Planeswalker feats
Planeswalker's spark
Prerequisite : none
You are a rarity. The one among a thousand billion to have the spark and to have activated it. Your power is nothing compared to that of the Planeswalkers from before the Great Mending, but it is still significant.
When you gain this feat, choose your spellcasting ability from Intelligence, Wisdom, or Charisma and a color of magic from white, blue, black, red, or green. You get the following benefits:
- You learn two cantrips and one level 1 spell associated with the chosen color (at the GM's discretion).
- You gain a pool of Mana equal to your half of your level rounded up. You can cast spells learned with this feat by spending a number of Mana points equal to the spell's level. You regain all your Mana points spent when you finish a long rest.
- You can also cast these spells using the spell slots you have available and of the appropriate level.
You can choose this feat multiple times. Each time you do this, you can choose an additional color of magic. You also learn two new spells, each associated with at least one of your chosen colors and whose maximum level cannot exceed the number of times you have obtained this feat.
Accomplished Planeswalker
Prerequisite : Level 8, Planeswalker's spark feat
Your first journey between the planes was guided solely by your instinct and the trauma of your ignition. You have since learned, and can now planeswalk voluntarily.
When you gain this feat, your Mana pool becomes equal to your level and you learn the Plane Shift and Dream of the Blue Veil spells. You can cast these spells without expending a spell slot, targeting only yourself, and without requiring material components. Once you have cast one of these spells this way, you cannot cast either of them this way again until you have completed a long rest.
Planeswalkers in D&D
Giving your players the possibility to become Planeswalkers has serious implications for the characters and the cosmogony of the world where your game takes place.
A Planeswalker's ignition is usually caused by a traumatic event and results in the character being pulled to the Blind Eternities and then appearing to a random plane. Though they gain magical powers in the process, it does not automatically come with the realisation of their new traveling ability. The character still has to learn how to reiterate the miracle that was their first planeswalking. It is a crucial event in the life of a character who was forcibly taken away from the world they knew for an indefinite period.
Traveling through the Astral Plane, Far Realm, or Phlogiston in Dungeons & Dragons is also much easier than in Magic: the Gathering, where mere exposure to the Blind Eternities is lethal to any being without a planeswalker's spark.
Chandra's Ignition ✒ Eric Deschamps