Base Class: Warlock
The Planestrider does not idly select those to whom they are a Patron to, and oft only has one or two who would call them such. To have a Planestrider as a Patron, one must have appealed to them, through alignment and skills, as a being of worth to be further taught and potentially one day take up the mantle as a fellow Planestrider. For this reason, a Planestrider is both a Mentor and a Patron, granting their pupil expansive knowledge of the planes and worlds they have traveled and the trials they have faced, then equipping them to deal with much the same in their own time. Planestriders have no fixed alignment, nor any set specie they originated from, but all of them have, at once point or another, been influenced by the planes they have touched, or been touched by, and have a great deal of knowledge they are willing to impart upon those of merit.
Expanded Spell List
The Planestrider allows you to choose spells from the Wizard and Ranger spell lists in addition to warlock spells. Further, the following spells are added to your warlock spells when you reach a level where you are able to cast spells of their level:
Planestrider Expanded Spells
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Planar Tutelage
Starting at 1st level, make a selection of studies bestowed upon you by your Planestrider Mentor. The Warlock may select the Planar Artisan, Planar Explorer, Planar Guardian, Planar Hunter, Planar Scholar, or Planar Survivalist studies. Each study has its own unique benefits and may only be chosen once. The Warlock gains an additional selection at 5th, 9th, 13th, and 17th level.
Planar Artisan
Your mentor has trained you in the usage of various tools to help you in your travels. Upon gaining this training, the Warlock gains three additional Tool Proficiencies. Further, to help the artisan in their journeys, the Planestrider grants their pupil the Mending cantrip and the ability to cast Identify a number of times per long rest equal to your proficiency bonus without expending a spell slot.
Planar Explorer
In the Planestrider's many journeys, they have learned many skills, and impart some of these skills upon you, their pupil. You gain proficiency in two skills, expertise in one skill, and the Druidcraft and Message cantrips. These do not count against your maximum number of cantrips known.
Planar Guardian
In their travels, your Planestrider Mentor has encountered many a dangerous foe, and many trying to breach the planes for far less favorable reasons than themselves. As such, they have learned to use weapons not normally befitting of a Warlock, and teach you to do the same. You gain proficiency with any three martial weapons of your choosing and with medium armor. Further, your mentor grants you the ability to cast Shield a number of times per long rest equal to your CHA modifier to grant you improved survivability in such encounters you may one day face. This spell is also added to your spell list and may be cast using pact magic slots if you so choose.
Planar Hunter
In traversing the planes, many a planestrider has had to hunt down beasts for nourishment or coin. Your Planestrider Mentor teaches you advanced strategies for tracking and divergent thought processes, granting you proficiency in Intelligence (Nature) Wisdom (Perception), and Wisdom (Survival). You also gain the ability to cast Hunter's Mark at 1st level a number of times per Long Rest equal to your Wisdom Modifier without expending a spell slot and add it to your spell list as a warlock spell you may cast with pact magic slots.
Planar Scholar
The Planestrider possesses many detailed texts, memories, and other notes on their various travels, and has imparted a sizeable number of their learned secrets and documents to you for your use. You gain Advantage on all Intelligence Ability Checks and the ability to cast Comprehend Languages a number of times per Long Rest equal to your Intelligence Modifier without expending a spell slot.
Planar Survivalist
Your Planestrider Mentor has experienced all manner of foul conditions in their travels, and knows well what is needed to survive the planes. They run you through rigorous training both in dream state and astral voyages to impart upon you improved resilience, as well as imparting a valuable power. You gain proficiency in Constitution Saving Throws and the ability to cast Detect Poison and Disease a number of times per long rest equal to your proficiency bonus without expending a spell slot.
Planar Talents
Starting at 6th Level, a Warlock with a Planestrider Mentor is trained in a variety of special talents to help them survive their journeys through the planes. Choose one 1st level spell and one 2nd level spell from the cleric, ranger, warlock, or wizard spell list. You gain the ability to cast each of these spells at their lowest level a number of times equal to your proficiency bonus without expending a spell slot, regaining all uses of these spells upon completing a long rest.
Additionally, you gain the following talents as you increase in level as a Warlock:
Planar Sidestep. Beginning at 6th level, you gain the ability to use a reaction when you take damage to gain resistance to the triggering damage type (or the type of the highest damage dealt in a single instance if multiple damage types are received) until the end of your next turn and teleport to an unoccupied space you can see within 60 feet. This ability is usable once per short or long rest, initially, and gains an additional use for every 3 levels the warlock gains. The range of the teleportation increases to 80 feet at 9th level, to 100 feet at 13th level, and to 120 feet at 17th level.
Planar Rend. Beginning at 10th level, you gain the ability to rend the veil of the planes as an action, letting loose a burst of planar energies at a point you can see within 60 feet. Each creature within 10 feet of the point you choose must make a Dexterity saving throw against your spell save DC, taking 2d10 damage of one of the following types: acid, cold, fire, force, lightning, necrotic, radiant, or thunder, on a failed save or half as much on a successful one. You can use this ability a number of times equal to your proficiency bonus, regaining all uses upon completing a long rest. This burst's damage increases by 1d10 and its range increases by 30 feet at 13th level, and again at 17th level.
Planar Ward. Beginning at 13th level, you gain the ability to perform a special ritual over the course of 5 minutes that grants you and a number creature of huge or smaller size equal to your Wisdom modifier you choose within 30 feet for 4 hours. For this duration, each affected creature receives resistance to one damage type of your choosing and advantage on all Constitution saving throws. You may perform this ritual a number of times equal to your Charisma modifier, regaining all uses upon completing a long rest. This ward's duration increases to 8 hours at 17th level.
Planar Expertise
Beginning at 10th Level, your Planestrider Mentor has guided you through numerous scenarios to emulate the planes and has given you countless lessons in how to better approach planar endeavors. The next step is to employ them. Upon reaching 10th Level, your mentor will appear before you and your party, and give you at least one week to prepare for a journey into the Inner Planes to practice what you have been trained in. This journey is not optional, and your mentor will make this abundantly clear. The journey may take you to the abyss or hells, instead, if your mentor is more familiar with such planes of existence, or believes your party to be more equipped to handle them. Wherever you are going, your mentor will tell you your destination, at least vaguely, to ensure you are adequately prepared for the trip. Upon setting out on this journey, the course of your training is cemented. Either you or your DM will decide which planar expertise you are pursuing, and it is strongly encouraged for you to discuss your desired option with the DM.
At 10th level, before setting out on your journey, your meditations on your training up until this point grant you one proficiency with a martial weapon or tool of your choosing, and one language. You also select one 3rd level spell and one 4th level spell from the cleric, ranger, warlock, or wizard spell list. You gain the ability to cast these spells at their lowest levels a number of times equal to your proficiency bonus each without expending a spell slot, regaining all uses of these spells after completing a long rest. At 15th level, you choose one 5th level spell from the cleric, ranger, warlock, or wizard spell list, gaining the ability to cast it a number of times per long rest equal to your Wisdom modifier without expending a spell slot. At 20th level, choose one 6th level spell from the cleric, ranger, warlock, or wizard spell list, gaining the ability to cast it once without expending a spell slot, regaining the ability to do so after a long rest. You gain these benefits before making your journey at the given level, and the added expertise bonuses below after completing a journey.
On your journey, your mentor will give you a goal to either hunt a powerful Planar entity native to the plane you are sent to, acquire a powerful magical object that either already existed within this plane or that was placed there by your mentor as a test, or to survive for a set period of time within a more hostile region of the plane. Which of these three tasks is chosen determines which of the boons you gain for your first Planar Expertise. At 15th level, you will be given another test, and at 20th level you will be given the final of the three tests.
Once your third Planar Expertise is granted, you are named a Planestrider, yourself, and no longer rely upon your Mentor to grant you the powers you have gained, possessing them by your own rite. As such, you can no longer be denied your spellcasting, nor your class features, regardless of your relationship with your Mentor.
Planar Settler. You are tested on your ability to survive in the various planes, gaining insights into the hazards and perils of planar travel. If you succeed this test, you gain the unique ability to adapt and transform your body magically during a long rest, allowing you to better survive anywhere you might travel.
Planar Tracker. You are tested on your ability to track, hunt, and capture a creature in another plane. If you succeed, you may establish bonds with extraplanar entities, enabling you to summon them to your aid at later times.
Planar Voyager. You are tested on your ability to traverse a plane and find items of power and value within them. If you succeed, you gain an additional attunement slot, additional proficiencies, and a few handy spells.
Planar Settler
You have learned well how to adapt to life wherever you go, and have gained the ability to become just as at home as the natives of any world or plane you are on. Through the process of gaining this feature, you have learned the language native to the plane you were sent to survive in, and upon completion of the survival test you gain the Planar Adaptation unique power, allowing you to make yourself aurally indistinguishable from other residents of other planes, and grant yourself key changes to your physiology to allow you to better survive within other planes.
Planar Adaptation. When performing a long rest on a plane other than your original plane, you may gather the residual energies of the plane through the course of your rest to grant you a unique magical and physiological transformation to adapt to the plane's demands and to blend in with its native inhabitants. After completing your long rest when doing this, you gain the following benefits:
- You gain a creature subtype matching one of the creature types native to the plane (for example, in the plane of fire, you could gain the elemental subtype), causing you to be treated as both your base creature type and the chosen subtype. As part of this transformation, your appearance shifts to more closely resemble natives of the plane. If fiends live in the plane, you may look more like a demon or devil. If elementals live in the plane, your appearance may shift to be close to that of a Genasi. This does not change your size or weight, but it can change skin color, basic physical features, and allow you to grow auxiliary physical features such as horns, wings, a tail, webbed digits, or hooves. These provide no benefit unless one of the following benefits is chosen that grants them.
- You gain a combination of up to 3 of the following qualities to help you better navigate and survive the plane, the qualities chosen must be common within the plane's denizens:
- A Climbing speed of 30 feet.
- A Flying speed of 20 feet.
- A Swimming speed of 30 feet.
- A Tunneling speed of 20 feet.
- Blindsight at a range of 30 feet.
- Darkvision to a range of 120 feet.
- Tremorsense to a range of 30 feet.
- The Amphibious Trait, allowing you to breathe in water and air normally.
- Any combination of Claws, Fangs, Hooves, or Horns usable as natural weapons that deal 1d6 + your Strength modifier damage when used to attack. Claws deal slashing damage, fangs deal piercing damage, and hooves deal bludgeoning damage.
- Resistance to one damage type common in the native creatures of the plane or commonly used by them. This quality may be chosen multiple times, selecting a different damage type each time.
- Immunity to the poisoned condition.
This transformation persists for 24 hours, but may be renewed each time you complete a long rest.
Planar Tracker
By Hunting an entity from one of the planes, you have bonded to its essence and learned the art of tracking within other planes. You gain advantage on all Survival Checks. Additionally, as part of gaining this Planar Expertise, you gain the Planestrider's Bond and Planestrider's Call actions. The creature you track and subdue while gaining this expertise becomes your first bonded creature.
Planestrider's Bond. As a bonus action, you may attempt to create a Planestrider's Bond with one creature you can see within 30 feet of you whose Challenge Rating (CR) is equal to or less than 1/2 your total character level, rounded down, plus your Wisdom Modifier. The creature must succeed a Charisma Saving Throw against your spell save DC, and may willingly choose to fail this save. On a failed save, whether willing or not, you establish a planestrider's bond with the creature, allowing you to summon it using Planestrider's Call. This does not cause the creature to become charmed nor loyal to you in any way, so if you have not subdued or befriended it, it will likely be hostile towards you. You can maintain a number of planestrider's bonds equal to your Charisma Modifier at one time. If you attempt to create a bond with a creature and have the maximum number of active bonds, you must choose a bond to break, losing that bond and gaining the new one. Once you successfully create a planestrider's bond, you may not attempt to create another until you complete a short or long rest. If a creature you have a planestrider's bond with dies, the bond is lost.
Planestrider's Call. As an action, you may summon a creature you've established a Planestrider's Bond with to an unoccupied space within 60 feet of yourself, facing whatever direction you choose. If the creature is unwilling, it may attempt a Charisma saving throw against your spell save DC, preventing the summoning on a success. The creature's disposition towards you is however you left it last you saw the creature, and it can be summoned from any plane of existence to the point you designate. If summoned into combat, or if it initiates combat once summoned, it rolls initiative and acts in its designated turn order. If its initiative would be higher than your own in an ongoing encounter, it takes its first turn immediately after you summon it. You may use this action again to send any creature back to wherever it was summoned from, or the nearest unoccupied space to that point if the spot it was summoned from becomes occupied. You can use this action a number of times equal to your proficiency bonus, regaining all uses upon completing a short or long rest.
Planar Voyager
Through hunting down a rare treasure within a foreign plane, you have gained insights into the magics of the planes and how to utilize them both in enchanted objects and in spellcasting. You may now Attune up to 4 Magic Items and gain proficiency in two skills or tools of your choosing. Additionally, you add legend lore and two spells spell of up to 5th level from the ranger, warlock, or wizard spell list to your warlock spell list. These spells do not count against your maximum number of known spells.
Planar Expeditionary
You have advanced far enough as a pupil to venture out on your own into the planes. You Mentor imparts upon you the ability to use the following spells to journey out into the distant realms of the planes:
planar ally, plane shift, teleportation circle, word of recall
You may cast each of these spells once per short rest, and may only contact your Mentor when using Planar Ally in this manner. Additionally, you gain the following spells that you may use a number of times to your Charisma modifier without expending a spell slot, regaining all uses of each spell after completing a long rest:
contact other plane, locate animals or plants, locate creature, locate object, planar binding
At 15th Level you gain the ability to cast teleport twice per long rest without expending a spell slot.
At 17th Level, you gain the ability to cast gate once per long rest without expending a spell slot.
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