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Sorcerer: Planeswalker

Occasionally, the sapient species are born with what they call a "spark". Those who are born with this "spark" often have innate magical abilities and most don't possess the ability to manifest this ability, however, for those that can they call themselves "Planeswalkers". Skilled Planeswalkers possess the ability to travel between planes at will, however, it requires a lot of commitment to master this ability. Amateur Planeswalkers are often prone to magical surges and accidental teleportations.  

Interplanar Knowledge

There is so much to learn in the worlds beyond our own!    Starting at level 1, you gain proficiency in the Arcana skill. In addition, when you make an Intelligence (Arcana) check related to the planes or creatures not from the Material Plane you add double your proficiency bonus to the check, instead of your normal proficiency bonus.  

Plane Step

Catch me if you can!    Also at 1st level, when you draw upon your planar magic, you can step through the planes if only for a moment, appearing elsewhere. When you cast a spell of 1st level or higher, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see.    

Unstable Spark

Back off! I can't control it!    Until the 10th level, you do not have control over your spark as it is unstable. Whenever you cast a spell of 1st level or higher roll a d20, on a 2 or lower roll on the Unstable Spark table. At 6th level, the Unstable Spark table only activates on a 1.  

Unstable Spark Table

     
10-12 Plane of Air: For the next hour you are levitating 5 feet off the ground.
1-3 Plane of Fire: You cast Fireball as a 3rd-level spell centered on yourself. 13-16 The Crimson: Whenever you deal or are dealt damage you deal or take an extra 1d8 necrotic damage. This lasts until the end of your next turn.
4-6 Plane of Water: You gain the ability to cast Control Water as a Bonus Action until the end of your next turn. 17-19 The Dark Jungle: You cast Darkness centered on yourself.
7-9 Plane of Earth: Until the end of your next turn your feet are fused to the earth. Your movement speed is 0. 20 Feywilds: A Unicorn appears in an unoccupied space in front of you.
 

Planar Affinity

The energy of the planes is at my disposal.    At 6th level, you can choose one of the following damage types when you finish a short or long rest: acid, cold, fire, lightning, radiant, necrotic. You gain resistance to that damage type until you choose a different one with this feature. In addition, spells you cast ignore the resistance of the damage type you choose.  

Stable Spark

Suddenly I feel whole again. . .    Beginning at 14th level, you learn the plane shift spell which doesn't count against your number of sorcerer spells known. As an action, you can cast plane shift with this feature, without expending a spell slot, only targeting yourself and without requiring material components. Once you use this feature, you can't use it again until you finish a long rest.  

World Sculptor

I've grown tired of this world, time to create my own.    Beginning at 18th level, the magic of the planes grants you the ability to not just travel through with them but create your own artificial world through an intense effort by imparting a shard of your own planeswalker spark within it. You learn the demiplane spell which doesn't count against your number of sorcerer spells known. This use of demiplane is special. Rather than opening to an empty room 30 feet in each dimension, it opens to a spherical demiplane 1 mile in each dimension. The edges of this demiplane are foggy and unpassable. While in this demiplane, you can spend an hour creating and shaping it as you like forming forests, mountains, and even structures but you cannot create creatures. Any material created from your demiplane dissipates into smoke if removed from the demiplane. If you create a new demiplane, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. If you die outside of your demiplane, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. Your gear disappears with you and you appear at a spot of your choice 1d4 days later within your demiplane.

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