The Extraplanar: Warlock Subclass

by NicomoCosca

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The Extraplanar

A Warlock Subclass

Version 4

By Ian Pittock

Cover art created using Midjourney with original work by Ian Pittock

Spaces Unseen

Extraplanar Force

There are places that mortals stray, where a strange and eerie feeling of observation looms.

There are objects that seem to call attention, as though they are far more than they seem.

There are times when nature's passing turns shrill and the world's many veils grow thin.

These are moments when the unknown and unnamed whisper to us. Their call piercing the fleeting smoke of reality and the many mirrors that lay beyond. Those who follow this call find themselves in an extra-dimensional space, communing with a consciousness that is as much a place as it is a presence.

You are one such individual, bound to a presence located in a unique and mysterious realm. Through your pact this extraplanar force seeks to sate its cosmic curiosity and thereby further its alien goals. Though it may manifest itself in the form of many actors all such avatars are merely projections of the space and place it represents.

You may determine the nature of the extra-dimensional space, the presence it represents and the type of entity you have a pact with by rolling on the table below. Alternatively your Game Master may assist you in creating the source of such a pact.

D6 Extraplanar Force
1 : An haunting realm of ever-shifting geometry. It draws upon an ever evolving tapestry of nightmarish expressions as a means for communication and fails to understand emotions other than fear and foreboding. It seeks to understand hope in the face of inevitable death.
2 : A museum vault that hoards a host of strange artefacts and glittering prizes. It values greed and wealth above all and hungers for fresh prizes.
3 : An endless labyrinth of mirrors. Here reflections shift and reveal themselves as alternate versions of the subject, posing questions and revealing hard truths. It is fascinated by individual agency and what forces will ultimately determine your fate.
4 : A theatre where lifelike marionettes perform elaborate productions for an empty house. These actors live out their lives upon the stage all while under the command of strings they cannot see and will not acknowledge. Through emotive soliloquies they examine the nature of both comedy and tragedy.
5 : The internal organs of an alien god, who slumbers as a bureaucratic retinue of angelic beings tend to its wellbeing. They are guided by the fleeting dreams of their master and trying to reason logic from their disorder.
6 : A great mechanical laboratory of ever shifting gears and clockwork artifice tended to by an ancient demonic engineer, long since driven mad by their home of unknowable design. It hungers to understand the purpose and function of all things.

In return for such service the extraplanar force offers you a link to the dimensional weave itself. Such powers grant you the ability to deceive others, fabricate powerful planar blades and ultimately meddle with reality - turning its laws into mere suggestions.

The following page lists the unique subclass features offered by accepting this pact and are in addition to a Warlocks standard class features.

Planar Powers

Subclass Features

Expanded Spell List

The Extraplanar lets you choose from an expanded list of spells when you learn a warlock spell. You know the Minor Illusion cantrip and the following spells are added to the warlock spell list for you.

Spell Level Expanded Spells
1st Faerie Fire, Silent Image
2nd Blur, Pass Without a Trace
3rd Haste, Slow
4th Greater Invisibility, Resilient Sphere
5th Creation, Wall of Force

Planar Blades

Starting at 1st level, you gain the ability to draw strands of the planar weave into your hands, forming them into shimmering blades of energy. Whenever you take the Attack action or otherwise perform a melee attack, you may choose to manifest a Planar Blade from your free hand and make the attack with that blade.

This magic blade is a simple melee weapon with the finesse and thrown properties. When attacking with a Planar Blade blade you may choose to use your charisma modifier instead of your strength or dexterity modifiers. A Planar Blade has a normal range of 60 feet and no long range. On a hit, it deals force damage equal to 1d6 plus your charisma modifier. If thrown the blade vanishes immediately after it hits or misses its target.

After you attack with a blade, you can make a melee or ranged weapon attack with a second Planar Blade as a bonus action on the same turn, provided either of your hands are free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

You may choose to vanish any blades you are holding at will - no action or reaction required. Additionally, you may also conjure one or both these planar blades into your free hands as a bonus action.

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Weave of the Wending World

Beginning at 1st level, you can spontaneously conjure yourself clothing from the dimensional weave, tailoring your outfit to not only match a form you desire, but also fabricating it from a substance that offers more protection from damage than its appearance would otherwise suggest.

As an action you may create an outfit of an appearance you desire. Similarly you may alter any existing dimensional weave clothing you are wearing as an action. Articles of clothing you have created from dimensional weave shimmer out of existence if you move more than 30 feet away from them.

While you are not wearing any armour, your armour class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Severing Sense

Starting at 1st level, you gain the ability to cut yourself from the visual world of those observing you. As a bonus action, you may choose a number of creatures up to your proficiency modifier that you can see within 60 feet of you. You immediately appear invisible to the targets (as if you had the invisibility spell cast upon you) and the targets will forget what you look like, but not what they have seen you do. All other creatures can see and remember you normally.

Creatures able to see invisible creatures (such as those under the effects of a See Invisibility spell) are unaffected. Additionally, Creatures able to sense your presence via other means, such as blindsight, may still do so.

Once activated this effect persists for 1 minute. This feature ends early if you attack or cast a spell, even if the affected creature is not the target of the attack or spell. The feature also ends early if you are incapacitated or die.

You can't use this feature again until you finish a short or long rest.

Rifters Realm

Starting at 6th level, you gain the ability to spend 1 minute cutting a 5 feet wide and 10 feet tall rift in reality that leads into a small extradimensional space. The rift may be located anywhere within melee range of your Planar Blades.

You and up to nine creatures you designate can enter the extradimensional space as long as the rift remains open. The rift is opaque to those outside looking in, but transparent to those inside looking out.

Beyond the rift is a small extradimensional space created from the dimensional weave to resemble a layout you desire. The atmosphere is generally clean, fresh and warm. You can create any floor plan you like, but the space can’t exceed 6 cubes, each cube being 10 feet on each side.

The space is furnished and decorated as you wish. It may not provide any form of consumable materials other than fresh water, which may freely be heated to boiling point, chilled to freezing or anywhere between as you desire.

while inside this space you have a single Unseen Servant (see the spell) at your command. This servant, furnishings and other objects created by this ability dissipate into fractals of light if they are removed from the space. Once 8 hours have passed any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the rift.

You can't use this feature again until you finish a long rest.

Dimensional Pocket

At 6th level you gain access to a dimensional pocket, within which you may place and retrieve items.

The pocket is roughly 2 feet in diameter at the mouth and 4 feet deep. It can hold up to 8 cubic feet or 80 pounds of material.

Placing an object into this pocket follows the normal rules for interacting with objects. Retrieving an item from the pocket requires you to use an action. When you reach into the pocket for a specific item, the item is always magically on top.

If a breathing creature is placed within the pocket, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

The pocket is invisible and inaccessible to other creatures while closed. When open it appears as a shimmering cut in reality that hovers in midair and keeping pace alongside you. Any creature may interact with the pocket while it is open.

If you are killed the pocket immediately becomes visible and remains open. It will float beside your remains or statically hover in midair if you leave no remains. If such a pocket is emptied it will close.

Placing an extradimensional space created by a handy haversack, portable hole, or similar item into the pocket instantly destroys both the item and the pocket. Additionally a gate to the Astral Plane will open. This gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

An 8 hour ritual is required to create a new dimensional pocket once it has been destroyed.

The Way Between

At 10th level, you gain the ability to cut between planes in a blink of an eye. Immediately after you perform any attack with a planar blade you may teleport up to 10 feet, moving into an unoccupied space that you can see.

Additionally, once each round when you perform a melee attack with a planar blade you may use it to make one additional melee or ranged attack. You can use this feature to make additional attacks in this way a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses of these additional attacks when you finish a long rest.

Reality Reimagined

At 14th level, you gain the ability to radically alter the perception of the enviroment around you. Gain the spell Mirage Arcane as an additional Mystic Arcanum.

Additionally, if you ever cast the Mirage Arcane spell you may choose to have a duplicate of the space described in your Rifters Realm feature manifest as part of the mirage for the duration. This duplicate becomes a physical structure with a physical entrance that can be entered, forced or bypassed like a typical structure.

Passer of the Planes

At 14th level, you begin mastering transportation between the planes. Gain the spell Plane Shift as an additional Mystic Arcanum. If you had previously selected this spell as one of your known Mystic Arcanum you may select another eligable spell in its place.

If you ever use the Plane Shift spell to travel either to or from the Extraplanar home of your patron you require no material components and regain the use of your Mystic Arcanum after completing either a short or long rest.

The Pact

The Extraplanar Pact

Pact of The Planar Blade

You gain proficiency in Acrobatics and Sleight of Hand.

You may, as an action, absorb a single magical weapon you have proficiency with, instantly vanishing it into a small pocket plane where it can be used to empower your Planar Blades. You may only absorb a single weapon in this way and may swap or retrieve the weapon as an action. If you are killed the weapon immediately emerges from the pocket pane and falls at your side.

If the absorbed weapon provides a +1, +2 or +3 bonus to the attack and damage rolls these bonuses apply to attack and damage rolls made using your Planar Blades.

If you are attuned with the absorbed weapon any features it offers do not apply to your planar blades. However, if you are attuned with the absorbed weapon you instead gain one of the following abilities, which must you choose at the time you absorb it:

  • Repulsing: Whenever you hit a creature with a Planar Blade, you can push the creature up to 5 feet away from you.

  • Illuminating: The first time you hit a creature with your Planar Blades each round they must make a charisma save against your spell save DC. If they fail they begin to glow with a shifting prismatic hue, shedding dim light in a 10-foot radius. Any attack roll against the affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible. This illuminating effect ends at the start of your next turn.

  • Disrupting: The first time you hit a creature with your Planar Blades each round they must make a charisma save against your spell save DC. If they fail their save they will have disadvantage on all saving throws and their vision beyond 30 feet will blur into kaleidoscopic disarray, an effect that effectively blinds them to anything beyond this distance. This disruptive effect ends at the start of your next turn.

Planar Blade art created using Midjourney with original work by Ian Pittock.

Invocations

Pact of the Planar Blade

Precision Blades

Prerequisite: Pact of the Planar Blade

Your Planar Blades have their normal range increased to 300 feet and have no long range.
Additionally, your Planar Blades ignore both half and three-quarters cover.

The Cutters Creed

Prerequisite: Pact of the Planar Blade

You can use your Planar Blade’s as a spellcasting focus for your warlock spells.
Additionally, you may instantaneously transform your Planar Blades in and out of being shimmering discs of energy that bolster your defence (no action required). Whenever you have at least one Planar Blade in your hands your AC is increased by 2, provided you are not also wielding a shield.
Finally, you may form discs of dimensional weave and suspend them in midair beneath your feet as you move, allowing you to use them as temporary platforms for you to step on. Whenever you move you may travel 5 feet in any direction (even vertically or into thin air) a number of times equal to your proficiency bonus. If you perform the dash action you may move in this way an additional number of times equal to your proficiency bonus. At the end of your turn all of the discs will vanish back into the dimensional weave.

Planar Shield

Prerequisite: 5th level, Pact of the Planar Blade

You may add the Shield spell to your list of spells known.

Additionally, you may cast the Shield spell without expending any spell slots a number of times equal to your Charisma modifier (minimum of 1). These free castings of the Shield spell replenish when you finish a long rest.

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Quick Cutters Blades

Prerequisite: 5th level, Pact of the Planar Blade

You can attack with your Planar Blades twice, instead of once, whenever you take the Attack action on your turn.

Elemental Blades

Prerequisite: 7th level, Pact of the Planar Blade

When you hit a creature with a Planar Blade you may convert all its Force damage into any of the following types of damage: Acid, Cold, Fire, Lightning or Thunder.

Switching Blades

Prerequisite: 7th level, Pact of the Planar Blade

As a bonus action, you may create one of your Planar Blades and throw the blade at an unoccupied space you can see up to 60 feet away. You then teleport to that space, and the blade vanishes. You may do this a number of times equal to your Proficiency Bonus. You regain all your uses of this feature when you finish a short or long rest.

Chains of the Planar Blade

Prerequisite: 12th level, Pact of the Planar Blade

Your planar Blades gain the Reach property. Adding 5 feet to your reach when you attack or make opportunity attacks with them.

Improved Planar Blades

Prerequisite: 12th level, Pact of the Planar Blade

When you hit a creature with a Planar Blade, the creature takes extra force damage equal to your Proficiency Bonus.
 

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