Fighter
Base Class: Fighter

Draw Power from the Planes of Existence

Planeswalkers are fighters with an exceptional attunement to the otherworldly forces of the multiverse. They utilize this power primarily to travel between the planes, capable of going from the Material to places like Avernus or Mount Celestia as they please. As they gain experience, Planeswalkers learn some tricks from the planes they favor most.

Level 3: Well-Traveled

Your journeys throughout the planes have allowed you to draw a modicum of power from a certain region.

Boons. You gain one Planar Boon of your choice. You gain one additional Planar Boon when you reach Fighter levels 7 and 15.

Saving Throws. If a Planar Boon allows you to force a creature to make a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Astral Plane

You gain the following benefits:

Teleportation. As a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

Resistance. You have Resistance to Force damage.

Elemental Planes

You gain the following benefits:

Infused Strike. Once per turn when you hit a creature with a weapon or an Unarmed Strike, you can cause the target to take 2d6 extra Acid, Cold, Fire, Lightning, or Thunder damage from the attack (choose the damage type each time you use this feature). Once you use this benefit, you cannot do so again until you finish a Short or Long Rest.

Elemental Stride. When you take the Dash action, your Speed increases by an additional 10 feet.

Ethereal Plane

You gain the following benefits:

Wraithstep. On your turn, you can move through creatures and solid objects as though they were not there. If you end your turn inside an occupied space, you are shunted to the nearest unoccupied space and take 1d10 Force damage which cannot be reduced or negated in any way.

Ghostsight. You can see Invisible creatures within 15 feet of you, and you can see into the Ethereal Plane within that same distance.

Feywild

You gain the following benefits:

Force of Personality. You gain a bonus to Charisma checks and saving throws you make. The bonus equals your Wisdom modifier (minimum of +1).

Otherworldly Charm. Once per turn when you hit a creature with a weapon or an Unarmed Strike, you can force the target to succeed on a Wisdom saving throw or have the Charmed condition until the start of your next turn.

Shadowfell

You gain the following benefits:

Instill Terror. Once per turn when you hit a creature with a weapon or Unarmed Strike, you can force the creature to succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn.

Resistance. You have Resistance to Necrotic damage.

Level 3: Portal Seeker

You can sense the presence of portals, even inactive ones, within 30 feet of yourself.

If you detect a portal in this way, you can use your action to study it. Make a DC 15 Wisdom check. On a successful check, you learn the destination plane of the portal and what portal key it requires. On a failed check, you learn nothing and can’t study that portal again until you finish a Long Rest.

This feature can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Level 7: Otherworldly Scholar

You have Advantage on any Intelligence or Wisdom check made to discern or recall lore about a plane of existence (except the Material Plane).

Additionally, right before you make an Intelligence check, you can grant yourself a bonus to the roll equal to your Fighter level. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1 use), and you regain all expended uses when you finish a Long Rest.

Level 10: Chaos and Order

You're able to channel the forces of either the Plane of Law, Mechanus, or the Plane of Chaos, Limbo. Choose Mechanus or Limbo. You gain the Planar Boon associated with the chosen plane, which does not count against the number of Planar Boons you can have. When you finish a Long Rest, you can change your choice.

Limbo

You gain the following benefits:

Chaos Reigns. When a creature within 30 feet of you that you can see would make a D20 Test without Advantage or Disadvantage, you can use your Reaction to force the roll to be made with Advantage or Disadvantage (your choice). The roll has an additional bonus or penalty respectively, equal to your Wisdom modifier (minimum of +1 or -1). Once you use this benefit, you can't do so again until you finish a Long Rest.

I Don't Get It. You have Immunity to the Frightened condition.

Mechanus

You gain the following benefits:

Destroy Probability. When a creature you can see within 30 feet of you is about to make a D20 Test, you can use your Reaction to force that creature to forgo rolling, and instead treat the result on the die as a 10. Once you use this benefit, you can't do so again until you finish a Long Rest.

Unbreakable Mind. You have Immunity to the Charmed condition.

Level 15: Master of the Inner Planes

Your attunement to the Inner Planes is now so powerful that the strength you draw from them has been amplified. You gain the following benefits that correspond with a Planar Boon you have- for example, you only gain the Astral Plane benefit if you have the Astral Plane Planar Boon.

Astral Plane. When you use the Teleportation benefit, you can teleport up to 60 feet, instead of 30.

Elemental Planes. The damage of Infused Strike increases to 4d8, and it ignores Resistance and Immunity.

Ethereal Plane. You have 15 feet of Truesight.

Feywild. The Otherworldly Charm benefit ignores a target's Immunity to the Charmed condition.

Shadowfell. The Instill Terror benefit ignores a target's Immunity to the Frightened condition.

Level 18: Master of the Outer Planes

You can cast the spell Tasha's Otherworldly Guise, without a spell slot or any components. Once you cast the spell in this way, you must finish a Long Rest before you can do so again.

Choose one of the Upper Planes (Arcadia, Mount Celestia, Bytopia, Elysium, The Beastlands, Arborea, or Ysgard) and one of the Lower Planes (Acheron, The Nine Hells, Gehenna, Hades, Carceri, The Abyss, or Pandemonium). You know the spell corresponding to your chosen Upper Plane, and the one corresponding to your chosen Lower Plane. You can cast each of those spells without a spell slot or any components, and you must finish a Long Rest before you can cast either spell in this way again.

If one of the spells you know forces a saving throw, the DC is equal to the save DC of your Planar Boons.

Lower Plane - Acheron

You know the Circle of Death spell.

Lower Plane - Carceri

You know the Forcecage spell.

Lower Plane - Gehenna

You know the Wall of Ice spell.

Lower Plane - Hades

You know the Dirge spell.

Lower Plane - Pandemonium

You know the Whirlwind spell.

Lower Plane - The Abyss

You know the Mass Suggestion spell.

Lower Plane - The Nine Hells

You know the Fire Storm spell.

Upper Plane - Arborea

You know the Prismatic Spray spell.

Upper Plane - Arcadia

You know the Divine Word spell.

Upper Plane - Bytopia

You know the Heroes' Feast spell.

Upper Plane - Elysium

You know the Heal spell.

Upper Plane - Mount Celestia

You know the Regenerate spell.

Upper Plane - The Beastlands

You know the Wall of Thorns spell.

Upper Plane - Ysgard

You know the Sunbeam spell.

Level 18: Master of the Outside

Your extraplanar might can even draw from places beyond- namely, the Far Realm. You know the Dominate Monster spell, and can cast it without a spell slot (save DC equals your Planar Boon save DC). When cast in this way, the spell's casting time becomes 10 minutes, and it doesn't require concentration. Once you cast the spell in this way, you must finish a Long Rest before you can do so again.

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