Plane Walker in Vega | World Anvil
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Plane Walker

Currently Under Initial Alpha Testing Phases

This class was created by Izdog with the help of her players. She took inspiration from sources found online and in the physics community.
A shimmering pool of magic glows before a young plane walker as they step into the portal and make their first journey beyond the astral sea.   An astral guardian bows before the Council they are sworn to protect, their armor breathing with them and their various medals shining in the chamberlight.   Plane walkers are protectors of planar gates and hoarders of knowledge. They use any manner of disrupting magic and martial skill to protect themselves and that which they stand for. By tapping into the inherent magic which weaves the fabric of the universe, plane walkers are able to control their surroundings more astutely than other magic users.    

A Symbiotic Relationship

Fractal shards, often shortened to “shards” are pieces of the astral sea which have crystallized and formed into something tangible.   While some plane walkers undertake a painful process to fuse themselves with fractal shards, some are born interlinked with them. Regardless of their origin, every plane walker relies on shards to draw upon their continued existence. The shards give the plane walker the opportunity to tap into the inherent magic which flows throughout the astral sea. This can be dangerous however, as the wellbeing of the gates and ley lines directly affect the plane walkers. As a result, the plane walkers have taken it upon themselves to become the guardians of these gates.    

Threads of Fate

what is a plane walker

Creating a Plane Walker

As you create your plane walker, spend some time considering how your character came into contact with their shards. If they were born with astral magic, how did their traits manifest as they grew up? If they fused themselves with the shard’s later in life, think about your character’s reasoning for this. Were they persuaded by their superiors to join or is their family history intertwined with the shard’s forever?   What drives your plane walker to explore the planes? Or do they prefer to protect their city Vega from threat? Do you seek knowledge or strength? Do you prefer to watch from the shadows or do you proudly state your origin? Does your plane walker find comfort in the thought of a preordained universe or do they seek to rebel against fate? What drives their desire to travel to far realms?  

The Plane Walker Table

Level Proficiency
Bonus
Features Shards
1st
+2
Spellcasting
-
2nd
+2
Alternate, Fractal Path
-
3rd
+2
Shards
2
4th
+2
Ability Score Improvement
2
5th
+3
-
3
6th
+3
Path Feature
3
7th
+3
Shard Feature
4
8th
+3
Ability Score Improvement
4
9th
+4
-
5
10th
+4
Path Feature
5
11th
+4
Shard Feature
5
12th
+4
Ability Score Improvement
6
13th
+5
Shard Feature
6
14th
+5
Path Feature
6
15th
+5
Shard Feature
7
16th
+5
Ability Score Improvement
7
17th
+6
Shard Feature
7
18th
+6
-
8
19th
+6
Ability Score Improvement
8
20th
+6
Eyes of the Astral Sea
8

Class Features

As a Plane Walker, you gain the following features.

Hit Points
Hit Dice: 1d8 per plane walker level
Hit Points at First Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies
Armor: Light, Medium
Weapons: Simple, Planar
Tools: None
Saving Throws: Constitution and Intelligence
Skills: Choose two from Acrobatics, Arcana, Perception, Religion, History or Stealth

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) an astral weapon or (b) a light crossbow and 20 bolts
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneers pack or (b) a planar pack

Fractal Paths

At 2nd level your manipulation of astral magic manifests into one of two paths: Chaos or Control, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Spellcasting

Either being born adrift in the astral sea or by being ripped into the planar purgatory has gifted you with innate planar spellcasting. See the Plane Walker Spell List for a complete list of available spells.

Cantrips
At 1st level, you know three cantrips of your choice from the plane walker spell list. You learn additional plane walker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Plane Walker table.

Shards
At 1st level, your shard grants you six 1st level plane walker spells of your choice. Your shard is how you are able to call forth your magic, except for your cantrips which are fixed in your mind.

Preparing and Casting Spells
The Plane Walker Table shows how many spell slots you have to cast your plane walker spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of plane walker spells that are available for you to cast. To do so, choose a number of plane walker spells from your shard equal to your Intelligence modifier + your planar level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you’re a 3rd-level plane walker, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, summoned from your shard. If you prepare the 1st-level spell Planar Ward, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability
Intelligence is your spellcasting ability for your plane walker spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a planar spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast a plane walker spell as a ritual if that spell has the ritual tag. You don’t need to have the spell prepared.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your planar spells.

Level Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1
3
2
-
-
-
-
-
-
-
-
2
3
3
-
-
-
-
-
-
-
-
3
3
4
2
-
-
-
-
-
-
-
4
4
4
3
-
-
-
-
-
-
-
5
4
4
3
2
-
-
-
-
-
-
6
4
4
3
3
-
-
-
-
-
-
7
4
4
3
3
1
-
-
-
-
-
8
4
4
3
3
2
-
-
-
-
-
9
4
4
3
3
3
1
-
-
-
-
10
5
4
3
3
3
2
-
-
-
-
11
5
4
3
3
3
2
1
-
-
-
12
5
4
3
3
3
2
1
-
-
-
13
5
4
3
3
3
2
1
1
-
-
14
5
4
3
3
3
2
1
1
-
-
15
5
4
3
3
3
2
1
1
1
-
16
6
4
3
3
3
2
1
1
1
-
17
6
4
3
3
3
2
1
1
1
1
18
6
4
3
3
3
3
1
1
1
1
19
6
4
3
3
3
3
2
1
1
1
20
6
4
3
3
3
3
2
2
1
1

Alternate

At 2nd level, you gain the ability to switch the locations of two medium, or smaller, sized creatures. As an action, choose two medium, or smaller, creatures on whom you wish the effect to take place. Both creatures must succeed on an Intelligence saving throw equal to your spell save DC. If a creature succeeds, the feature does not take effect. If both creatures fail, they will switch squares at the beginning of every round for a number of rounds equal to 1d4 + your proficiency bonus. Any creature may choose to fail the saving throw. You may do this a number of times a day equal to your intelligence modifier (minimum of once). All expended uses replenish after a long rest. Additionally, the plane walker may choose to end the effect early at any point.

Shards

Endless patterns make up the fabric of the universe. The plane walker's have developed ways to tap into this very fabric. As a result, they are able to control certain aspects of their surroundings.   At 3rd level, you are able to access two shards of your choice. Your shard options are detailed In a panel on the right of this article. When you gain certain plane walker levels, you gain additional shards of your choice, as shown in the shard column of the Plane Walker Table.

Ability Score Improvement

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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Eyes of the Astral Sea

At 18th level, the plane walker is able to see into alternate planes. As a result, you gain truesight out to 20 ft.

Astral Architect

At 20th level, your continued exposure to planar gates has given the ability to open portals at will. As a bonus action, you are able to open a gate for up to one minute. The gate may lead to any place you know of. You can open a number of gates equal to your intelligence modifier. All expended uses replenish after completing a long rest.

Chaos

d

Initial Condition

At 2nd level you have learned to predict certain outcomes. As a result, you can use a bonus action to choose one creature which you focus on. The targeted creature must make an intelligence saving throw equal to your spell save DC or have disadvantage on all attack rolls against you for 1 minute. You can use this ability a number of times per day equal to your intelligence modifier. All expended uses replenish after a long rest.   At 5th level this increases to two creatures, three at 11th, and four at 17th.

Anchor Point

At 6th level you can use an action to choose one point in space to anchor a creature to. The point which you choose must be one you can see and be within 120 feet from you. The creature anchored to the point is bound to it by a magical tether that acts similarly to a rope. The tether moves if the anchor point moves, bringing the creature with it. The creature is not considered grappled and can move around within the bounds of the chosen tether length. The tether can be no greater than 30 ft long and cannot be broken by non-magical means. The DC to hit the tether is 18 and it has 25 hit points.   The targeted creature must succeed on a constitution saving throw equal to the plane walker's spell casting DC or be bound by the tether for 1 minute. The target can repeat the saving throw at the end of their turn unless they choose to fail.

Ethereal Jump

At 10th level you begin to temporarily shift between planes. As a result, you can use an action to move your body to the ethereal plane leaving only your aura behind. This causes you to be resistant to non-magical damage but vulnerable to force and spell damage. This shift happens for 1 minute or until you end the effect early. You cannot interact with physical objects but you can pass through them. If the effect ends while you are inside an object, you are jettisoned out in a random direction and take 3d6 force damage for every 5 ft of the object you are jettisoned through.   You can enter into technology and roll a percentage die to try to short circuit the machinery. On a 2-25 nothing happens: on a 26-50 you cause it to be useless for 1 minute: on a 51-75 you gain access to the main controls for 1 minute: on a 76-99 you incapacitate the machine for one minute and can access the machine whenever you wish if it exists on an arcane network: on either a 1 or 100 you render the machine broken beyond repair. This does not affect sentient constructs. You can do this a number of times per long rest equal to your intelligence modifier (minimum 1).  

Eternal Curve

At 14th level, your exposure to fractal shards has granted you a greater understanding of movement. You may use an action to choose a point in space which you can see and send one medium sized, or smaller, creature into orbit. This orbit extends up to 30 feet in diameter unless otherwise specified and moves with the specified origin point if that origin point is capable of moving. The orbit is spherical and the creature in orbit moves 10 ft following the circumference of the sphere every round for a number of rounds equal to 1d4 + the plane walker’s proficiency bonus.   The target does not make a save for the first round but can make a save every round after for the remaining number of rounds. In order to escape the orbit, the targeted creature must succeed on a constitution saving throw equal to the plane walker’s spell save DC. For every round that the targeted creature spends in the orbit they take 3d10 force damage. If the creature is able to escape the orbit, they take any subsequent fall damage from the height they exit orbit at. After the effect ends and the target is no longer in orbit, they have disadvantage on concentration checks for 1 minute.   The plane walker can use this ability once per long rest.

Control

Some plane walkers prefer to adhere to a more deterministic state, relying on the dependable laws of the universe. Some are drawn to control theory as a way of bolstering their religious or spiritual beliefs while others believe that the universe is simply preordained in physical law.

2nd

6th

10th

Phase Space

At 14th level, you’ve been ripping gates into space time long enough to form microstates. As a result of this, you are able to pick three points which you have visited and mark them. You may, as a bonus action, teleport to any of these points. You can bring up to three creatures with you. You may use this feature once per long rest.
Quick Build
You can make a Plane walker quickly by following these suggestions. First, make Intelligence your highest ability score. Second, choose the Far Traveler background.

Shards

by Midjourney Bot
Shards are fragments of the astral plane. You can use your shards to give yourself additional benefits. These benefits are listed below. The number of shards you can use is listed within the “Shards” column of the Plane Walker Table. All expended uses replenish after a long rest.   A plane walker can sacrifice their shards for additional spell slots. For example, leaching from one shard gives back a single 1st level spell slot, leaching from two shards will give back a 2nd level spell slot or two 1st level spell slots and so forth. Sacrificing shards takes up an action. All shards are replenished after finishing a long rest.

 
Pulse
Your 2rd level Alternate does damage equal to your INT modifier (minimum 1). The damage occurs in a circle with a radius of 5 ft emanating from the square you appear in.

 
Fragment Alternate
You can choose which rounds the Alternate ability applies to out of the rolled amount. This choice happens at the beginning of your round, before the ability happens.

 
Better Initial Condition
Your initial condition feature blinds the target instead of giving disadvantage on attack rolls.

  Better Planar Ward
Your planar ward spell now had hit points equalling 2d10 instead of 2d8.

  9th level Movement
Pre-req 9th level
You can spend a bonus action to gain a fly speed of 60 ft once per long rest, lasting for 10 minutes.

  Extended Anchor Point
Pre-req 9th level
The plane walker’s tether can now extend to 60 ft.

  Lethal Anchor Point
Pre-req 9th level
Any time an attack is successfully made against the tether, it sends out 1d4 + 2 lightning damage emanating from the tether and extending 5 ft. The creature which is held by the tether also takes this damage.

  Major Alternate
Pre-req 9th level
Your Alternate ability can now target up to large creatures.

  12th level Shard Mind
pre-rep 12th level
You gain resistance to psychic damage.

  Spell Morph
Pre-req 12th level
You can change the shape of the area of effect of your spells. For example, a cube of 10 ft. by 10 ft. now becomes a cone with a diameter of 10 ft. The radius or diameter of the spell cannot change. You can use this a number of times equal to your proficiency modifier. All expended uses replenish after a short rest.

  Longer Anchor Point
Pre-req 12th level
The tether can now last up to 10 minutes.

  Quick Switch
Pre-req 12th level
You have the choice to activate your Alternate ability at the beginning and end of every round. The number of rounds you can Alternate however, is cut in half (rounded up).

  Mass Exodus
Pre-req 17th level, Control
Your Phase Space ability can now teleport up to five creatures.

  Quick Switch
Pre-req 17th level
You can cast a cantrip as a free action when you appear after using the Alternate ability. This only happens on the first switch of Alternate and cannot happen again until the Alternate ability is used again.

  Major Phaser
Pre-req 17th level
Your Phase Space ability can now target four points in space instead of three. Additionally, you can bring up to four targets instead of three.

  Major Orbit
Pre-req 17th level
The orbit for Eternal Curve can not extend out to a maximum of 40 ft.

  Gravity Suck
Pre-req 17th level
Your Eternal Curve ability can not target up to two creatures.

  Crushing Pull
Pre-req 17th level
Your Eternal Curve ability now does an additional 1d8 force damage.

Planar Armor

by Midjourney Bot
Guardian Armor
Made of living rock and forged within cold plasma pools and jets, armor produced amongst the Astral Plane carries an element of sentience within its core. The living rock moves with its own volition, churning and changing in response to its environment. Astral shards are inlaid into the body of the armor itself. The shards are picked for their connection to certain schools of magic and continuously soak up magical energy from ley lines. The power that they store can be discharged to produce any number of effects. Some rarer shards seem to eat energy around them, much to the benefit of the user.   Shards can oftentimes be volatile to those untrained in their use. As a result, only plane walkers are able to safely don the armor. This rarity in users makes it difficult to find astral armor outside of the astral plane. Whenever the extraordinary armor presents itself in ports far and unknown, it never fails to incite questions of its procurement.


Cover image: by Izdog

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