Plane Rider
Stepping into a new world
https://www.dandwiki.com/wiki/Planerider_(5e_Class)
Planerider
hit dice:
1d8
hit points at 1st level:
8 + Constitution modifier
hit points at higher levels:
1d8 Per Plane Rider Level 8 + Constitution Modifier
armor proficiencies:
Light Armor, shields
weapon proficiencies:
Simple weapons
tools:
Cartogropher's Tools
saving throws:
Dexterity, Intelligence
skills:
Choose four from the following: Acrobatics, Athletics, Arcana, History, Investigation, Perception, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) an Explorer's Pack or (b) a Scholar's Pack
(a) a Rapier or (b) a whip
(a) a longbow with a quiver of 20 arrows or (b) or five javelins
(a) scale armour (b) leather armour
You start with the following equipment, in addition to the equipment granted by your background:
(a) an Explorer's Pack or (b) a Scholar's Pack
(a) a Rapier or (b) a whip
(a) a longbow with a quiver of 20 arrows or (b) or five javelins
(a) scale armour (b) leather armour
spellcasting:
class features:
Planar Manifestation At 1st Level, your body has a natural reflex to protect you when stepping into a different plane. Your eyes manifest a new colour in their opal speckles each time you do. You have resistance to the weather conditions of each plane. In each plane you are resistant to that plane's element except damage that was caused by a living creature. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In the Plane of Air, you gain a fly speed. You will always be able to breath in foreign planes for up to one hour. Interplanar Dip Starting at 2nd level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 50 ft, and make an attack using your Energy Burst Modifier, or you can release it on all enemies in a 10 foot radius, and all targets must make a save against your Planar Forces ability (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Plane Rider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or unconscious. Eye of the Plane At 2nd level, you can see across the plane. Make an Intelligence check DC15. If you succeed, you may have an image of anything, anyplace, anyone, etc, that you can picture in your mind. The stronger the bond, the more clear the image. This image shows the object in question as it is at that very moment, and the immediate area around it (10ft). This only shows objects on the same plane as you. May be used only once per short rest. Step Across the Plane Starting at 3rd level, whenever you use your movement, you may also teleport a number of feet equal to your walking speed to an unoccupied space you can see. May be used once per short or long rest. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Planar Affinity At 5th level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 16. Planar Sight At 5th level, your Eye of the Plane ability can now see an on object that you have seen before on other planes. While channelling this ability you become blind and deafened to your surroundings. You can also see 10 ft around the object. Interplanar Dip Improvement Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to your proficiency bonus. Side-Along Planeride Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travellers, touching other travellers that are touching you), or they will remain on the Plane you left them on. Their Armor class and resistances don't change. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveller). The number of other willing creatures you can bring increases by one every other level, as shown on the chart. Personal Plane At 9th level, you have successfully created your own mini-plane. Your plane's size is 1000x your Plane breaker level sq. ft. You can travel to your plane as part of a ten minute ritual. Additionally while you are in this plane you may keep your plane open for up for 1x Planebreaker level+Int mod+Con mod hours. You may only bring yourself to this plane. While on your plane, you and only you can adjust the plane as you see fit. (with DM's discretion to change or negate adjustments). Requires a ten minute ritual to open. At level 10, you may add non-intelligent plant life to your plane. At level 15, you may add non-sentient life with a CR of 3 or less. You may also bring up to 5 allies into your plane for its duration. At Level 20, you may bring hostile creatures into this plane requiring them to make Intelligence saving throw against a Intelligence Save (DC16) to resist. Once per long rest. If it fails this ability is expended. you personal plane is now a Superior Demi plane Forced Planeride Starting at 10th level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Planar Forces DC. On a success, you travel without them. On a fail, they travel with you World Wanderer At level 15, you learn the Plane Shift spell and can cast it once, and can do so again after a long rest. Planar Knowledge At 17th level, you now have the ability to recall a time in history you were not present for. Using the lines of the Plane as a tool to retrace what happens you may present an image of what happened at a specific date or event that you wish to recall. This Event can be recalled from a history book or a story that was told by an individual. You are able to see what happened an hour before the event, all the way to the event, and an hour after the event. You may use this ability once per long rest. Jack-of-all-Realms By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane. Powerful Planar You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with. Planar Affinity - Level 2 While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with. You regain these spell slots at the end of a long rest. Plane of Fire You learn Primordial (Ignan). You gain resistance to Fire damage. You learn the Control Flames cantrip. You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire. At level 10 you may cast Wall of Fire twice, and regain expended uses after a long rest. At level 20 you may cast Incendiary Cloud using your 8th level spell slot. Plane of Air You learn Primordial (Auran). You gain resistance to Lightning damage. You learn the Thunderclap cantrip. You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air. At level 10 you may cast Greater Invisibility twice, and regain expended uses after a long rest. At Level 20 you may cast Control Weather using your 8th level spell slot. Plane of Water You learn Primordial (Aquan). You gain a swim speed equal to your walking speed. You gain resistance to Acid damage. You learn the Shape Water cantrip. Your suit contains twice as much air that refills in the same amount of time. You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater. At level 10 you may cast Control Water Twice, and regain expended uses after a long rest. At level 20 you may cast Tsunami using your 8th level spell slot. Plain of Earth You learn Primordial (Terran). You gain a burrow speed equal to your walking speed. You gain resistance to bludgeoning damage from nonmagical weapons. You learn the Mold Earth cantrip. You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth. At level 10 you may cast Stone Shape twice, and regain expended uses after a long rest. At level 20 you may cast Earthquake using your 8th level spell slot. Planar Affinity - Level 6 When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well. Shadow fell You learn Under common. You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills. You gain resistance to Psychic Damage. You gain Darkvision up to 120 ft while wearing your suit. Your walking speed increases by 5. You learn the Vampiric Touch, Feign Death, and Bestow Curse spells, and gain a number of 3rd Level Spell Slots to cast them with equal to your half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest. Feywild You learn Sylvan. You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills. You gain resistance to Psychic damage. You gain Darkvision up to 60 ft while wearing your suit. Your walking speed increases by 10. You learn the Friends cantrip, as well as the Enthrall and Haste spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest. Planar Affinity - Level 16 Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane. Astral Plane You learn two languages of your choice. You gain immunity to Psychic damage. You may cast Astral Projection or Imprisonment once a week. At level 20 this becomes once a day instead of doubling. You may cast Dominate Person twice, and regain expended uses after a long rest. You gain proficiency in Wisdom saving throws. Your Charisma increases by 2, to a maximum of 20 Ethereal Plan You learn two languages of your choice. You gain resistance to Force damage. You may cast Time Stop once a week. At level 20 this becomes once a day instead of doubling. You may cast Teleport once, and can do so again after a long rest. You gain proficiency in Charisma saving throws. Your Constitution increases by 2, to a maximum of 20 Material Plane You learn two languages of your choice. You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons. You may cast Wish once a week. You may activate or deactivate Truesight as a bonus action. You gain proficiency in Intelligence saving throws. Your Dexterity increases by 2, to a maximum of 20.
Planar Manifestation At 1st Level, your body has a natural reflex to protect you when stepping into a different plane. Your eyes manifest a new colour in their opal speckles each time you do. You have resistance to the weather conditions of each plane. In each plane you are resistant to that plane's element except damage that was caused by a living creature. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In the Plane of Air, you gain a fly speed. You will always be able to breath in foreign planes for up to one hour. Interplanar Dip Starting at 2nd level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 50 ft, and make an attack using your Energy Burst Modifier, or you can release it on all enemies in a 10 foot radius, and all targets must make a save against your Planar Forces ability (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Plane Rider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or unconscious. Eye of the Plane At 2nd level, you can see across the plane. Make an Intelligence check DC15. If you succeed, you may have an image of anything, anyplace, anyone, etc, that you can picture in your mind. The stronger the bond, the more clear the image. This image shows the object in question as it is at that very moment, and the immediate area around it (10ft). This only shows objects on the same plane as you. May be used only once per short rest. Step Across the Plane Starting at 3rd level, whenever you use your movement, you may also teleport a number of feet equal to your walking speed to an unoccupied space you can see. May be used once per short or long rest. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Planar Affinity At 5th level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 16. Planar Sight At 5th level, your Eye of the Plane ability can now see an on object that you have seen before on other planes. While channelling this ability you become blind and deafened to your surroundings. You can also see 10 ft around the object. Interplanar Dip Improvement Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to your proficiency bonus. Side-Along Planeride Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travellers, touching other travellers that are touching you), or they will remain on the Plane you left them on. Their Armor class and resistances don't change. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveller). The number of other willing creatures you can bring increases by one every other level, as shown on the chart. Personal Plane At 9th level, you have successfully created your own mini-plane. Your plane's size is 1000x your Plane breaker level sq. ft. You can travel to your plane as part of a ten minute ritual. Additionally while you are in this plane you may keep your plane open for up for 1x Planebreaker level+Int mod+Con mod hours. You may only bring yourself to this plane. While on your plane, you and only you can adjust the plane as you see fit. (with DM's discretion to change or negate adjustments). Requires a ten minute ritual to open. At level 10, you may add non-intelligent plant life to your plane. At level 15, you may add non-sentient life with a CR of 3 or less. You may also bring up to 5 allies into your plane for its duration. At Level 20, you may bring hostile creatures into this plane requiring them to make Intelligence saving throw against a Intelligence Save (DC16) to resist. Once per long rest. If it fails this ability is expended. you personal plane is now a Superior Demi plane Forced Planeride Starting at 10th level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Planar Forces DC. On a success, you travel without them. On a fail, they travel with you World Wanderer At level 15, you learn the Plane Shift spell and can cast it once, and can do so again after a long rest. Planar Knowledge At 17th level, you now have the ability to recall a time in history you were not present for. Using the lines of the Plane as a tool to retrace what happens you may present an image of what happened at a specific date or event that you wish to recall. This Event can be recalled from a history book or a story that was told by an individual. You are able to see what happened an hour before the event, all the way to the event, and an hour after the event. You may use this ability once per long rest. Jack-of-all-Realms By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane. Powerful Planar You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with. Planar Affinity - Level 2 While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with. You regain these spell slots at the end of a long rest. Plane of Fire You learn Primordial (Ignan). You gain resistance to Fire damage. You learn the Control Flames cantrip. You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire. At level 10 you may cast Wall of Fire twice, and regain expended uses after a long rest. At level 20 you may cast Incendiary Cloud using your 8th level spell slot. Plane of Air You learn Primordial (Auran). You gain resistance to Lightning damage. You learn the Thunderclap cantrip. You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air. At level 10 you may cast Greater Invisibility twice, and regain expended uses after a long rest. At Level 20 you may cast Control Weather using your 8th level spell slot. Plane of Water You learn Primordial (Aquan). You gain a swim speed equal to your walking speed. You gain resistance to Acid damage. You learn the Shape Water cantrip. Your suit contains twice as much air that refills in the same amount of time. You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater. At level 10 you may cast Control Water Twice, and regain expended uses after a long rest. At level 20 you may cast Tsunami using your 8th level spell slot. Plain of Earth You learn Primordial (Terran). You gain a burrow speed equal to your walking speed. You gain resistance to bludgeoning damage from nonmagical weapons. You learn the Mold Earth cantrip. You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth. At level 10 you may cast Stone Shape twice, and regain expended uses after a long rest. At level 20 you may cast Earthquake using your 8th level spell slot. Planar Affinity - Level 6 When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well. Shadow fell You learn Under common. You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills. You gain resistance to Psychic Damage. You gain Darkvision up to 120 ft while wearing your suit. Your walking speed increases by 5. You learn the Vampiric Touch, Feign Death, and Bestow Curse spells, and gain a number of 3rd Level Spell Slots to cast them with equal to your half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest. Feywild You learn Sylvan. You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills. You gain resistance to Psychic damage. You gain Darkvision up to 60 ft while wearing your suit. Your walking speed increases by 10. You learn the Friends cantrip, as well as the Enthrall and Haste spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest. Planar Affinity - Level 16 Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane. Astral Plane You learn two languages of your choice. You gain immunity to Psychic damage. You may cast Astral Projection or Imprisonment once a week. At level 20 this becomes once a day instead of doubling. You may cast Dominate Person twice, and regain expended uses after a long rest. You gain proficiency in Wisdom saving throws. Your Charisma increases by 2, to a maximum of 20 Ethereal Plan You learn two languages of your choice. You gain resistance to Force damage. You may cast Time Stop once a week. At level 20 this becomes once a day instead of doubling. You may cast Teleport once, and can do so again after a long rest. You gain proficiency in Charisma saving throws. Your Constitution increases by 2, to a maximum of 20 Material Plane You learn two languages of your choice. You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons. You may cast Wish once a week. You may activate or deactivate Truesight as a bonus action. You gain proficiency in Intelligence saving throws. Your Dexterity increases by 2, to a maximum of 20.
subclass options:
Basic Information
Anatomy
- Always have opal like eyes, mirroring looking up to a colourful universe
- Planar energy courses through them.
Civilization and Culture
Common Myths and Legends
It is rumoured that a small band of Plane riders tore rips in many realms, ending entire worlds. They were scattered into different planes, forced to separate as together, there is too much power.
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