Each of the planes is infinite, and there are probably planes yet undiscovered. Sites, beasts, even whole civilisations lay waiting for an intrepid explorer to discover them - at least from the point of view of the explorer.
No one's heartier or more fearless than a planar explorer. The horrors of the Abyss and the infernos of Gehenna don't frighten you. You'll go anywhere. You're canny, though, and know that a body has to plan their expeditions carefully so that you can be prepared for what you'll find, and what finds you. A planar explorer is determined, and can be overly focused at times.
More than anything else, a planar explorer just wants to see the planes. At first, especially if they're a prime, they'll be happy going anywhere. Eventually, you'll be interested in heading off the beaten path and exploring places of which most people've never even heard tales. Finding a new race or a new city'd be as good as any treasure to you.
- Skill Proficiencies: You'll go anywhere. You're canny, though, and know that a body has to plan their expeditions carefully so that you can be prepared for what you'll find, and what finds you.
Proficient in all Wisdom based Skills:
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
- Tool Proficiencies: You'll go anywhere. You're canny, though, and know that a body has to plan their expeditions carefully so that you can be prepared for what you'll find, and what finds you
Proficient in the use of the following tools:
• Cartographer's Tools
• Cook’s utensils
• Herbalists Kit
• Navigator's Tools
• Tinker’s tools
- Languages: Dimensional Explorer's have contacts scattered throughout the planes.
The full measure of a planar explorer isn't so much what they can do but what (and who) they know. Contacts are important to a planewalker, since they known it's essential to remain well-lanned.
Because of this you have to be able to communicate with a breadth of different peoples in many different tongues and you have taken the time to learn the following languages:
• Abyssal
• Infernal
• Celestial
• Planar Common (and slang "The Cant")
• Primordial
• Sylvan
• Undercommon
- Equipment: You'll go anywhere. You're canny, though, and know that a body has to plan their expeditions carefully so that you can be prepared for what you'll find, and what finds you.
Dimensional Explorer's always have a fully stocked Explorer's Pack containing:
• a Backpack
• a Bedroll
• a Mess kit
• a Tinderbox
• 10 torches
• 10 days of Rations
• a Waterskin
• 50 feet of Hempen rope
• COMBAT MAGE
Since they cannot rely on having spells to cast as they move about the planes, planewalker's have honed their combat skills. On a plane where your spellcasting powers are diminished, a planewalker gains a +1 bonus to attack and damage rolls.
• PLANAR CONTACTS
Dimensional Explorer's have contacts scattered throughout the planes.
The player should pick three planes where their character knows someone. These contacts may be friends, mere acquaintances, or even bashers that they know only through mutual acquaintances. Nevertheless, they can be sources of information and help. The DM should determine the exact location and nature of these contacts, possibly creating them as full NPCs.
• PLANAR SURVIVAL
A character with this feat knows the general characteristics of a particular plane. Moreover, when on that plane, they can determine whether something is safe or not. This allows a character to perform a nature or survival check with advantage to see whether a plant's edible, the water's safe to drink, or if the gravity is going to change over the next ridge. Only constant and established dangers can be avoided, for this feat has its basis in the study of established texts (as well as learned and documented experience in the field). Something not even suggested in a book or personal journal (because it is too new, too rare, or too remote) is impossible to detect.
Planar survival doesn't give a body unlimited knowledge about everything you come across, however. A plane is just too blasted big for a berk to know everything about it, so the DM i still free to throw plenty of surprises at a character with this skill. Planar survival doesn't grant any knowledge about the denizens of a plane, only the environment.
• PORTAL FEEL
Sometimes a planewalker needs to know what's on the other side of a portal or gate before he steps through. This feat also allows a body a chance to determine the portal's exit point. This feat can be used in two ways.
First, once a day (per long rest), on a successful survival check (with advantage) grants a general feel for safety. By intuition and observation, a planewalker determines whether a given portal leads into a setting or situation of direct and immediate harm. Obviously, this requires the DMs interpretation.
Second, once a day (per long rest), a successful nature check (with advantage) divines the location of the other end of a gate or portal. The planewalker may not learn the exact site or position , but at the very least the character'll learn the destination plane. This feat doesn't tell the character about the gate key required to open the portal. That must be discovered separately.
• SPELL SCROLLS
Magic spells are immeasurably helpful, but due to the variable nature of the planes a body can't always count on having them. In fact, planewaker's have to learn not to count on their spells at all - because they come and go with alarming regularity.
Since they cannot rely on having spells to cast as they move about the planes, All of the prepared spells in the Dimensional Explorer's known spells list have also been transcribed onto spell scrolls, for use when they are on a plane when their spellcasting fails them. Before each excursion the player needs to determine how many copies of each prepared spell have been made onto a spell scroll equal to the current amount of spell slots for each level their class allows them to know and have prepared.
Spell List
SPELL SCROLLS:
Magic spells are immeasurably helpful, but due to the variable nature of the planes a body can't always count on having them. In fact, planewaker's have to learn not to count on their spells at all - because they come and go with alarming regularity.
Since they cannot rely on having spells to cast as they move about the planes, All of the prepared spells in the Dimensional Explorer's known spells list have also been transcribed onto spell scrolls, for use when they are on a plane when their spellcasting fails them. Before each excursion the player needs to determine how many copies of each prepared spell have been made onto a spell scroll equal to the current amount of spell slots for each level their class allows them to know and have prepared.
| Spell Level | Spells |
|---|
Suggested Characteristics
BACKGROUND: A planar explorer is as likely to be a prime as a planar. A member of virtually any race with just a little wanderlust, these cutters make perfect adventurers.
CHARACTER: No one's heartier or more fearless than a planar explorer. The horrors of the Abyss and the infernos of Gehenna don't frighten you. You'll go anywhere. You're canny, though, and know that a body has to plan their expeditions carefully so that you can be prepared for what you'll find, and what finds you. A planar explorer is determined, and can be overly focused at times.
MOTIVATION: More than anything else, a planar explorer just wants to see the planes. At first, especially if they're a prime, they'll be happy going anywhere. Eventually, you'll be interested in heading off the beaten path and exploring places of which most people've never even heard tales. Finding a new race or a new city'd be as good as any treasure to you.
ROLE-PLAYING: Seek the planes, and what lies within them. While on other adventures, an explorer pays attention to the things they see, even if they're not related to the quest at hand. Don't leave doors unopened, and don't pass up opportunities to see something new. Take the lead and guide others into places just for the sheer joy of discovery.
Contacts
The player should pick three planes where their character knows someone. These contacts may be friends, mere acquaintances, or even bashers that they know only through mutual acquaintances. Nevertheless, they can be sources of information and help. The DM should determine the exact location and nature of these contacts, possibly creating them as full NPCs.
Magic spells are immeasurably helpful, but due to the variable nature of the planes a body can't always count on having them. In fact, planewaker's have to learn not to count on their spells at all - because they come and go with alarming regularity. Instead, scrolls and magical items become the planar explorer's best friend, and in a fight, a body needs to rely on weapons and normal combat skills.
Since they cannot rely on having spells to cast as they move about the planes, planewalker's have honed their combat skills. On a plane where your spellcasting powers are diminished, a planewalker gains a +1 bonus to attack and damage rolls.
Dimensional Explorer's have contacts scattered throughout the planes.
The full measure of a planar explorer isn't so much what they can do but what (and who) they know. Contacts are important to a planewalker, since they known it's essential to remain well-lanned.
The player should pick three planes where their character knows someone. These contacts may be friends, mere acquaintances, or even bashers that they know only through mutual acquaintances. Nevertheless, they can be sources of information and help. The DM should determine the exact location and nature of these contacts, possibly creating them as full NPCs.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/24/2019 9:53:17 PM
|
2
|
2
|
1
|
Coming Soon
|
|
|
6/24/2019 10:00:47 PM
|
3
|
1
|
--
|
Coming Soon
|
|
|
6/24/2019 10:12:01 PM
|
4
|
1
|
--
|
Coming Soon
|
Comments