against your Traveler save DC. On a failure, the hostile creature takes 1d6 + your Intelligence modifier of either force, thunder, acid, cold, fire, lightning, poison or psychic damage and becomes restrained until it succeeds on the saving throw at the end of its turn.

The die for this ability increases by 1 size for each increase in proficiency modifier

The size of the of the barricade increases by 5 ft for each increase in proficiency modifier and is contiguous (touching) to another part of the cubes

You can move each barricade up to your movement speed each turn


Administrator

18th-level Keeper feature

While within your Order Bringer aura, warded allies automatically do the following

  • Any hostile creature that comes within 10 feet of a warded ally must make a Wisdom saving throw against your Traveler save DC. On a failure, the hostile creature takes 1d6 + your Intelligence modifier of either force, thunder, acid, cold, fire, lightning, poison or psychic damage and becomes restrained until it succeeds on the saving throw at the end of its turn.

Additionally, when a hostile creature fails vs barricade or order bringer:

  • Their AC is reduced by your proficiency modifier
  • When they use 5 ft of movement any creature warded by order bringer gains 15 ft of movement until the end of thier next turn
  • Their weapon damage die is replaced from original type for the following damage types of either force, thunder, acid, cold, fire, lightning, poison or psychic your choice is when they make the attack action or use a spell.

Auramancer

(Plane of Hades)

Planar Aura

Starting at 2nd Level

You can by using a bonus action and two surge points to activate this ability for a minute or until you loose concentration.

When creatures of your choice start a turn within 30ft from you or your Soulbound

Starting at 10th level you have a range of 60ft.

Target must make your choice of either Constitution or Charisma saving throw against your Traveler DC at the start of their turn.

On a failed save each turn, it suffers up to your proficiency modifier of the following affects.

On a successful save it only suffers up to half your proficiency modifier of the following affects

It can only influence each target once apply selected target effect to all targets for the affects

Apply effect to all targets rolling a 1d4 for any die rolls for the affects

Increase the die size by 1 for each increase in your proficiency modifier

  • Reduce damage from target by die roll

  • Reduce d20 results by the die roll

  • Effected creature you choose that fail vs planar aura takes either force, thunder, acid, cold, fire, lightning, poison or psychic damage equal to die roll for each turn the do not save vs Planar aura

Authors note Planar Aura is not a disease or poison so resistance or immunity to those has no effect

Creeping Dread

6th level Auramancer feature

Starting at 6th Level you or your soulbound can now shape your planar aura as a sphere, cube, line, or cone.

You can place the aura in a space within 10 ft per traveler level of you or your soulbound you can move it equal to your movement speed at the start of your turn

your soulbound gains the following traits and actions

Traits

Rampage When the soul bound reduces a creature to 0 hit points on its turn, the soul bound can move up to half its speed

Actions

Grasping Tendrils. The soul bound can have up to half your proficiency modifier amount of tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; Destroying a tendril deals no damage to the soul bound, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a Strength check against vs your traveler DC

The tendrils have a reach of a number of feet, equal to 5 times your proficiency bonus and uses the travelers unarmed strike as part of the attack action to hit one creature. Hit: The target is grappled escape equal to your traveler DC . Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the soulbound can't use the same tendril on another target.

Malignant influence

10th level Reality Bender feature

Starting at 10th level Your planar aura gains the following effects

  • Reduce healing by the die roll

  • Reduce the DC of all abilities or spells of the creature by the die roll

  • Teleport lock Creatures that fail vs Planar aura can’t teleport to or from a space within the Planar aura. Any attempt to do so is wasted and move half their movement in a direction chosen by you.

Fearsome presence

15th level Auramancer feature

Starting at 15th level when you or your soul bound damage a creature they must make a save vs planar aura if they fail they suff its effects until the start of your next turn

Planar nullification

18th level Auramancer feature

Starting at 18th level spend a surge point and a bonus action to activate this ability for a minute to a target creature in a 30 ft range of you or your soul bound make your choice of a save of either strength, dexterity, constitution, intelligence, wisdom, or charisma your choice vs your traveler DC if they fail the save they have the chosen stat reduced by 1d12+intelligence modifier until they save vs your DC.

Creatures can attempt to as an action save vs this ability at the end of each of their turns

Beast master

(prime material plane)

Unleashing the savagery

(2nd level beastmaster )

Starting at 2nd level your soul bound gains an additional amount of soul bound metas equal to your proficiency modifier when it is summoned

The soul bound gains the following abilities

Actions

Energy Jet. As an action, the soul bound can spend a surge point to magically shoot energy in a 30 foot cone or a line that is 100 feet long and 5 feet wide. Choose acid, cold, fire, force, lighting, poison, psychic, or thunder for the damage of the energy, and then each creature in the area must make a Dexterity saving throw. On a failure, a target takes a number of d4s of that damage type equal to your proficiency bonus and, if it is Gargatum or smaller, is pushed up to 20 feet away from the soul bound and knocked prone. On a success, a target takes half damage and is neither knocked prone or pushed.

Increase the die size by 1 for each increase in your proficiency modifier

You can use 5 ft of movement to add a 5ft cube to area of energy jet

Defensive Adaptation

The soul bound can use its bonus action and a surge point to polymorph to gain resistance to amount of damage types equal to proficiency modifier of either force,thunder,acid,cold, lightning, poison, or psychic damage .The damage resistance remains for 1 minute or until it loses concentration. The soul bound also deals an extra 2 (1d4) damage of the chosen type when it hits with its attack.

The die size increases 1 for each increase in proficiency modifier

Enchanting Presence.

(6th level beastmaster feature)

Starting at 6th level you can use a bonus action and two surge points to activate this ability for a minute or until you loose concentration.

While this ability is active any creature you choose that starts its turn within 60 feet of you or the soul bound must make a Wisdom saving throw vs your traveler DC. On a failed save, the creature is charmed by the you and the soul bound until they save vs your DC ending the effect. Whenever the something deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.

Any actions, reactions, or bonus actions that can originate from the traveler or soulbound can originate from the charmed creature

The range of this ability becomes 120 ft at 19th level

Primal savagery

(10th level Beast master feature)

Starting at 10th level you and your soul bound gains the following abilities and traits

Traits

Planar Frenzy

The soul bound has advantage on any attack rolls against any creature that doesn't have all its hit points.

Action

Damage output When you or your soul bound take damage you can use a reaction to transfer the damage to a creature up to their remaining hit points that failed vs enchanting presence or soulblade within 60 ft of you or your soul bound once per turn

Starting at 20th level the range of this ability is 120ft

Reactive. You and your soul bound have up to your proficiency modifier of reactions each turn

️ Enchanted Presence: Twisting Madness

(10th level Beastmaster feature)

Starting at 10th level this power assaults and twists the minds of creatures affected by your Enchanted Presence, spawning delusions and provoking uncontrolled actions.

Each creature that fails its saving throw against Enchanted Presence, or is otherwise currently affected by it, must roll a d10 at the start of each of its turns to determine its behavior until it successfully saves against your Traveler DC.

d10 Behavior
1 The creature uses all of its movement to move in a random direction. Roll a d8 and assign a direction to each die face (like a compass rose). The creature takes no action this turn.
2–6 The creature doesn't move or take any actions this turn.
7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If no creature is within reach, it does nothing this turn.
9–10 The creature can act and move normally, but is still affected by the charm condition from Enchanted Presence.

This behavior continues each round until the creature succeeds on a Wisdom saving throw against your Traveler DC at the end of one of its turns, ending the effect.


Beast mode

(15th Beastmaster feature)

Starting at 15th level your soulbound gains the following upgrades to your abilities

Actions

Planar beam When you use a planar blast you can instead replace the spheres with either a beam 5 ft wide 30 ft long or or a sphere of 30 ft that if any hostile creature in range must make a dexterity save vs your DC or take the damage from planar blast

You can add planar enhancements from planar blast to this ability

Beastial Efficiency

(18th level Beastmaster feature)

Starting at 18th you gain the following upgrades to your abilities

You can now choose up to a total of 12 between of soul bound metas for your soul bound when its summoned

Examples

The Human Woman: The Planar Protector

Name: Seraphina Valor Story: Seraphina was once a humble homemaker in a quiet village. Her life changed forever when a demon tore through a planar rift in her home, threatening her family. In a moment of desperation, a dormant power awakened within her, channeling the planar energy coursing through her veins. With a crack of her whip, she struck the demon, saving her children but exposing her family to a world of danger.

Now, she lives aboard a small, temperamental airship with her husband, a skilled artificer who builds weapons and devices to combat planar threats. The couple is bound by love and a shared mission to protect their children and others from creatures of the planes.

Every time a planar threat arises, Seraphina is torn between staying to protect her children or fighting to ensure no family suffers as hers did. Her whip, imbued with planar energy, grows more potent with each battle, but so does the toll on her body and spirit.

Themes:

Motherhood and Heroism: Balancing the instinct to nurture with the duty to fight.

Love and Sacrifice: A family united in their mission but strained by the constant danger.

Planar Mystery: Unraveling the origins of her power and the reason her family is targeted.

The Tabaxi: The Silent Hunter

Name: Shadow-of-Twilight ("Shadow") Story: Born in a bustling trade city plagued by mysterious disappearances, Shadow grew up in the alleys and rooftops, honing his stealth and observation skills. When planar creatures started to prey on the town’s citizens, Shadow discovered his unique ability to sense disruptions in the fabric of reality. With no formal training, he taught himself to hunt these beings, using his innate agility and cunning.

Shadow’s life is a constant battle in the shadows. By day, he blends into the crowds, gathering information and aiding those in need. By night, he tracks planar creatures and seals the rifts that allow them entry. His tools, crafted with care and precision, are a mix of ancient Tabaxi craftsmanship and planar-infused magic.

He rarely speaks of his past, but rumors hint at a lost family or tribe taken by planar predators. His quest is not just about protecting his city—it’s about finding those responsible and exacting revenge.

Themes:

Isolation and Belonging: The lonely path of a protector who operates unseen.

Revenge vs. Duty: Struggling between personal vengeance and the greater good.

Mystery: The search for the source of planar rifts and the beings behind them.

The Elven Scientist: The Planar Explorer

Name: Aelindra Faewyn Story: Aelindra was always a curious soul, born into a scholarly elven community that revered the mysteries of the planes. From an early age, she excelled in arcane studies, surpassing her peers and drawing the attention of planar scholars. Her groundbreaking research on planar energy led her to develop a device capable of safely traveling between planes—a feat thought impossible.

Now, Aelindra wanders the multiverse, collecting samples, documenting ecosystems, and uncovering the secrets of planar mechanics. Her work is driven by a desire to understand the universe’s interconnected nature and prevent the collapse of the barriers between planes.

But her journey is fraught with danger. Planar predators, rogue factions exploiting planar energy, and the mental toll of existing between worlds constantly test her resolve. Her intellect and determination are her greatest tools, but her compassion and sense of wonder set her apart from other scholars.

Themes:

Knowledge and Responsibility: Balancing discovery with the ethical implications of her research.

Wanderlust and Loneliness: The sacrifices of a life devoted to exploration.

Planar Ethics: Encountering civilizations or beings with conflicting views on planar travel and manipulation.

Shared Stories

Act 1: The Gathering Storm

A series of planar rifts opens across the region, releasing powerful demons and destabilizing reality.

Seraphina encounters Shadow while hunting a planar creature threatening a village. Though wary of each other, they team up to close the rift.

Aelindra, investigating the same phenomenon, arrives with a prototype stabilizer. The three join forces, realizing the rifts are connected to a larger conspiracy.

***Act 2: The Conspiracy Unveiled ***

Their investigations reveal a shadowy faction exploiting planar energy to create weapons and summon planar beings for profit and power.

Seraphina struggles with her role, torn between fighting and ensuring her family’s safety. Shadow grapples with his thirst for revenge as the faction’s leader is linked to his past. Aelindra faces the ethical dilemma of destroying the technology she loves to save the planes.

Act 3: The Final Rift

The team confronts the faction at a massive planar rift threatening to consume their world. Each character’s unique abilities are crucial in sealing the rift and defeating the faction.

In the aftermath, Seraphina decides to continue her fight, Shadow finds solace in his new allies, and Aelindra embarks on a new journey, inspired by their bravery.

Authors notes

This class is very adaptable they are designed to be swift and adaptable to the situation getting their powers from the planes themselves.

It is implied that the people that become this class and then subclass may hail from certain planes but I don't see that is necessary and should be adjusted between players and DM to fit the story.

Practice

Safe

Homebrewing

thank you to all the wonderful who have given me feedback and helped playtest my homebrew class

Cover Art: Skiorh

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