PlanesCaller Class
Arcane casters access their magic through connecting to the weave of magic. Divine casters call forth their gods to grant them their magical talents. Warlocks form pacts with unknowable beings to gain their strength. But planescallers, they simply let the extradimensional energy flow through them, destroying themselves and their enemies before reconstructing in the wake of their magical might. A diverse class open to many possibilities, for the planes are fathomless and powerful, but can be brought forth with enough grit, determination, and a false notion of knowing what one has gotten themselves into.
As a PlanesCaller, you gain the following class features.
Hit Points
Hit Dice: 1d12 per planescaller level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per planescaller level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons
Tools: Herbalist kit
Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Acrobatics, Arcana, Religion, Nature, Medicine, Insight, Performance. You can replace one of your chosen skills with proficiency in an exotic weapon of your choice.
| Level | Proficiency Bonus | Planes Known | Simultaneous planes | Features |
|---|---|---|---|---|
| 1 | 2 | 1 | 1 | PlanesCalling, Extraplanar Rejuvenation, Conduit |
| 2 | 2 | 1 | 1 | Reconstitute(X1) |
| 3 | 2 | 2 | 1 | Second Layer |
| 4 | 2 | 2 | 1 | Ability score increase |
| 5 | 3 | 2 | 2 | Third Layer |
| 6 | 3 | 2 | 2 | Extra Attack |
| 7 | 3 | 3 | 2 | Extradimensional Surge, Reconstitute(x2) |
| 8 | 3 | 3 | 2 | Ability Score Increase |
| 9 | 4 | 3 | 3 | Burst of Vitality |
| 10 | 4 | 3 | 3 | Explosive Start |
| 11 | 4 | 4 | 3 | Reconstitute(x3) |
| 12 | 4 | 4 | 3 | Ability Score Increase |
| 13 | 5 | 4 | 4 | Planar Embodiment |
| 14 | 5 | 4 | 4 | Unprepared Ascension |
| 15 | 5 | 5 | 4 | Stabilized Rift, Reconstitute(x4) |
| 16 | 5 | 5 | 4 | Ability Score Increase |
| 17 | 6 | 5 | 4 | Minor Avatar |
| 18 | 6 | 5 | 4 | Hastened Ascension |
| 19 | 6 | 6 | 4 | Ability Score Increase |
| 20 | 6 | 6 | 5 | Finalized Rift |
PLANESCALLING
Planescallers call upon their abilities by ascending to the different layers of the extradimensional planes known to them. This can manifest in different ways from augmenting their weapons, to unleashing pure elemental power, to simply making them lucky. Planescalling is a versatile and effective ability, but one that comes at great cost to the physical health of mortals.
LAYERS :
As a bonus action, you may ascend one or descend one layer a number of times equal to your proficiency modifier in a plane you have access to as part of your conduit feature.
Set aside a d4 to represent the current layer you are on for each plane, ranging from layer 1 to 4, if you are not ascending a certain plane, you do not need a d4 to represent that plane. You gain all the abilities of the current layers you are occupying and preceding layers.
You may ascend within and benefit from a number of planes at the same time equal to the “Simultaneous planes” column.
BACKLASH
When you start your turn while ascending you take 1d4 true damage for every layer you are ascending, for example if you are ascending 2 layers in one plane and 1 layer in another plane you would take 3d4 true damage. If a planar ability references backlash, it means this true damage taken at the start of your turn. If you use a planes feature that mentions backlash without having taken backlash that turn substitute 2 in for every layer you are ascended.
PLANES
At level one you can only ascend one plane at a time, you may ascend another plane at levels 5, 9, 13, and 17.
SAVES
Should an ability or Spell granted by the Planescaller class require a saving throw, you calculate the DC by the following equation. Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Conduit
You slowly begin to accumulate more extraplanar energies, expanding your repertoire of abilities. At level 1 you may pick one plane to access, you may pick additional planes to access at levels 3, 7, 11, 15, and 19.
ExtraPlanar Vitality
While your body is torn asunder by the powers consuming you, they have granted an increased regenerative ability. At level 1 when you roll hit dice to regain hp you may add twice your Constitution modifier instead of your base Constitution modifier.
Reconstitute
You have begun to slightly control the overwhelming flow of energy stemming from you, repurposing if for reconstructive purposes. At level 2, as a bonus action you may descend to layer 0 on all of your ascended planes, rolling a hit dice for each layer descended and regaining hp equal to the roll plus your Constitution mod. You may use this once per long rest, increasing in uses at levels 7, 11, and 15.
Second Layer
Deeper secrets of the outer planes open themselves to you, at level 3 you gain the ability to ascend to the second layer of your planes.
Third Layer
You start to find yourself reaching the upper echelons of what you can feasibly conjure, starting at level 5 you can ascend to the third layer of your planes.
Extra Attack
Starting at level 6, you may attack twice, instead of once, whenever you take the attack action on your turn.
ExtraDimensional Surge
To counteract the increasing stress upon your body and soul you can tap into unutilized pools of healing. When you reach 7th level whenever you reconstitute you may roll additional hit dice equal to half your proficiency modifier rounded down, these do not expend hit dice and can be used even when you have none.
Burst of Vitality
You have entered an ebb and flow of destruction and reconstruction, granting you even higher feats of restoration. Starting at level 9, once per long rest, after finishing a short rest you may regain a number of hit dice equal to your proficiency modifier.
Explosive Start
The adrenaline of a looming battle causes your planar abilities to flare. Beginning with 10th level, whenever you roll initiative you may act as though you used a bonus action to ascend.
Planar Embodiment
Against all odds you have developed a faint immunity to the lesser energies of the outer planes. Beginning at 13 th level when you finish a short or long rest you may choose a plane to passively be at layer 1 without causing backlash damage. You may choose a new plane after another long rest. You may choose a secondary plane for this trait at level 17.
Unprepared Acension
You have conceived of the higher powers you could attain, but not the ways to safely hold such energy. Starting at 14th level you may ascend to the 4th layer of one of your planes, but while ascended to the fourth layer, backlash damage is doubled.
Harnessed Rift
Through your extensive abuse of your own body via Planescalling a small control over the damaging effects of Planescalling has been unlocked. When you reach 15th level, whenever you would take backlash, you may choose to either halve the backlash and treat any planes ability as if you had taken full backlash or you may take full backlash damage but treat any planes ability as if you had taken double.
Minor Avatar
The immunity has grown, and you have begun to exhibit greater traits of your extraplanar talents without drawback. At level 17 after a long rest, you may choose a plane to passively exist within layer 2 without causing backlash. Additionally, you may also swap your planar embodiment ability after a short rest now.
Hastened Acension
The rift within you has nearly opened as far as it can, allowing an expeditious release of your extraplanar effects. Starting at 18th level, when you use a bonus action to ascend or descend, you may ascend or descend as many layers as you choose in all of your planes.
Finalized Rift
Though it presents great risk to your body and mind, you have finally unlocked the highest powers the planes can grant you. Finally, at 20th level ascending to the 4th layer of a plane does not cause you to take double backlash damage.
Designers Note
The planescaller is one of the few "Subclassless" Player options in ashieldr. This is because the versatility, flavor and mechanics are so dense within the base class, and the choice of your planes. To try and add subclasses into the mix would both cause a can of worms for potential balancing questions, and put even more mechanical weight on the player. As such think of your planes as the subclasses, just much more granular, and with more control of which concepts you want to lean into at any given moment.

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