Planewalker
While many who dabble in the arcane become acquainted to some degree with the various creatures from the farthest reaches of all known planes, few take it as far as the planewalkers. These practitioners of the magical arts form a close bond with one specific outsider and gain power from it. For that reason, they are generally feared and misunderstood by the population at large. Communing with that source, the planewalkers gain not only a host of spells, but a number of strange abilities known as Calls. As the planewalker grows in power, he might learn more about the being that grants his magic powers, but some choose to remain blissfully unaware. Some might even become afraid of that source, fearful of what its true motives are.
The planewalker is not a standard spellcaster but is able to replace one if need be. With only a few spells, the planewalker relies on his calls and cantrips for most of his needs, resorting to big spells when the time is right. And thanks to his other abilities, he can stand his own ground in close combat.
Passive
You can communicate telepathically with any creature you can see within 30 ft. of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Class level 1
1. – Siphoned Magic (5 FP, unrestricted)
You gain access to magic, however you access is limited. You have a set number of leveled spells you can cast, as well as as a predetermined level you cast these as. Both of these are determined by your Class level. You can cast spells of lower levels, but they will be empowered to that level if possible. Your cantrips function the same way as other classes. You regain all uses upon spending at least 1 hour doing activities that would permit a long rest.
You have access to these spells listed in the table below. Your Spellcasting modifier for these spells is Charisma. Your Spell Save DC is 10 + your Charisma modifier.
Level | Class spells |
---|---|
Cantrip | Blade Ward, Eldritch Blast, Grave's Touch, Infestation |
Level 1 | Armor of the Dark Ones, Hellish Rebuke, Witch Bolt |
Level 2 | Darkness, Enthrall, Ray of Enfeeblement |
Level 3 | Hunger of the Void, Vampiric Touch |
Level 4 | Banishment, Blight |
Level 5 | Hold Monster, Scrying |
Level 6 | Eyebite, Flesh to Stone |
Level 7 | Finger of Death, Forcecage |
Level 8 | Dominate Monster |
Level 9 | Power Word Kill |
Class level | Number of spells | Spell level |
---|---|---|
1 | 1 | 1 |
2 | 2 | 2 |
3 | 2 | 3 |
5 | 3 | 4 |
7 | 3 | 5 |
9 | 4 | 5 |
Class level 2
2. – Dark Summons (5 FP, unrestricted, spell-like)
You have gained access to special magical abilities called Calls, the number of which is equal to your Class level. If a Call has prerequisites, you must meet them in order to use it. You can switch out your calls when taking a long rest.
Name | Prereq. | Effect |
---|---|---|
Agonizing Blast | Class level 5+ | When you cast Eldritch Blast, add +2 to the damage it deals. |
Armor of Shadows | You can cast Mage Armor on yourself at will, for free. | |
Ascendant Rise | Class level 5+ | You can cast Levitate on yourself at will, for free. |
Demon's Sight | You can see normally in magical and non-magical darkness to a distance of 120 feet. | |
Eldritch Spear | When you cast Eldritch Blast, it's range is 300 feet. | |
Eldritch Vision | You can cast Detect Magic at will, for free. | |
Fiendish Vigor | You can cast False Life on yourself at will as a 1-st level spell, for free. | |
Gaze of Two Minds | Class level 3+ | You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you are blinded and deafened to your own surroundings. |
Hastened Demise | Class level 5+ | You can attack with your Cursed Weapon twice, instead of once, when you take the Attack action. |
Lifeblood Drinker | Class level 7+ | When you hit a creature with your Cursed Weapon, the creature takes extra 3 withering damage. |
Misty Visions | You can cast Silent Image at will, for free. | |
One With Darkness | Class level 3+ | When you are in an area of dim light or darkness, you can use your action to become invisible until you move, take an action, bonus action or reaction. |
Realmstepper | Class level 7+ | You may cast the plane shift spell on yourself once, for free. You regain use of this ability when you regain back your uses of Siphoned Magic. |
Repelling Blast | When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line. | |
Speak of the Beast | You can cast Speak with Animals at will, for free. | |
Whispers of the Grave | Class level 5+ | You can cast Speak with Dead at will, for free. |
3. – Blessing of the Darkness (6 FP, unrestricted)
When you reduce a hostile creature to 0 HP, you receive temporary HP equal to 3 + you class level.
Class level 3
4. – Imbalanced Defense (9 FP, restricted – charges, spell-like)
As an action, you call upon the force that gives you power. For the next minute or until this ability ends, all Attack rolls made against you have disadvantage. When a creature successfully hits you, you gain advantage on the next Attack roll you make against that creature in the next 24 hours, and the ability ends. You can use this ability twice before needing to finish a long rest.
Class level 5
5. – Pact of the Curse (10 FP, unrestricted, spell-like)
You now have a Cursed Weapon. You can either create it from nothing as an action, in which case it looks like pure brightly colored magic in the shape of an object of your choosing (most often a melee weapon) or you can transform an ordinary object into a Cursed Weapon, in which case plague-like runes of magical energy in the same colors visibly cover the object (takes an action).
Regardless of which method of creation you used, the Cursed Weapon is considered a magical melee weapon, dealing 1d8 withering damage on a hit. You may use your Spellcasting modifier in place of your Strength modifier when making attacks with this weapon. The Cursed Weapon disappears if it leaves close range of you for more than 1 minute, or if you choose to make it disappear (no action required). You can make it reappear as an action, or create a new Cursed Weapon.
6. – Shadow Blink (15 FP, restricted – charges, spell-like)
When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until you attack, cast a spell or take damage. Once you use this, you must finish a long rest to regain this.
Class level 7
7. – Mystic Secrets (20 FP, restricted – charges)
Choose one spell of 6th and one of 7th level from your spell list. You can cast each of these spells once. To regain all these spells back, you must finish a long rest. When you reach CL 9, choose one spell of 8th and one of 9th level. You can cast them in the same way.
8. – Hellish Resilience (15 FP, unrestricted, spell-like)
Choose one damage type other than normal. You gain immunity to that damage type. You can change your choice upon finishing a long rest.
Class level 9
9. – Hurl through Nightmares (15 FP, restricted – charges, spell-like)
When you hit a creature with an attack, you can use this ability to instantly transport the target trough the Bangle fields. The creature disappears until the end of your next turn. After that duration ends, the creature returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a Faith Keeper, it takes 10d10 mental damage. Once you use this, you must finish a long rest to regain use.
10. – Master of Lent Power (10 FP, unrestricted)
You can spend 1 minute to plead to the being that granted you your powers to regain all your uses of Siphoned Magic. Once you use this ability, you must finish a long rest. Additionally, you can mask your Cursed Weapon to be an ordinary object to all but magical means of detection.