Planeswalker (Rift Cutter Playtest)

by Chilly

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The Planeswalker

The Planeswalker

A normally anxious human student finds an inky black portal to the yawning unknown, deathly curious to know what's on the other end. His companions pull taut at his cape, trying to keep him safe. With a flick of his hand, his halberd materializes from his palm and he dives in, grinning wider than he has in years.


A tiefling runs in a straight line to her enemy, having just cracked the code on her thesis the night before. As arrows fly towards her, her form blurs and the projectiles find purchase in the dirt after she is already upon them, blade in an arc aimed at their necks.


A dwarf yells, slamming his hammer's hilt to the ground. As the horde of orcs smirk at this seemingly defeated man, countless rifts tear in thin air around his form. Creatures from across the planes pour out to defend him, the only sound ringing over the clashing of blades being the Dwarf's maniacal laughter.


All of these figures were once students, peers, friends, or even those who just stumbled upon ancient secrets in their curiosity. Blessed with the drive to pursue a deeper understanding, they invite the chaos of the countless realms to aid them on their adventures.

Curiosity Killed the Cat

Many Planeswalkers start out as simple students, getting too eager in their research of the other planes. Their peers may cry out for them to stop and stay satisfied with the world around them, to stop risking their lives solely to peer into these other realms that they aren't meant to. Of course, these worries are born from good reason. Many who walk this path lose their minds, and many more lose their bodies as they find themselves lost to the outer planes for eternity. Though, those who do end up surviving their overzealous studies are often rewarded with control over powers that many would kill to even understand. Just hope that you, dear adventurer, don't go off the deep end.

Creating a Planeswalker

The most pressing question when making a Planeswalker is the reason they research the planes in the first place. Did you study as a standard student under a professor who imposed his unsolvable equation to you? Do you hunt to find some lost relative, thought dead by everyone they once knew? Whatever the reason may be, becoming a Planeswalker is a dangerous task that causes even the strongest to lose their grip on reality, and anyone who dreams of becoming one must be insanely driven, ready to protect their reason for fighting at all costs.

___

Do you embrace the chaos of the various planes in order to protect your companions? Do you instead try at all costs to drive off the nightmares and confusion as reality blurs with paranoia? Maybe you bear the brunt of this role in order to find out more, caring little for your own safety. Maybe you've just been lucky so far and come with a natural aptitude for traveling the planes without losing anything dear to you.

Quick Build

You can make a Planeswalker quickly by following these suggestions: First, Intelligence should be your highest ability score, followed by Strength and Constitution. Second, choose the sage background.

Art Credit

Cover Art: 'Magic Sign' by Samarskiy


Page 1 Art: 'Teleport' by Volmi Illustrations


Page 4 Art: 'A Wizards Work' by Joe Slucher


Page 5 Art: 'Kaya, Bane of the Dead' by Magali Villeneuve


Page 8 Art: 'Embassy Guard' by Nuare Studios


Page 10 Art: 'Taser' by Dominik Mayer

The Planeswalker
Level Proficiency Bonus Rift Points Features Cantrips Known
1st +2 - Pocket Plane, Rift Cutter, Rift Abilities 3
2nd +2 2 Rift Points 3
3rd +2 3 Planar Attunement 3
4th +2 4 Ability Score Improvement, Rift Abilities 4
5th +3 5 Extra Attack 4
6th +3 6 Planar Attunement Feature 4
7th +3 7 Ethereal Sight, Ethereal Blink 4
8th +3 8 Ability Score Improvement, Improved Pocket 4
9th +4 9 Rift Abilities 4
10th +4 10 Planar Attunement Feature 5
11th +4 11 Planar Mastery 5
12th +4 12 Ability Score Improvement, Stabilization 5
13th +5 13 Planar Attunement Feature 5
14th +5 14 Acclimated 6
15th +5 15 Passage 6
16th +5 16 Ability Score Improvement 6
17th +6 17 Planar Attunement Feature, Planar Mastery 6
18th +6 18 Home Sweet Home 6
19th +6 19 Ability Score Improvement 6
20th +6 20 Energy Renewal 6

Class Features

As a Planeswalker, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per Planeswalker level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for every Planeswalker level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Cartographer's tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Religion, Investigation, Insight, Perception, and History

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a simple melee weapon. If you are not multiclassing, this weapon is your Rift Cutter (see Rift Cutter for details).
  • (a) a second simple weapon or (b) two daggers
  • (a) a cartographer's kit or (b) a map of the planes
  • (a) an scholar's pack or (b) a dungeoneer's pack
  • leather armor
Multiclass Prerequisites

In order to multiclass into or out of this class, you need to have an Intelligence score of at least 13.

Pocket Plane

Starting at 1st level, you have access to a pocket plane in which you can store your weapons or favored items. The items can be no larger than 4 feet in any dimension. You can store a number of items equal to your intelligence modifier, minimum of 1.

This feature is upgraded at 8th level.

Rift Cutter

At 1st level, you have picked up on the fact that the barriers between realms are thin at best. Through this knowledge and other various studies, you have begun to experiment with cutting through these barriers, using an arcane weapon to do so. Taking an hour to prepare using 200 gp of materials (paper, chalk, ink, and a forked metal rod) and practicing with the weapon over a long rest, you may enchant and attune to a melee weapon with which you are proficient. Using your knowledge to engrave runes into the metal and fasten new supports, you enchant the weapon into a tool capable of cutting rifts between planes. This weapon becomes your Rift Cutter and its statistics change. In your hands only, this weapon is considered a magical weapon for damage and it uses your intelligence modifier instead of strength or dexterity for attack rolls. This weapon acts as a focus for your Rift Abilities, and you are unable to cast any Rift Abilities without one.

Rift Abilities

At 1st level, you gain the ability to tap into certain realms and planes and draw the magic essence from them in order to aid you. You gain more of these at 4th, 9th, 11th, and 17th levels.

You gain control of 3 Cantrips from the Planeswalker spell list. You gain another at level 4, 10 and 14 based on your planar attunement.

Planeswalker Cantrips
Message
Minor Illusion
Mage Hand

Spellcasting Ability

Intelligence is your spellcasting ability for your Planeswalker spells, since your magic is merely the planned calculation of how to draw power from other sources.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Rift Points

Starting at 2nd level, your interest and studies of the dimensions grants you access to an untamed form of magic, tapping into a resource that you may or may not have full control of. You have a number of Rift Points equal to your Planeswalker level, and can spend them to use Planeswalker abilities. You start with 3 of these abilities. You regain all rift points at the end of a short or long rest. Your Planar save DC is 8 + Your Proficiency bonus + Your Intelligence modifier

  • Focus: (costs 1 Rift Point), As a bonus action, you can focus your intent and steady your balance. Until the beginning of your next turn, you add your intelligence modifier to all attack rolls as well as advantage on INT saves.
  • Ethereal Tether: (costs 1 Rift Point), As a bonus action, you can attempt to hinder an opponent, tethering them to the ground they walk upon. One opponent that you can see within 30 feet must make a STR save against your planar save DC or have their speed halved and disadvantage on DEX saves until the beginning of your next turn.
  • Realm’s Eye: (costs 1 Rift Point), As an action, you can attempt to sense any alien or invading presence nearby. For 1 minute, you know the location of any creature or item not native to the plane you’re on within 60 feet of you. For the duration, you can also sense if there are gateways to or from other planes within a mile of you. You do not know where.

Planar Attunement

At 3rd level, you attune yourself to a plane that grants you access to new abilities. You can choose between planes depending on your alignment.

Planar Attunement Options Alignment
The Feywild Good or Neutral
The Shadowfell Neutral or Evil
The Elemental Chaos Any Alignment

These are each described at the end of the class description. You gain features from your plane attunement at 3rd level, and again at 6th, 10th, 13th, and 17th level.

Rift Abilities

At 4th level, you gain the ability to tap into certain realms and planes and draw the magic essence from them in order to aid you. You gain more of these at 9th, 11th, and 17th levels.

  • Elemental Weapon: (costs 2 Rift Points), concentration 1 hour, you imbue a non magical weapon with the essence of an elemental plane.
  • Sending: (costs 2 Rift Points), 1 action. This ability uses the same statistics as the spell Sending except for the fact that it does not have a material component.
  • Borderline: (costs 2 Rift Points), concentration for 1 minute, spend an action to tread the line between your attuned plane and the material plane. This blurs your form, raising your AC by 2.
  • Grounding: As long as you have not moved or used a bonus action this turn, you may use your action to steady your footing on whatever plane you find yourself in. Regaining some sense from the insanity that planar travel can bring, you refund expended Rift points. This ability can be used once per short rest. The amount you gain differs depending on your level. At level 1, you regain 1 rift point. This increases to 2 at level 4, 4 at level 8, 6 at level 12, 8 at level 16, and 10 at level 20.

Extra Attack

Beginning at 5th level, you can attack twice instead of once when you take the attack action on your turn.

Ethereal Sight

Starting at 7th level, you can see 60 feet into the ethereal plane while on the material plane and vice versa.

Stabilization

At 12th level, you’ve grown used to the effects of constant plane shifting. You become passively resistant to any lingering effects from entering/leaving specific planes (not immune). As well as this, you can take 1 minute to focus your energy and regain your footing on the plane you’re in. Regain a number of either rift points or hit die equal to your proficiency bonus. (For example, at level 12, you may either heal 4d8+con or 4 rift points). This ability can only be used once but is replenished at the end of a long rest.

Acclimated

By 14th level, you have become accustomed to the overwhelming effects and possible insanity brought on by your research. This has caused you to grow numb to similar effects, with a steeled mind. You are considered immune to the frightened and charmed conditions, as well as having advantage on wisdom saving throws against magical effects

Passage

(costs 1+ Rift Point)

At 15th level, you can use a bonus action to spend Rift Points and instantly transport up to 30 feet per Rift Point spent to an unoccupied space you can see.

Planar Mastery

At 17th level, you can tap into sources of magic found in various pockets of dimensions, casting multiple spells without needing spell slots or material components.

  • Reality Bend: (costs 8 Rift Points), if an ally takes damage, you can use your reaction to shift the timeline into an alternate reality where you trade positions with them to receive the damage instead, halved.
  • Gate: (costs 10 Rift Points), you can take an action to create a portal to another plane. This ability uses the statistics of the spell Gate but the destination is themed around your attuned plane.

Home Sweet Home

At 18th level, you have sharpened your mind and talents enough to be able to harness your own demiplane of your creation. It is a cubic empty room 30 feet in each direction whose traits depend on the plane you are attuned to. Time travels twice as fast in this demiplane than in the material plane (1 hour in the material plane = 2 hours in the demiplane).

  • The Feywild: The room is a glade surrounded by unpassable trees whose branches form a dome above the glade with a shallow pond in the center. The ground is covered in soft foliage with the occasional firefly. Motes of fey energy flit through the air to keep it dimly lit.
  • The Shadowfell: The room is mostly blank unmarked stone like a dungeon, lit by multiple floating candles hovering in the air with a fountain of murky water in the center.
  • The Elemental Chaos: The room is floating in the sky with invisible walls and roof on a stone tile floor. A small cloud rains constantly in the center of the room as you can see over seeming elemental planes, the scenery constantly shifting. Volcanoes rising from oceans, overtaken by a drought, etc. at random.

You can use an action to create a shadowy door to your demiplane on a smooth surface you can see within 30 feet of you. The door is large enough for medium creatures to pass through unhindered. You can only have 1 door at a time. The door lasts until dismissed, and cannot be dismissed while you are inside. Someone who has been inside your demiplane and has access to the 8th level spell Demiplane may summon a door to it. You can use this feature a number of times equal to your intelligence modifier (minimum of 1). Expended uses are replenished at the end of a long rest.

Energy Renewal

At 20th level as a Planeswalker, the line is blurred between what is material and what is alien. That goes for you, too, adventurer. Rifts and portals to other dimensions that would cause most minds to shatter seem to open around you constantly when in thought. This constant access of other realms has become such second nature to you, when you begin initiative and have less than 10 Rift Points available, you regain 5 Rift Points.

Planar Attunement

While every Planeswalker is able to peer into the unknown, only those who truly entrench themselves in their work begin to discover the true power of it. Those who do research this deep often find themselves gravitating towards a specific plane, favoring it over any others. This preference begins to influence everything the Planeswalker does, painting all of their abilities in a hue of anything from fey magic to the chaos of the elements.

The Feywild

As a Planeswalker studies the various planes and how they may affect the Material plane, it is immediately apparent how much of a connection there is between the magical nature of our worlds and the chaos that is the Feywild. Those that become entrenched in this mystery often find themselves becoming the lost in the mystery of it all, either by accident or by surrendering themselves to the whims of the fey. Full of pranks, lush beauty, and chaos, a Planeswalker enticed by the Feywild is never truly alone.

Blessing of the Fey Lord

When you choose this attunement at 3rd level, you have found a sort of kinship with the wild passion of the fey, and the Fey Lord seems to have noticed. You gain advantage against being charmed and cannot be magically put to sleep. You can speak with fey creatures as if you shared a common language. You do not suffer memory loss when leaving the Feywild. You and up to 8 companions can leave the feywild without triggering the time warp phenomenon.

Blinding Dust

(costs 1 Rift Point)

When you choose this attunement at 3rd level, you pick up a few tricks and pranks from the fey you study. When an attack is made within 30 feet that you can see, you can use a reaction to impose disadvantage on the attack. Creatures that can’t be blinded are immune to this effect.

Feywild Rift Abilities

At 4th level, you gain access to one cantrip from the Feywild Planar Attunement spell list. You gain another at level 10 and 14.

Feywild Planar Attunement Spells
Druidcraft
Prestidigitation
Sacred Flame

Fairy Companion

Starting at 6th level, your bond with the Feywild has grown strong enough that many fey creatures can feel your presence within it. You may attempt a DC 14 persuasion check to bond with any fey creature you come across that has an intelligence of 2 or higher (Alternatively, you may take an action and spend 5 Rift Points to temporarily summon any CR 1/2 or lower fey creature to you).

If the fey bonds with you, it becomes anchored to you and is not pulled back to the Feywilds. Add half of your proficiency bonus (rounded up) to the creature’s AC, attack rolls, and damage rolls, as well as any saving throws or skills that it is proficient in. Its HP maximum is equal to either its normal maximum, or twice your Planeswalker level, whichever is higher. The fey has its own will, but acts in initiative directly after you. You may attempt to give it verbal commands, but it may not always listen (DM’s discretion) and will not put its life directly in danger willingly. The fey may break its bond with you at any point if your actions don’t comply with its alignment or if you do not take care of it. You may only have 1 fey companion at a time, and are able to dismiss an old one to bring in a new one.

Energy Sharing

When you reach 10th level, your affinity with your fey companion strengthens. Your fey companion gains the Evasion feature and whenever it fails a saving throw, you may spend 1 Rift Point to slightly alter reality to add 5 to its roll, possibly forcing a success instead. This may only be used once for each saving throw. Additionally, whenever your fey takes damage, you may spend 1 Rift Point to transfer all of the damage to you as force damage instead.

Rift Abilities

At 10th level, you may choose a second cantrip from the Feywild Planar Attunement spell list. You gain the last cantrip at level 14.

Feywild Planar Attunement Spells
Druidcraft
Prestidigitation
Sacred Flame

Nature’s Wrath

Starting at 13th level, you can cast any of the following 3 spells for 7 Rift Points each with no material components needed, using your Intelligence as the spell modifier.

  • Awaken
  • Sunbeam
  • Wall of Thorns

Rift Abilities

At 14th level, you gain the ability to cast the last cantrip from the Feywild Planar Attunement spell list.

Feywild Planar Attunement Spells
Druidcraft
Prestidigitation
Sacred Flame

Fey Royalty

By 17th level, the essence of the Feywild has begun to find its way into your physical form. Perhaps treading the line between the two realms, small patches of grass or flowers may blossom around your feet, fireflies appearing and disappearing when you move. You gain advantage on all charisma checks with non-evil creatures. All non-hostile feys, beasts, and plants, are naturally friendly to you. As an action, you can temporarily use your body as an anchor to the feywilds and expel all of the fey energy within your physical form, altering the world around you in a 120-foot radius sphere into a lush glade similar to that of the feywilds. Upon using this ability, you expel the fey energy within you, temporarily losing the pacification details aforementioned in this feature until you finish a long rest. The terrain changes, clearing all difficult terrains and alterations (grease, lava, etc.) Fireflies and motes of fey energy keep the area lightly illuminated. The glade lasts until the ability is used again, returning to how it was before.

The Shadowfell

The mystery and shadow surrounding the Shadowfell and its inhabitants is an alluring one. So alluring in fact, that many Planeswalkers find themselves drawn into the darkness it provides. It was hard to believe that such a place so dim and void of life could exist in the same cosmology as something like the Feywild. Many that take this path also tend to be more daring in their research, dipping into topics and points of contention that most who study the realms may shy away from. Hidden from prying eyes

Shadow Strider

Beginning at 3rd level, while you are not wearing armor or a shield, your AC equals 10 + your Dexterity Modifier + your Intelligence Modifier. Additionally, you and up to 8 companions within 120 feet of you are immune to the effects of Shadowfell Despair.

Dreadful Blow

Starting at 3rd level, when you hit an enemy with a weapon attack, you can spend 1 Rift Point to invade its body with dark essence. The target takes 1d6 necrotic damage and must make a wisdom saving throw or be frightened of every creature until the start of your next turn.

Shadowfell Rift Abilities

At 4th level, you gain access to one cantrip from the Shadowfell Planar Attunement spell list. You gain another at level 10 and 14.

Shadowfell Planar Attunement Spells
Chill Touch
True Strike
Vicious Mockery

Trick the Reaper

Starting at 6th level, the spirit of the Shadowfell flows through your veins, increasing your fortitude. If you drop to 0 hit points and don’t die outright, you may expend and roll 1 hit die, adding your constitution modifier to the total. This total is added to your current HP. Once you use this feature, you cannot use it again until you finish a long rest.

Engulfed in Shadow

Starting at 10th level, when you are in dim light or darkness you may use your action to calm your breathing and blend in with the shadows around you, becoming invisible. This effect lasts until you make an attack, cast a spell, or leave the shadows.

Rift Abilities

At 10th level, you may choose a second cantrip from the Shadowfell Planar Attunement spell list. You gain the last cantrip at level 14.

Shadowfell Planar Attunement Spells
Chill Touch
True Strike
Vicious Mockery

Master of Delusion

Starting at 13th level, you may use the power of the Shadowfell to deceive others. You gain proficiency in the deception skill and the disguise kit and your proficiency bonus for those checks is doubled. You may spend Rift Points to cast the following spells without the use of material components

  • Disguise self (costs 1 Rift Point)
  • Feign Death (costs 3 Rift Points)
  • Seeming (costs 5 Rift Points)

Rift Abilities

At 14th level, you gain the ability to cast the last cantrip from the Shadowfell Planar Attunement spell list.

Shadowfell Planar Attunement Spells
Chill Touch
True Strike
Vicious Mockery

Shadow Stab

At 17th level, the shadows of your favored plane have found their way into your very soul. Often naturally going unnoticed when entering or leaving a room, or noticing your shadow seemingly having a mind and form of its own at times. Due to this constant state of being in-tune with the Shadowfell, whenever a creature you can see within 30 feet of you moves more than 5 feet, you can use your reaction to shift planes and return behind them to make a weapon attack.

The Elemental Chaos

Oftentimes, a Planeswalker can find themselves interested not necessarily in a specific plane, but rather a section of multiple realms. Perhaps indecisive, these Planeswalker interested in the chaotic unpredictability of the Elemental Chaos are often known to be powerful but unweildy friends as well as terrifyingly strange foes. Taking the strength of the elements and attempting to channel them rather than control them, a Planeswalker attuned to the Elemental Chaos is like a hammer forged in the most intense of climates.

Primordial Explorer

When you choose this attunement at 3rd level, you have picked up the ability to speak, read, and write Primordial. You are also acclimated to both cold and hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

Wind Fury

When you choose this attunement at 3rd level, your attacks have begun to imbue the energy of the Elemental Chaos within them. When you hit a creature with a melee weapon attack, you can spend 1 Rift Point to generate a small storming whirlwind centered on yourself. All creatures within 5 feet of you must make a dexterity saving throw, taking 1d6 lightning damage on a failure.

Elemental Rift Abilities

At 4th level, you gain access to one cantrip from the Elemental Chaos Planar Attunement spell list. You gain another at level 10 and 14.

Elemental Chaos Planar Attunement Spells
Acid Splash
Shocking Grasp
Ray of Frost

Heart of Stone

Starting at 6th level, you can spend 4 Rift Points to channel any of the following spells directly from their interplanar origins with no material components needed. These use the same statistics as the spells of the same name, but are cast using your Intelligence as the spellcasting modifier.

  • Meld into Stone
  • Stoneshape
  • Stoneskin (You may only target yourself, 1 minute duration)

Elemental Impact

By 10th level, you are so intertwined with the elements that all of your melee weapon strikes carry the elements with them, whether you'd like them to or not. Whenever you hit a creature with a melee weapon attack for the first time in a round, the creature takes an extra 1d8 damage of either cold, fire, or lightning damage (your choice).

Elemental Rift Abilities

At 10th level, you may choose a second cantrip from the Elemental Chaos Planar Attunement spell list. You gain the last cantrip at level 14.

Elemental Chaos Planar Attunement Spells
Acid Splash
Shocking Grasp
Ray of Frost
Cold Embrace

Starting at 13th level, you can use an action to spend 5 Rift Points to encase any medium or smaller creature you can see within 30 feet of you in a block of ice for 1 minute. For the duration of this effect,

  • the creature is incapacitated, can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage, but do not deal damage.
  • The creature automatically fails dexterity saving throws.
  • The creature is immune to all damage and effects.
  • Whenever an attack is made against the creature, it can make a strength saving throw to break free from the ice.

If the effect ends by any means, the creature takes 1d4 cold damage for every round it spent frozen.

Elemental Rift Abilities

At 14th level, you gain the ability to cast the last cantrip from the Shadowfell Planar Attunement spell list.

Elemental Chaos Planar Attunement Spells
Acid Splash
Shocking Grasp
Ray of Frost
Unleashed Chaos

Starting at 17th level, you have become just as in tune with the Elemental Chaos as a human is to breathing. The insanity of it all no longer looks like chaos to you, and you can understand the hidden patterns. You can use an action to spend 7 Rift Points, unleashing the power of the elements within you unto your enemies for 1 minute or until you use a bonus action to end it. During this time, you are resistant to cold, fire, and lightning damage, and are immune to being frightened. In addition, whenever you hit a creature with a melee weapon, each creature behind it in a 15 foot cone must make a dexterity saving throw. The creature takes 2d8 random damage on a failed save, or half as much on a success. The damage type is determined by a d4 roll.

D4 Roll Result Damage type
1 Bludgeoning
2 Cold
3 Fire
4 Lightning

Thank you for reading my class!

I hope you enjoyed. If you have any feedback at all, please let me know at my discord, Chilly#4909 or Twitter, @ChillyDraws. Keep in mind that this class is still a heavy work in progress, and is only being playtested by one player at the moment. If you do play with this class, I'd love to hear all about it!

This binder was made with the original source code of the impressive class 'Prismatic Knight' by Thudnfer! Go check their work out, please!

 

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