Base Class: Sorcerer
Sorcerous Origin: Planecaster
Your innate magic comes from a connection to the planes of existence. Perhaps you were born near a permanent portal, exposed to the raw substance of another plane, conceived while your parents traveled the Astral Plane, or touched by a planar conjunction before you were born. Whatever its origin, the boundaries separating the planes are unusually thin around your soul.
Planecasters learn to draw power from these distant realms. One moment, a sorcerer might channel the radiant essence of Mount Celestia; the next, the searing flames of the Elemental Plane of Fire or the entropic energies of the Abyss.
As your power grows, the barriers between planes become increasingly easy for you to cross.
Planar Awareness
Your connection to the multiverse gives you an instinctive awareness of planar boundaries.
You always know which plane of existence you are currently on.
In addition, if you spend 1 minute examining a portal, color pool, gate, or other permanent planar passage, you learn which plane it leads to, provided its destination isn't concealed by magic.
If the passage leads to a variable destination, you instead learn that its destination isn't fixed.
Planecaster Magic
You learn additional spells when you reach certain levels in this class, as shown on the Planecaster Spells table. Each spell counts as a sorcerer spell for you but doesn't count against the number of sorcerer spells you know.
Planecaster Spells
| Sorcerer Level | Spell |
| 1st | detect evil and good |
| 3rd | misty step |
| 5th | blink |
| 7th | banishment |
| 9th | contact other plane |
Planar Attunement
Your magic can attune itself to the energies of distant planes.
Whenever you finish a long rest, choose one plane from the Planar Resonances table. You remain attuned to that plane until you use this feature to attune to another one.
Your attunement doesn't transport you to the chosen plane, nor must you have previously visited it.
Each plane is associated with a resonant damage type, as shown on the table.
Planar Resonances
| Plane | Resonant Damage |
| Arcadia | Radiant |
| Mount Celestia | Radiant |
| Bytopia | Radiant |
| Elysium | Radiant |
| Beastlands | Radiant |
| Arborea | Radiant |
| Ysgard | Radiant |
| Limbo | Psychic |
| Pandemonium | Necrotic |
| Abyss | Necrotic |
| Carceri | Necrotic |
| Hades | Necrotic |
| Gehenna | Necrotic |
| Baator | Necrotic |
| Acheron | Necrotic |
| Mechanus | Force |
| Outlands | Special |
| Astral Plane | Psychic |
| Ethereal Plane | Force |
| Elemental Plane of Air | Lightning |
| Elemental Plane of Earth | Acid |
| Elemental Plane of Fire | Fire |
| Elemental Plane of Water | Cold |
| Feywild | Psychic |
| Shadowfell | Necrotic |
| Positive Plane | Radiant |
| Negative Plane | Necrotic |
The Outlands
When you attune to the Outlands, choose force, necrotic, psychic, or radiant damage as your resonant damage type. You make this choice each time you attune to the Outlands.
Sigil is treated as part of the Outlands for the purposes of your Planecaster features.
It is up to the DM on whether or not planar restrictions still apply.
Planar Infusion
When you cast a sorcerer spell that deals acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage, you can replace that damage type with the resonant damage type of your current planar attunement.
If the spell deals more than one type of damage, you can replace only one of those types.
For example, while attuned to Baator, you could cause fire bolt to deal necrotic damage rather than fire damage. While attuned to Mechanus, the same spell could deal force damage.
Draw from the Wheel
Starting at 6th level, you can draw greater power from the plane to which you are attuned.
You gain resistance to the resonant damage type of your current planar attunement.
In addition, when you cast a sorcerer spell that deals your resonant damage type, you can add your Charisma modifier to one damage roll of that spell.
Shift Attunement
You no longer need prolonged meditation to alter your planar connection.
As a bonus action, you can spend 2 sorcery points to choose another plane from the Planar Resonances table and immediately attune to it.
If you are currently on a plane listed on the table, you can instead attune to the plane you are currently on without spending sorcery points. Once you attune to your current plane in this way, you can't do so again until you finish a short or long rest.
Planar Passage
At 14th level, you can briefly pass through the boundaries between planes.
As a bonus action, you can spend 1 sorcery point to teleport up to 60 feet to an unoccupied space you can see.
When you teleport in this way, you momentarily disappear from your current plane before reappearing at your destination.
Plane Shift
You also learn the plane shift spell. It counts as a sorcerer spell for you and doesn't count against the number of sorcerer spells you know.
Once per long rest, you can cast plane shift without expending a spell slot or providing its material component, provided you use the spell to travel to the plane of your current Planar Attunement.
When you cast the spell in this way, you can affect only yourself and willing creatures.
You can cast plane shift normally using a spell slot and its normal components regardless of your current attunement.
Convergence of the Wheel
At 18th level, you can open yourself completely to the energies of the Great Wheel.
As a bonus action, you can spend 5 sorcery points to enter a state of planar convergence for 1 minute.
For the duration, you gain the following benefits:
- At the start of each of your turns, you can change your Planar Attunement to any plane on the Planar Resonances table. This change requires no action and costs no sorcery points.
- Your sorcerer spells ignore resistance to your resonant damage type.
- A creature immune to your resonant damage type instead has resistance to that damage when it takes damage from one of your sorcerer spells.
- Immediately before or after you cast a sorcerer spell of 1st level or higher, you can teleport up to 30 feet to an unoccupied space you can see.
- When you use Planar Infusion, you can change any acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage dealt by the spell to your resonant damage type, even if the spell deals more than one of those damage types.
Planar convergence ends early if you are incapacitated.
Once you use this feature, you can't use it again until you finish a long rest unless you spend 7 sorcery points to use it again.
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