Wizard Arcane Tradition: Planar Magic

by FrostBladestorm

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School of Planar Magic (Wizard subclass)

The multiverse has many planes of existence with an uncountable number of people, places, and things to learn. The school of planar magic understands the vast knowledge that permeates through these realms, seeking to venture to use that information to empower their own magic. Planar mages learn to step through portals and bend the fabric of reality to their will from the various forces in the multiverse. These often include dragons, elementals, fey, and many otherworldly beings.

In the world, planar mages are rare, but usually powerful spellcasters that never stay in one reality for long. Some choose to travel the multiverse alone, wandering the many realms in search for new knowledge. Others tie themselves to a guild or organisation, using their power for the betterment of the mortals.

Planar Magic Features
Wizard Level Feature
2nd Planar Initiate, Arcane Rift
6th Reality Ward
10th Enduring Rifts
14th Dimensional Walk

Planar Initiate

Starting at 2nd level, you gain proficiency in the Arcana skill. If you already have proficiency in this, you can choose one intelligence skill instead. In addition, you have advantage on any Intelligence check you make related to the identification or lore of planes or creatures not from the Material Plane.

Arcane Rift

When you reach 2nd level, you can create rifts in reality. As a bonus action on your turn, you can target an unoccupied space you can see within 60 feet and conjure a rift. The rifts are ethereal, 5-feet wide spheres, that reflect a distorted and cloudy reflection of the nearby terrain.

Only one rift can be active at a time and it lasts for 1 minute or until you end it early. While a rift persists, you can cast spells through the rift as if you were standing at that location. Under certain conditions, you can end a rift early and produce a magical effect. The following options are available to you:

  • Displacement. As a reaction to when you are targeted by an attack or you make a saving throw to avoid an area of effect, you can end the rift and teleport yourself to the nearest unoccupied space to the rift, causing the triggering attack to automatically miss or potentially avoid the saving throw.
  • Disruption. As an action, you can end the rift, creating a shockwave that strikes nearby creatures. Each creature within 15 feet of the rift must make a Constitution saving throw. On a failed save, a creature takes 1d8 force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. This damage increases by 1d8 at 6th level (2d8), 10th level (3d8), and 14th level (4d8).
  • Translocation. As a bonus action, you can end the rift and teleport yourself or a willing creature you touch to the nearest unoccupied space to the rift after casting the spell.

You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses of it when you finish a long rest.

Reality Ward

At 6th level, when you end a rift, you gain temporary hit points equal to your wizard level.

Enduring Rifts

Starting at 10th level, when you roll initiative and have no uses of Arcane Rift remaining, you regain one use.

In addition, you can have two Arcane Rift's active at a time.

Dimensional Walk

Starting at 14th level, you can periodically warp the plane around yourself and adjust your position. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.

In addition, you add the plane shift spell to your spellbook if it is not there already. For you, the spell doesn't require material components.


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