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 | Bond Dice |
|---|---|---|---|---|
| 1st | +2 | Surge points, Planar weapon | 1 | d4 |
| 2nd | +2 | Soulbound summoning,Traveler Archetype | 2 | d4 |
| 3rd | +2 | 3 | d4 | |
| 4th | +2 | Ability Score Improvement | 4 | d4 |
| 5th | +3 | 5 | d6 | |
| 6th | +3 | Archetype feature | 6 | d6 |
| 7th | +3 | Planar blast | 7 | d6 |
| 8th | +3 | Ability Score Improvement | 8 | d6 |
| 9th | +4 | 9 | d8 | |
| 10th | +4 | Surge Siphon | 10 | d8 |
| 11th | +4 | 11 | d8 | |
| 12th | +4 | Ability score improvement | 12 | d8 |
| 13th | +5 | Durable Duo | 13 | d10 |
| 14th | +5 | 14 | d10 | |
| 15th | +5 | Archetype feature | 15 | d10 |
| 16th | +5 | Ability score improvement | 16 | d10 |
| 17th | +6 | 17 | d12 | |
| 18th | +6 | Archetype Feature | 18 | d12 |
| 19th | +6 | 19 | d12 | |
| 20th | +6 | Energetic Movement | 20 | d12 |
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
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Saving Throws: Intelligence and Dexterity
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Skills: choose two from Acrobatics, Athletic, Deception, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth,
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Bound dice this dice is used for many features and increases as you gain higher levels in the traveler class
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
Traveler attack 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 your proficiency modifier of surge points per turn
Spending a surge as a reaction or outside your turn still counts towards your per turn limit of surge points
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
You can use class and subclass abilities using surge points such as Planar weapon
Concentration
Any feature that states it requires concentration follows the normal rules for concentration in the Player’s Handbook (PHB 203):
- You can only concentrate on one effect at a time.
- Taking damage forces a Constitution saving throw to maintain it.
- Being incapacitated or choosing to start concentrating on another effect ends the first.
Traveler abilities that use concentration are treated exactly like concentrating on a spell.
Planar Weapon
Starting at 1st level you or your soul bound can spend a surge point to do one of the following abilities when you damage a target
- Mental Precision
Add your intelligence modifier to the damage it deals on a hit.
- Planar Pull
you can move that creature in a straight line 10 feet closer to yourself.
- Planar Slow
you can reduce that creature's speed by 10 feet until the end of your next turn
- Planar Push
push the creature up to 10 feet away from you in a straight line.
- Planar Replacement
replace the damage die from original type for the following damage types force, thunder, acid, cold, fire, lightning, poison or psychic damage
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
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. The soul bound can’t be compelled to act in a manner contrary to its nature or its instructions. In combat, it acts on your turn sharing a common pool of action, bonus action, reaction, and movement with traveler. When the soul bound drops to below 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 has the same proficiency modifier as the traveler
The soul bound does not benefit from feats
The soul bound and traveler share attunement slots
You are given the array of six numbers: 12, 10, 8, 6, 4, and 2.
Assign to abilities
You can assign these numbers to your soul bound's ability scores in any order you choose.
When you reach the 4th, 8th, 12th, 16th level of traveler your soul bound can increase its abilities in the following manner.
- Increase one ability score by +2
or
- Increase two ability scores by +1
The soul bound and traveler share a combined pool of action, bonus action, and reaction each turn
You can choose up to your proficiency modifier of the following soul bound metas for your soul bound each time you summon it or by using rapid adaption
On your turn your soul bound can do the following dash,disengage, help, attack, use soul bound meta, use tool, use skill,
Rapid Adaption
As an action you can replace one of your current soul bound metas with another one from the list of available options
Soul bound metas
Soulbound Abilities and Traits
Elemental empowerment
When your soul bound is the source of (force, thunder, lightning ,fire, cold, acid, or poison) damage that requires save any hostile creatures in range of 30ft of the soulbound must also make a save or also take the damage
Multi-vector When the soul bound does damage to a hostile creature you can spend a surge point to heal an ally within 120 ft of yourself for the same amount
Speed infusion
You can use your reaction to empower yourself or an ally currently within 30ft to move in a direction of their choice up to 10 ft
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
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 soul bound 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.
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.
Planar bounce
If the soul bound makes a successful saving throw against a spell, or a spell attack misses it, as a reaction they can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of them. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
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.
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 Dash, Disengage or Hide action as a bonus action on each of its turns.
False Appearance
When the soul bound remains motionless, it is indistinguishable from a piece of its local landscape
Speak with Beasts and Plants
The soul bound can communicate with beasts and plants as if they shared a language.
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.
Unwilling targets 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.
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.
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.
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
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.
Planar Frenzy
The soul bound has advantage on any attack rolls against any creature that doesn't have all its hit points.
Damage Redirect When you or your soul bund take damage you can use a reaction to transfer the damage to a creature up to within 60 ft of you this turn that fails vs dex save
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
Soul bound
Size, Medium Alignment Same as Traveler
- Armor Class 8 + dexterity modifier
- Hit Points A Bound dice + constition modifier
- Speed Same as traveler walking speed based on form they can fly, swim, climb, and burrow
STR DEX CON INT WIS CHA Str x Dex x Con x Int x Wis x Cha x
- Saving Throws Dexterity and Intelligence
- Skills same as Traveler
- 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
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.
Planar dart
As a bonus 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 bound dice of either force, thunder, acid, cold, fire, lightning poison or psychic damage
Planar Blast
Starting at 7th level when you or your soul bound damage a hostile creature while you have advantage or the hostile creature are flanked by an ally, you create a of solid spheres of planar energy that orbits your or the soulbound's head up to your proficiency modifier.
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 bound dice of either force,thunder,acid,cold, lightning, poison, or psychic damage on a failed save
Surge Siphon
Once per day after a short rest you can recover an amount up to half your maximum round down but can not exceed your maximum surge points
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 and a surge point, 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 and a surge point, 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 bound dice plus your Intelligence modifier. Additionally, you gain expertise in the Medicine skill.
You and any creature healed this way does an extra bound dice + intelligence modifier of (force, thunder, lightning ,fire, cold, acid, or poison) damage for their next turn for all spells or attacks
- 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 or until you loose concentration.
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
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
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.
Planar Shadows You can spend a surge point and a bonus action to get the following effect for a minute or until you loose concentration. 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 as a reaction, can add bound dice 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.
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, when you roll bound dice roll twice and choose which one result to use
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 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
-
- bound dice to hit for + bound dice damage
or
-
- bound dice to hit for - bound dice damage
or
-
- bound dice for critical hit range for - bound dice 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.
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 minute or until you loose concentration. 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.
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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 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 bound dice 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 bound dice + 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.
Phasing
2nd-level Ghostblade feature
You and your Soulbound can move through non-magical difficult terrain as if it were normal terrain.
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.
Unseen
18th-level Ghostblade feature
Starting at 18th level you and any number of willing creatures within 30 feet become invisible for 10 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 bound dice + your Intelligence modifier to all damage rolls made with attacks or spells.
- Increase warded creatures healing by bound dice
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 damage equal to your order bringer roll (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.
Barricade
6th-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 bound dice + 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 size of the of the barricade increases by 5 ft cubes at 13th level and 17th level and must be 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
The die roll is equal to your bound dice
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Reduce damage from target by die roll
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Reduce d20 results by the die roll
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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
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
Starting at 15th level Your planar aura gains the following effects
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Reduce healing by the die roll
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Reduce the DC of all abilities or spells of the creature by the die roll
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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.
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 or you loose concentration. when use this ability target a 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
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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