Planewalker
The woman steps through a barrier in reality, emerging with blue eyes and a powerful magic aura. The men who just watched as she blipped out of reality look around confused as they hear a, "Right behind you"
A wreath of shadow surrounds the orcs as they recieve a blow from the left, then the right, and multiple more from random directions. Confused and disoriented the orcs become worn down as shadowy hands reach out and pull them into the darkness one by one.
The aarakocra glides above trying to find the man. Scanning the round they decide this area is clear. Just after the aarakocra leaves a wormhole opens o the ground spitting out a man covered in goo and acid. He coughs a few times and spits up some green goo. He spits, "Ugh, it had to be the plane of ooze."
The distinct sound of gears clicking as the woman clad in robes pulls out a pocket watch. The goliath she's in the ring with punches at her relentlessly but she evades each fist effortlessly. The pocket watch continues to click. Then the final, slightly louder, tick rings through the air and as it does, the woman steps backwards into a rift as the man's hand gets stuck in a mechanism of gears and he begins screaming in agony.
Stepping between realms and planes, a mixture of magical powers, and powerful teleportation the planewalker has an innate connection to the planes themselves. The many elemental and magical planes grant them power.
The powers of the planes are given to a very few. Some study for a lifetime and can never muster a proper connection. Some are given the power as someone born on the division between the planes, and a few more come into contact with some otherworldly power that gifts them with the ability to see, move, and draw from the planes.
Planewalker Quick Build
Choose your highest attribute to be Wisdom. Choose your next two highest attributes to be either Charisma and Constitution or Intelligence and Constitution. Choose the hallowed one background.
Multiclassing Planewalker - when using the optional rule for multiclassing with a Planewalker, the character must have an Wisdom score of more than 13.
Hit Points
Hit Dice: 1d8 per planewalker level
Hit Points at 1st level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your constitution modifier per level after 1st
Proficiencies
Planewalkers have the following proficiencies at 1st level.
Armor: Light armor, Medium armor
Weapons: Simple weapons and martial weapons without the heavy property
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, History, Insight, Intimidation, Investigation, Perception, Religion
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- quarterstaff or a dagger
- simple weapon or martial weapon you are proficient with
- leather armor
- spellcasting focus
- a scholar's kit or a dungoneer's pack
Planewalker Ability.
Your planewalker ability is Wisdom. This is also your spellcasting ability for planewalker features.
Planewalker Table
Level | Profiency Bonus | Features | Plane Shadows Known |
Planewalking Die |
1st | 2nd | 3rd | 4th | Spell 5th |
Slots 6th |
7th | 8th | 9th | Planar |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Plane of Origin, Spellcasting | 1 | - | 1 | - | - | - | - | - | - | - | - | - |
2nd | +2 | Planar Magic | 1 | d4 | 1 | - | - | - | - | - | - | - | - | 2 |
3rd | +2 | Plane of Origin Feature | 2 | d4 | 2 | - | - | - | - | - | - | - | - | 2 |
4th | +2 | Ability Score Improvement | 2 | d4 | 2 | 1 | - | - | - | - | - | - | - | 4 |
5th | +3 | - | 2 | d4 | 2 | 1 | - | - | - | - | - | - | - | 4 |
6th | +3 | Elemental Plane (x1) | 3 | d6 | 2 | 1 | - | - | - | - | - | - | - | 6 |
7th | +3 | - | 3 | d6 | 3 | 1 | - | - | - | - | - | - | - | 6 |
8th | +3 | Ability Score Improvement | 3 | d6 | 3 | 2 | 1 | - | - | - | - | - | - | 6 |
9th | +4 | - | 4 | d6 | 3 | 2 | 1 | - | - | - | - | - | - | 6 |
10th | +4 | Plane of Origin Feature | 3 | d8 | 3 | 2 | 1 | 1 | - | - | - | - | - | 8 |
11th | +4 | Elemental Plane (x2) | 4 | d8 | 4 | 2 | 1 | 1 | - | - | - | - | - | 8 |
12th | +4 | Ability Score Improvement | 5 | d8 | 4 | 3 | 1 | 1 | 1 | - | - | - | - | 8 |
13th | +5 | - | 5 | d8 | 4 | 3 | 1 | 1 | 1 | - | - | - | - | 8 |
14th | +5 | Plane of Origin Feature | 5 | d10 | 4 | 3 | 1 | 1 | 1 | 1 | - | - | - | 10 |
15th | +5 | - | 6 | d10 | 4 | 3 | 1 | 1 | 1 | 1 | - | - | - | 10 |
16th | +6 | Ability Score Improvement | 6 | d10 | 4 | 3 | 1 | 1 | 1 | 1 | 1 | - | - | 10 |
17th | +6 | - | 6 | d10 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | - | - | 10 |
18th | +6 | Ability Score Improvement | 6 | d12 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | - | 12 |
19th | +6 | - | 6 | d12 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | - | 12 |
20th | +6 | Beyond this Earth | 6 | d12 | 4 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | 14 |
Class Features
As a planewalker you gain the following class features.
Plane of Origin
1st level Planewalker feature
You were born with or granted a connection to a plane beyond this world. While you can step into other planes, most of your magic is derived from this one.
You have access to a Plane of Shadows, you gain more as you level up. (as seen in the Planewalker Table.)
You gain features as you level up with your Plane of Origin. It also grants additional options for Plane of Shadows choices.
Choose From:
Mechanus, Mount Celestia, Elysium, Olympus, Limbo, Abyss, Hades, or the Nine Hells.
Spellcasting
1st level Planewalker feature
As a planewalker you have the ability to cast powerful spells. You are especially talented at using teleportation and plane spells.
Planar Magic
2nd level Planewalker feature
You gain access to Planewalking Die, which are used for your plane of origin and plane shadows, they increase as you level up.
You also gain planar. These points are replenished after you finish a long rest. When you use a teleportation or plane spell, you can regain a spell slot you have expended, to do so you must expend a number of planar equal to the level of the spell slot you regain.
Elemental Plane
6th level Planewalker feature
You can choose an elemental plane, you gain access to this plane's spells. (As specified in the spell section.) You also gain a feature dependent on the plane. You can choose a second plane at 11th level, but it must be adjacent to the previous one. You will also gain the mixed plane spells from the combination.
Choose from:
- Fire. you can set your weapon ablaze when casting a fire spell. This lasts 1 minute and makes your melee attacks deal 1 planewalking die extra fire damage.
- Magma. (Fire + Earth) you can use mold earth to turn stone into magma.
- Earth. you can expend a planar to create a weapon out of stone. This weapon lasts for an hour and deals 1 planewalking die additional bludgeoning damage.
- Ooze. (Earth + Water) you can use shape water to turn water into acid or poison. This acid deals 1d4 acid damage when poured on someone.
- Water. you can expend your bonus action when attacking to create a whip out of water, dealing 1 planewalking die additional slashing damage.
- Ice. (Water + Air) you can use shape water to freeze water at will.
- Air. you can expend 1 planar to deal 4 planewalking die extra force damage.
- Smoke. (Air + Fire) you can use any fire cantrip to create smoke instead of flame.
Beyond This Earth
20th level Planewalker feature
When you cast a 9th level spell of any kind, you can expend 9 planar to gain 2 8th level spell slots. These spell slots above your maximum expire when you take a long rest.
You can cast astral projection as a ritual without expending any spell slots, but it takes 4 hours to cast.
Planes of Origin
Mechanus
The magic of the mechanus grants powerful spells. You are an experienced user of technological magic.
You gain proficiency in Tinkerer's Tools when you choose this Plane.
Spellbreaker
1st level mechanus feature
when using a ranged weapon, you can expend a planar to gain a planewalker die to hit and damage.
This feature can be used a number of times equal to your proficiency modifier per long rest.
Dashing Intelligence
3rd level mechanus feature
When making intelligence checks, you can choose to use your wisdom modifier instead.
You can also add a planewalker die to any wisdom check you make while any of your spells are active.
Relentless Assault
10th level mechanus feature
The mechanus empowers your spellcasting, when you cast a mechanus spell, you gain a number of planewalker die equal to the level of the spell cast temporary hit points.
Final Embezzlement
14th level mechanus feature
When you hit 0 hit points, you are instead set to 1 hit point and all your 1st-5th level spell slots are regained. But you expend all of your remaining planar.
This feature can be used once per day.
Mount Celestia
The paradise from far away, the origin of all that is lawful. But with lawfulness comes a price.
Planewalkers with a Mount Celestia origin tend to be more lawful, following a strict code.
Law of Self
1st level mount celestia feature
When you cast a spell, if your usage is strongly in line with your moral compass, you gain a planewalker die extra to any d20 roll you may make with it, if it is strongly in opposition with your moral compass, you subtract a planewalker die instead.
Those Who Stand
3rd level mount celestia feature
You can use dash as a bonus action if you are moving towards an enemy with it. Once you have used dash you cannot make any movement away from that enemy.
Valiant Night
10th level mount celestia feature
After using dash and moving the full distance, you gain one planewalker die to your AC until your next turn.
This feature can be used a number of times per long rest equal to your proficiency modifier.
Iron Will
14th level mount celestia feature
Your AC cannot be below 16.
If you take damage, you can use your reaction to heal one planewalker die. You can do this a number of times per long rest equal to your Wisdom modifier.
Elysium
The paradise of the afterlife. Planewalkers that originate from here are experts of healing and care for others, especially those who have to pass from the mortal relm to the afterlife.
Divine Blessing
1st level elysium feature
You can expend planar points to gain spell slots when you use a healing spell as well as teleportation and plane spells.
Improved Healing
3rd level elysium feature
When you cast a healing spell, you can use planar points to upcast it's level. You can also add your proficiency bonus to any healing you give.
Evasive Maneuvers
10th level elysium feature
When you cast a healing spell, you can cast misty step as a bonus action.
You also can cast misty step without expending a spell slot a number of times per long rest equal to your proficiency bonus.
Snapshot Healing
14th level elysium feature
You can cast beacon of hope as a reaction when an ally takes damage.
Olympus
The many gods that exist in the realm of Olympus are so powerful the realm is filled with untapped energy. Olympus planewalkers can channel the untapped energy into lightning.
Volatile Lightning
1st level olympus feature
When casting a lightning spell, you can choose to deal no damage and instead have the target make a DC 8 CON saving throw or take eight planewalker die lightning damage instead.
Alternatively, you can upcast lightning spells with planar and use your planewalker die instead of the usual damage.
Deadly Light
3rd level olympus feature
You can cast shocking grasp on yourself, dealing no damage but causing lightning to arc around your body. This lightning produces bright light for 30 feet and dim light for another 15 feet.
Any creature that attacks you with a melee attack while this is active will make a CON save and on a fail take the damage from shocking grasp.
This effect lasts 10 minutes, or until you are hit by a creature that fails the CON save.
Port in a Storm
10th level olympus feature
When you take lightning damage you can use your reaction to absorb it, taking no damage and gaining planar equal to (the damage you took/22).
Elemental
14th level olympus feature
You can cast absorb elements as a concentration spell, the spell slot is only consumed if concentration is interrupted.
Limbo
A land of complete and total chaos, Limbo is a wild and powerful land. Planewalkers from limbo tend to be chaotic and have no order in their lives. Their spells can explode violently.
Volatile Spells
1st level limbo feature
You choose 8 metamagic options from the sorcerer class when you pick this plane. When you cast a limbo spell you roll a d8 and the spell is affected by one of the metamagic options.
When casting a saving throw spell, you can also roll a d20, on a natural 20 the damage is a crit.
Complete Chaos
3rd level limbo feature
You can expend a spell slot to roll a d4 (1: fire, 2: earth, 3: water, 4: air) and cast a random spell from that level of that spell list.
Planar Shadows
10th level limbo feature
You can choose any 4 eldrich invocations, when you want to use any affect any of them have, you must roll a d4. If you roll a 4, you can use the eldrich invocation, otherwise you cannot. Upon using an invocation, if you attempt to use it again and fail you cannot use that invocation again until you long rest.
Mystery
14th level limbo feature
When you cast spell you can choose 4 other spells, roll a d4 and cast that spell. This costs planar equal to the level of the spell cast.
This feature can be used a number of times per day equal to your proficiency bonus.
Abyss
The land of tortured souls, the Abyss is the most painful place for mortals. As such planewalkers from this plane tend to be more desensitized and sometimes evil.
Murderous Intent
1st level abyss feature
When you kill an enemy you can choose to sap their life, taking one planewalker die damage and regaining a sixth of your planars.
This feature can be used a number of times per long rest equal to half of your proficiency bonus. (rounded down)
The Harsh World
3rd level abyss feature
If a nearby allied creature drops to 0 hit points, you can use your reaction to expend 4 planar to heal them one planewalker die health.
Stone Cold
10th level abyss feature
You can expend a planar to change the roll on any charisma check to whatever value you want if the check involves you scaring or intimidating them.
Undying Will
14th level abyss feature
When you drop to 0 hit points, you can expend one planewalker die for the (20 - your current level)th level worth of planar to continue to live for one planewalker die rounds, before passing out and gaining two levels of exhaustion. You can still die permanently as per normal.
Hades
The home of evil balanced between lawful and chaotic, planewalkers from Hades are capable of being entirely evil. This distinct evil associated with Hades leads to powerful magic and deception.
Master of Lies
1st level hades feature
When you use deception you can expend two planar to add two planewalker die to the result.
Otherworldly Presence
3rd level hades feature
When you cast an illusion spell you can add or subtract an illusion die to or from any d20 roll made because of the spell. This costs one planar.
Trickery
10th level hades feature
You can cast wildshape by spending a planar.
This feature can be used once per short or long rest.
Cerberus
14th level hades feature
When using summon steed, you can summon a Cerberus as one of the options.
Nine Hells
The unholy creatures of the Nine Hells see disorder and chaos as a necessity for the world. These agents of chaos tend to be more evil, but what they do have in common is their chaotic nature and magic.
Shadowy Wilds
1st level nine hells feature
When casting infestation the creature affected has disadvantage on attacking you until your next turn.
Black Shadows
3rd level nine hells feature
You remain invisible for 1 round after attacking when you cast invisibility.
Targeted Strike
10th level nine hells feature
You can target your enemies organs, if you expend a planar point you can gain advantage and one planewalker die to hit.
Fiery Devils
14th level nine hells feature
When you use any ability that summons creatures you can choose a point in 25 feet to summon it at, when you do this the effect of fireball is cast on that area at the level of the summon spell. It doesn't affect the creatures you summoned.
This costs 2 planar.
Plane Shadows
Planewalker Spells
Base Spells
Cantrip
- message
- mage hand
1st Level
- absorb elements
- comprehend languages
- detect evil and good
- find familiar
- goodberry
- magic missile
2nd Level
- misty step
- vortex warp
- arcanist's magic aura
- flock of familiars
- see invisibility
3rd Level
- thunder step
- blink
- counterspell
- elemental weapon
- phantom steed
- speak with dead
- spirit guardians
- tiny servant
4th Level
- banishment
- dimension door
- locate creature
- private sanctum
5th Level
- far step
- teleportation circle
- tree stride
- bigby's hand
- contact other plane
- rary's telepathic bond
- planar binding
- conjure elemental
6th Level
- arcane gate
- scatter
- transport via plants
- globe of invulnerability
- planar ally
- tasha's otherworldly guise
7th Level
- dream of the blue veil
- etherealness
- plane shift
- teleport
- reverse gravity
- tether essence
8th Level
- clone
- demiplane
- dark star
- reality break
- telepathy
9th Level
- astral projection
- foresight
- gate
- imprisonment
- ravenous void
Fire Plane Spells
Cantrip
- control flames
- create bonfire
- fire bolt
- produce flame
1st Level
- faerie fire
- burning hands
2nd Level
- aganazzar's scorcher
- flaming sphere
- flame blade
3rd Level
- flame arrows
- flame stride
4th Level
- fire shield
- wall of fire
5th Level
- flame strike
- immolation
6th Level
- investiture of flame
7th Level
- fire storm
8th Level
- incendiary cloud
Magma Plane Spells (Fire + Earth)
Cantrip
- magic stone
1st Level
- hellish rebuke
2nd Level
- continual flame
- heat metal
- scorching ray
3rd Level
- erupting earth
- meteor swarm
- melf's minute meteors
4th Level
- widogast's web of fire
9th Level
Earth Plane Spells
Cantrip
- mold earth
1st Level
- earth tremor
- mage armor
- shield
2nd Level
- earthbind
- maximillian's earthen grasp
- pass without trace
3rd Level
- galder's tower
- meld into stone
4th Level
- stoneshape
- stoneskin
5th Level
- passwall
- transmute rock
- wall of stone
6th Level
- bones of the earth
- flesh to stone
- investiture of stone#### 8th Level
- earthquake
Ooze Plane Spells (Earth + Water)
Cantrip
- acid splash
- decompose
- poison spray
1st Level
- acid stream
- detect poison and disease
- ray of sickness
- tasha's caustic brew
2nd Level
- melf's acid arrow
4th Level
- sickening radiance
- vitriolic sphere
8th Level
- abi-dalzim's horrid wilting
Water Plane Spells
Cantrip
- shape water
1st Level
- create or destroy water
3rd Level
- wall of water
- water walk
4th Level
- watery sphere
- control water
8th Level
- tsunami
Ice Plane Spells (Water + Air)
Cantrip
- frostbite
- ray of frost
1st Level
- armor of agathys
- frost fingers
- ice knife
2nd Level
- rime’s binding ice
- snilloc’s snowball swarm
5th Level
- cone of cold#### 6th Level
- otiluke's freezing sphere
- investiture of ice
- freezing sphere
- wall of ice
7th Level
- create geyser
Air Plane Spells
Cantrip
- booming blade
- gust
- thunderclap
- mage hand
- shillelagh
1st Level
- thunderwave
- feather fall
- fog cloud
- jump
- longstrider
- zephyr strike
2nd Level
- levitate
- shatter
- air bubble
- gust of wind
- warding wind
3rd Level
- wind wall
5th Level
- steel wind strike
- control winds
- freedom of the winds
6th Level
- wind walk
- investiture of wind
7th Level
- whirlwind
Smoke Plane Spells (Air + Fire)
Cantrip
- true strike
1st Level
- cause fear
- unseen servant
2nd Level
- cloud of daggers
- darkness
- shadow blade
- pyrotechnics#### 3rd Level
- gaseous form
4th Level
- shadow of moil
7th Level
- delayed blast fireball
8th Level
- maddening darkness
Mechanus Plane Spells
Cantrip
- on/off
- virtue
- mending
- encode thoughts
1st Level
- alarm
- catapult
- disguise self
- grease
2nd Level
- aid
- arcane lock
- enlarge/reduce
- magic weapon
3rd Level
- house of cards
- protection from energy
4th Level
- fabricate
- otiluke's resilient sphere
- leomund's secret chest
5th Level
- animate objects
- creation
6th Level
- contingency
- magic jar
7th Level
- forcecage
- mordenkainen's sword
8th Level
- antimagic field
9th Level
- invulnerability### Mount Celestia Plane Spells
Cantrip
- guidance
- light
- sacred flame
- word of radiance
- spare the dying
1st Level
- bless
- cremony
- divine favor
- heroism
2nd Level
- warding bond
- zone of truth
- spiritual weapon
3rd Level
- blinding smite
- daylight
- crusader's mantle
4th Level
- aura of purity
- staggering smite
5th Level
- destructive wave
- geas
- dispel evil or good
6th Level
- harm
- heroes' feast
7th Level
- symbol
- divine word
8th Level
- control weather
9th Level
- power word: heal
Elysium Plane Spells
Cantrip
- Dancing Lights
- Resistance
- Spare the Dying
- Word of Radiance
1st Level
- cure wounds
- healing word
- shield of faith
- detect magic
2nd Level
- lesser restoration
- prayer of healing#### 3rd Level
- aura of vitality
- beacon of hope
- revivify
4th Level
- aura of life
- death ward
5th Level
- greater restoration
- mass cure wounds
6th Level
- heal
- word of recall
7th Level
- regenerate
- resurrection
8th Level
- holy aura
9th Level
- power word: heal
- mass heal
- true resurrection
Olympus Plane Spells
Cantrip
- lightning lure
- shocking grasp
1st Level
- witch bolt
2nd Level
- darkvision
- dragon's breath
3rd Level
- lightning bolt
- lightning arrow
- call lightning
4th Level
- storm sphere
5th Level
- dominate person
- legend lore
6th Level
- chain lightning
7th Level
- temple of the gods
8th Level
- illusory dragon
9th Level
- storm of vengeance### Limbo Plane Spells
Cantrip
- mind sliver
- prestidigitation
1st Level
- chaos bolt
- chromatic orb
- color spray
2nd Level
- levitate
- snilloc's snowball storm
- tasha's mind whip
3rd Level
- clairvoyance
4th Level
- polymorph
5th Level
- synaptic static
- wall of light
6th Level
- mental prison
7th Level
- crown of stars
8th Level
- abi-dalzim's horrid wilting
9th Level
- mass polymorph
Abyss Plane Spells
Cantrip
- chill touch
- toll the dead
- decompose
- sapping sting
1st Level
- cause fear
2nd Level
- ray of enfeeblement
- false life
- inflict wounds
- blindness/deafness
- gentle repose
- wither and bloom
3rd Level
- animate dead
- feign death
- spirit shroud
- summon undead
- vampiric touch
- life transference#### 4th Level
- blight
- shadow Of moil
- spirit of death
5th Level
- contagion
- danse macabre
- enervation
- negative energy flood
6th Level
- circle of death
- create undead
- eyebite
- harm
- soul cage
7th Level
- finger of death
- resurrection
8th Level
- abi-dalzim's horrid wilting
- antipathy/sympathy
9th Level
- time ravage
Hades Plane Spells
Cantrips
- friends
- minor illusion
- sapping sting
1st Level
- color spray
- disguise self
- distort value
- hex
- illusory script
- silent image
2nd Level
- blur
- calm emotions
- enthrall
- shadow blade
- magic mouth
- nathair's mischief
- zone of truth
- find steed
3rd Level
- fear
- hypnotic pattern
- major image
4th Level
- greater invisibility
- phantasmal killer#### 5th Level
- creation
- mislead
6th Level
- mental prison
7th Level
- mirage arcane
- project image
8th Level
- illusory dragon
9th Level
- weird
Nine Hells Plane Spell
Cantrip
- blade ward
- green flame blade
- infestation
- primal savagery
1st Level
- arms of hadar
- bane
- compelled duel
2nd Level
- dragon's breath
- detect thoughts
- mind spike
- invisibility
3rd Level
- haste
- hunger of hadar
4th Level
- mordenkainen's faithful hound
- summon greater demon
5th Level
- infernal calling
- insect plague
6th Level
- primordial ward
- summon fiend
7th Level
- crown of stars
8th Level
- maze
- mind blank
9th Level
- blade of disaster
Copyright notice
This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast, LLC.