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Planes

Planescallers channel a multitude of the planes beyond the material realm, each granting different boons at the cost of one’s own body. The planes powers are in their diversity, while some share elements, no two planescallers will be the exact same, and an unpredictable opponent is a dangerous one.

PLANE OF FIRE

Unrestrained heat, power, and danger are promised to those willing to brave the passion of the plane of fire.
Layer One, Fiery Aura: At the start of your turn, you deal fire damage equal to backlash from this plane to creatures of your choice in a 5ft radius around you.
Layer Two, Burning Form: Your Fiery Aura increases to 10ft radius, additionally you have advantage on grapple checks.
Layer Three, Flaming Retribution: Your Fiery Aura increases to 15ft, additionally whenever you are hit with a melee attack the attacker takes fire damage equal to your Constitution mod.
Layer Four, Being of Conflagration: You are under the effects of the Investiture of Flame spell.

PLANE OF WATER

The plane of water promises freedom of movement and an affinity for the cold depths.
Layer One, Breath of the Depths: As the start of your turn, you deal cold damage equal to backlash from this plane to creatures in a 10 ft cone originating from yourself, a creature within this cone can make a Dexterity saving throw, taking half damage on a success.
Layer Two, Amphibious Adaptation: The cone range increases to 20ft, additionally you gain a 30ft increase to your swim speed and can breathe underwater.
Layer Three, Drowning Form: The cone range increases to 30ft, you may move through creatures and end in their space, if a creature ends their turn in your space, they take a level of exhaustion and must make a Constitution saving throw or have their speed reduced to 0 until the start of your next turn.
Layer Four, Being of the Rime: You are under the effects of the Investiture of Ice spell.

PLANE OF AIR

Those inclined towards speed and swiftness can partake of the fleeting plane of air.
Layer One, Electric Assault: At the start of your turn, you may deal lightning damage equal to backlash from this plane to creatures in a 15 ft by 5 ft line originating from yourself, a creature may make a Dexterity saving throw to take half damage.
Layer Two, Wind at your Feet: The range increases to a 30 ft line, and your walking speed increases by 10.
Layer Three, Soaring Vanguard: The range to a 45 ft line, additionally you gain a fly speed equal to your walk speed
Layer Four, Being of the Clouds: You are under the effects of the Investiture of Wind spell.

PLANE OF EARTH

Strength and fortitude are the hallmarks of the stalwart plane of earth, awarding steadfastness and bravery.
Layer One, Heavy Strikes: You may add thunder damage equal to your backlash from this plane to one attack you hit with per turn.
Layer Two, Crushing Weight: When you hit with a melee attack you can force the target to make a Strength saving throw or be knocked prone.
Layer Three, Mountainous Fortitude: You gain a +2 bonus to your AC.
Layer Four, Being of the Plates: You are under the effects of the Investiture of Stone spell.

FEYWILD

The Feywild offers a way out of any tricky situation, through deception, teleportation, and stealth.
Layer One, Tricksy Defense: When hit with a melee attack, you may use your reaction to teleport up to 15 ft to an area you can see, you cannot travel through walls, floors, or ceilings with this teleport.
Layer Two, Glimmering Cloak: You count as heavily obscured while moving.
Layer Three, Fade from Mind: At the start of your turn, you may take the hide action as a free action, if in direct sight of an enemy they may immediately attempt to search for you.
Layer Four, Beguiling Tongue: You may cast Charm person or Charm Beast, if you leave this layer the spell ends.

SHADOWFELL

A disregard and callous pragmatism for other life is rewarded by the life draining powers of the Shadowfell.
Layer One, Gloom Aura: At the start of your turn creatures of your choice within a 5 ft radius around you take 1 necrotic damage, you regain hp equal to damage dealt.
Layer Two
, Eyes from below: The necrotic damage increases to 2 and the range increases to a 10 ft radius, additionally you gain darkvision out to 120 ft.
Layer Three, Shade Visage: The necrotic damage increases to 4 damage and the range increases to 15 ft radius, additionally, you count as lightly obscured at all times.
Layer Four, Maelstrom of Dread: The necrotic damage increases to equal twice your Constitution modifier if it is higher than 3, and the range increases to 30ft.

ARBOREA

Wild moods and magical resistance are given to those harboring Arborea, allowing you to battle extraplanar beings effectively.
Layer One, Panacea Aura: Creatures of your choice within 30 ft of you have advantage on saving throws to resist being blinded, charmed, deafened, frightened, and poison.
Layer Two, Merciful Touch: As an action, you can end one condition affecting an adjacent creature other than a curse and give them advantage on the next saving throw they make within a minute.
Layer Three
, Angelic Grace: When you pass a save to take half damage you instead take none.
Layer Four, Arcane Bastion: You may cast Counterspell as a 5th level spell, it does not require spell slots.

CELESTIA

Justice and punishment are tenants of the lofty Mount Celestia, as such those that call upon it may enact such tenants.
Layer One
, Watchful Warrior: When a creature leaves your melee weapon's reach, you may make a melee attack against them as a reaction.
Layer Two, Dominating Presence: You have a 15 ft radius of difficult terrain around you, you and your allies are immune to this terrain.
Layer Three, Chastising Strikes: Creatures you hit with Watchful Warrior attacks have their speed reduced to 0 and take additional radiant damage equal to your Constitution modifier.
Layer Four, Walking Penitentiary: It no longer takes your reaction to make an attack with watchful warrior. At the start of each of your turns, all creatures affected by your difficult terrain must make a save against the effects of Hold Monster, on failure the effect lasts until the start of your next turn.

BYTOPIA

Bytopia values productive, honest work. Calling upon it ensures you and your allies are able to safely accomplish any task.
Layer One, Shielding Existence: At the start of your turn, a creature within 15 ft of your choice gains temporary hp equal to your Constitution modifier. You cannot target yourself, these temp hp fade when you leave this layer or grant another creature temp hp.
Layer Two, Protective Gaze: The number of creatures targeted by shielding existence to 2, additionally attacks made against creatures with temporary hp granted through Shielding Existence gain disadvantage.
Layer Three, Emboldened Shield: The number of creatures targeted increases to 3 and the amount of temporary hp is double your Constitution modifier.
Layer Four, Encompassing Vitality: Those with temporary hp granted by shielding existence gain half the healing you gain through rolling hit dice.

ELYSIUM

The highest of the upper planes, valuing life and happiness. Embolden allies with merciful healing at the cost of yourself.
Layer One, Touch of Life: When you stabilize a creature, they regain 1 hp.
Layer Two, Repurposing Heal: As a bonus action you can restore hp to a character within 5ft of you equal to half your total backlash rounded up, you cannot use this feature as a part of your minor avatar feature.
Layer Three, Enhanced Mercy: The range of Repurposing heal increases to 15 ft and the healing now equals your full backlash damage.
Layer Four, Miracle Worker: You can cast power word heal, but you take half the hp you restore rounded up as force damage.

BEASTLANDS

A tempestuous plane, full of glorious beasts and ferocious hunts. Your allies will hunt down your foes with increased speed and resolve.
Layer One, Fleetfoot Aura: Allies who begin their turn within 10 ft of you gain an increase to their walking speed of 10ft until the start of their next turn.
Layer Two, Ferocious Inspiration: Allies attacking creatures within 5ft to you can add damage equal to your constitution modifier to the first attack they hit with each round.
Layer Three, Pack Leader: Allies have advantage on attacks made against creatures within 5 ft to you.
Layer Four, Alpha Guise: You are under the effects of the True Polymorph spell, but you can only choose beasts and your hp does not change, if you are reduced to 0 hp in this form you revert to your original form and follow the normal rules for falling to 0 hp.

ARCADIA

A land of perfect orchards and bountiful life, calling upon it shall protect those close to you, spread your roots and help others grow strong.
Layer One, Guarding Branches: Creatures have disadvantage on attacks against allied creatures within 5 ft of you.
Layer Two, Calm Clearing: You are under the effects of a Sanctuary spell, if you attack another creature or cast a spell that affects a hostile creature the spell ends until the start of your next turn.
Layer Three, Bonding Roots: As a reaction to a creature within 20 ft of you taking damage from an attack you may split the damage between you and the targeted creature.
Layer Four, Bend but not Break: You take no damage from the first attack or magical effect you are damaged by each round.

YSGARD

An eternal battle rages within Ysgard, you take on that guise and become an inspiring vanguard, charging into crowds of foes with not a care in the world, only glee.
Layer One, Minor Smite: You may add radiant damage equal to backlash from this plane to one attack you hit with per turn.
Layer Two, Goading blows: When you hit a creature with an attack, you inflict the "Goaded" condition on them until the start of your turn.
Layer Three, Unending Brawler: At the start of your turn, you gain temporary hp equal to twice your Constitution modifier.
Layer Four, Glorious Resurrection: When you would be reduced to 0 hp you may reconstitute as a reaction.

MAELSTRA

Thundering crashes of waves that tear apart ships, and blinding bursts of lighting that illuminate the dark expanse of this watery purgatory. Often referred to as Davy Jones Locker, the souls of lost sailors wail around you as you unleash the power of a realm of endless storm.
Layer One, Toppling Waves: at the start of you turns, creatures of your choice within 10ft must make a Strength save vs falling prone
Layer Two, Trapped Souls: You may add necrotic damage equal to backlash from this plane to one attack you hit with per turn. This also inflicts anti heal for the same amount until the start of that creatures next turn
Layer Three, Swirling Vortex: the radius of your Toppling Waves increases to 20ft, whenever a creature falls prone in this aura, they are also pulled to the nearest unoccupied square adjacent to you.
Layer Four, Violent Seas: The area of your Toppling Waves becomes 30ft, it now functions as if under the spell "Spike growth" dealing cold instead of piercing damage, Your allies are immune to this terrain.

PANDEMONIUM

An echoing realm of wind and insanity, pandemonium will let you become one with the exhausting wind that causes minds to shatter.
Layer One, Whisper Walk: You gain a bonus to your walk speed of 5 ft.
Layer Two, Gibbering Guise: Creatures that begin their turn within 5 ft of you take psychic damage equal to your Constitution modifier.
Layer Three, Deafening Dash: At the start of your turn, you may take the dash action as a free action.
Layer Four, Calamitous Cacophony: You may pass through creatures while moving, doing so will force them to make a Wisdom saving throw and take psychic damage equal to your backlash from this plane on a failure, and half on a success. Either way that creature is immune to this feature until the end of their next turn.

CARCERI

Your foes shall not escape you once within your presence, frozen in terror, you have dominance over the battlefield when calling upon Carceri.
Layer One, Imprisoning Anchor: Hostile creatures that begin within 15ft of you have their speed reduced by 10 ft.
Layer Two, Warden’s Influence: Creatures attempting to move further than 15 ft away from you must succeed on a Charisma saving throw, having their speed reduced to 0 on a failure.
Layer Three, Arms of the Odopi: The first time you make a grapple attack on your turn, you can target as many creatures as you want within 15ft of you, making a separate contest for each creature. If you descend from this layer the grapples end immediately.
Layer Four, Mental Ensnarement: Creatures of your choice, beginning their turn within 15ft of you must make a Wisdom saving throw or be stunned until the end of their next turn. Creatures with legendary actions have advantage on this check.

HADES

Dark is the plane of Hades, full of gloom, despair, and hate. Turn those feelings upon your foes, smother them in a dark they cannot see through, and steal them away into the cold night.
Layer One, Dark Feast: When you reduce a creature to 0 hp you gain temporary hp equal to twice your Constitution modifier.
Layer Two, Eyes of the Void: You have magical darkvision out to 60 ft.
Layer Three, Nightfall Aura: When you are in darkness as an action you may become invisible until you attack a creature, cast a spell, or make an ability check.
Layer Four, Shadespawn: You are invisible and have resistance to all damage except force and psychic.

CARCOSA

A shiny city, surrounded by obscuring mist. Strange forms within the mists, and stranger still are the things that cannot be real within them.
Layer One, Misty Lake: You exuded a cloud of fog around you, you and all creatures of your choice within a 10ft aura count as lightly obscured
Layer Two, Warped Reality: The fog warps your enemies sense of truth. The aura of your fog is increased to 20ft, and non-obscured creatures in its range have disadvantage on checks and saves to discern illusions from reality
Layer Three, Maddening Mirage: The fog enhances the fear of its victims. Obscured creatures within the mist are now heavily obscured, when non obscured creatures fail a save against an effect that would cause fear, it is instead demented for the duration.
Layer Four, Mirrored Presence: You appear to be everywhere within the fog, and nowhere at all. The Aura of the fog is increased to 30ft, and you are under the effects of the mirror image spell, you may reconjure destroyed images as a bonus action.

GEHENNA

Brimstone, smoke, and magma is the signature of the plane of Gehenna. One can quite easily fathom the powers granted by it, though simple, they are effective.
Layer One, Gouts of ash: You may deal fire damage equal to backlash from this plane to all creatures in a 10 ft cone as an action.
Layer Two, Tempered Body: The range increases to a 20 ft cone, additionally, you gain resistance to fire damage.
Layer Three, Fountain of Smog: The range increases to a 30 ft cone, additionally, ranged attacks against you have disadvantage.
Layer Four, Volcanic Temperament: You gain immunity to fire damage, ignore difficult terrain, and can cast fireball as a 3rd level spell without using a spell slot.

ACHERON

The bloodthirsty opposite side of the coin that Ysgard shares with it, calling upon Acheron is to invite bloodthirst and a lust for violence, effective in a fight but dangerous to call upon outside of lethal bouts.
Layer One, Enfeebling Strikes: You may add necrotic damage equal to backlash from this plane to one attack you hit with per turn.
Layer Two, Sadistic Exploiter: Your weapon attacks critical hit on a roll of 19 or 20.
Layer Three, Cycle of Violence: When you hit a creature with a weapon attack you may roll a hit dice to regain hp.
Layer Four, Overwhelming Malice: When you take the attack action, you may make a an additional attack with it beyond your normal amount.

MECHANUS

A plane of order, certainty, and devoid of luck. As such, calling upon Mechanus shall grant you a mechanical precision alien to those at fates mercy.
You may choose to not roll backlash damage for this plane.
Layer One, Mechanical Strikes: You may take the average result on damage dice rounded up, you must declare this before rolling.
Layer Two, Unerring Talent: You may take the average result on saving throws and skill checks, you must declare this before rolling.
Layer Three, Precise Strikes: You may take the average result on attack rolls, you must declare this before rolling.
Layer Four, Ordained Outcome: Before making an attack roll, you may declare that if the final result is 20 or above it is a critical success, 19 or below counts as a critical failure, this cannot be used with the precise strikes feature.

LIMBO

A plane of randomness, madness, and whims. Channel and harness that luck within yourself, affect outcomes in ways impossible to others, and leave yourself open to the wonderful mercy of a roll of the dice.
You may choose not to roll backlash damage for this plane.
Layer One, Controlled Chaos: When rolling a d20, after the roll is made but before the outcome is declared you may take the number on the opposite side of the d20. For example, a 6 becomes a 15, and vice versa. If you use this feature the next d20 roll you make must also be affected in this way.
Layer Two, Telekinetic Force: As an action, you may force a creature within 30 ft to make a Strength saving throw, on a failure you may move them 15 ft in any direction, if they collide with a solid object, they take 2d8 bludgeoning damage, if they collide with another creature both take 2d8 bludgeoning damage.
Layer Three, Wandering Soul: You are under the effects of the blink spell.
Layer Four, Coin Flip: When rolling a d20, you may instead roll a d2, a 1 is counted as a failure and a 2 is counted as a success, you may not critically succeed or fail when rolling this d2.


 
 
 


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