Base Class: Sorcerer
Prerequisite: Planeswalker Variant
The defining trait of planeswalkers is the ability to travel between separate universes with ease, while the vast majority of people throughout the multiverse are not even aware that other worlds beside their own exist. Planeswalking is a form of magic. With enough time and mana, or with specialized spell knowledge, or with access to enormous power, it's possible for a planeswalker to transfer clothing, artifacts, and/or creatures with them as they planeswalk. A planeswalker is specifically a being who possesses a planeswalker's spark. The planeswalker spark is more or less a one-in-a-million thing in sentient beings, and having it ignite is even rarer. Planeswalkers had incredible magical capabilities, surpassing all but the most powerful mortal wizards. Their lives could last indefinitely, and their physical forms were matters of will as they were energy projections of a center of consciousness. Through intense effort, planeswalkers could create their own artificial planes. Because of planeswalkers' prolonged life spans and immense power, some are worshiped as gods; many end up losing their sanity, or, at the very least, they come to regard the lives of mortals in low-esteem, if even at all.
Ignited Spark
Your planeswalker's spark grants you increased resilience and you gain 1 hit point every level.
Loyalty Points (Level 6)
You gain a color and 2 loyalty points. Whenever you cast a spell that correspond to your color, gain 1 loyalty point with no maximum. Using a bonus action, you can convert 2 loyalty points for a sorcery point. If your color is Red or Blue, it takes 3 loyalty points to convert to 1 sorcery point. Your loyalty points reset to 2 after a long rest.
White: Transmutation
Blue: Illusion, Abjuration, Enchantment, Divination
Black: Necromancy
Red: Evocation
Green: Conjuration
Loyalty Skills (Level 14)
You gain an ability that uses your loyalty points based on your color.
White: As an action, you can spend 2 loyalty points to summon two AC 10, HP 20, STR: +3, DEX +2, celestial knights (All other stats will be treated as +0). They have the same initiative as you and you can order them to perform any task, to the best of their ability, using your bonus action. They are equipped with greatswords with a +5 to hit, dealing 2d6+3 slashing. These knights cannot attack on the first turn they are summoned. If you spend an additional loyalty point, the knights can either gain haste (Allowed to attack on the first turn being summoned; MTG term, not to be confused with the spell Haste) or vigilance (+5 to Wisdom [Perception] check and passive Wisdom [Perception]).
Blue: As a reaction, you can spend 4 loyalty points to cast counterspell at the 3rd level.
Black: As an action, you can spend 2 loyalty points and double your level of hit points to summon an undead of challenge rating equal to or lesser than half your sorcerer levels.
Red: As a bonus action, you can spend 1 loyalty point to cast a cantrip.
Green: As a bonus action, you can spend 4 loyalty points to give up to 3 targets advantage on their next attack roll.
Ultimate Ability (Level 18)
You gain an ultimate ability using loyalty points depending on your color.
White: As an action, you can spend 6 loyalty points to attempt exile up to 3 targets. The targets must make a charisma against your spell save DC or be exiled (banished) to another plane for two turns. When the creatures return to the current plane, at the end of the creature's second turn, they return to its original position. If that position is occupied, place them to the nearest unoccupied space.
Blue: As an action, you can spend 12 loyalty points to try alter the memory and mental state of a creature.The target makes a Wisdom saving throw against your spell save DC. On a fail, it's memory and mind malleable to be altered by you. You can be as detailed as you wish when changing the memory. This effect lasts for an hour and can be removed by Dispel Magic or Remove Curse.
Black: As a reaction, when you take damage from a creature, you can take double the damage and spend 6 loyalty points to cast Power Word: Kill on the creature that dealt the damage to you.
Red: As a bonus action, you can spend 4 loyalty points to allow you to roll double the dice on the next damage roll you make. This can only be used once per short/long rest.
Green: As an action, you can spend 6 loyalty points to summon any beast of your choice. This beast cannot attack on it's first turn. If you spend an additional loyalty point, the beast gains haste and can attack immediately.
Mortal Experience
After the ignition of your spark, you still retain the skills you possessed during your mortal life.
Gilded Warrior - You gain proficiency in light armor, medium armor, shields, and martial weapons.
Brilliant Scholar - You learn two additional languages of your choice and pick and additional skill proficiency from arcana, history, nature, or religion.
Elemental Mage - You pick an element from acid, cold, fire, lightning, or thunder and gain resistance from that element.
Nature's Defender - You gain proficiency in survival and advantage on Wisdom (perception) checks in forests and caves.
Necromancer - You gain 60ft of darkvision and half-resistance (3/4 damage rounded down) to necrotic damage.
Mana of the Land
Starting at 6th level, you gain the ability to draw mana from the land you're standing on. Depending on the land you're standing on, a different color of mana is provided. When you have a mana of a certain color, the price for placing meta magic on a spell from that school decreases by one. If the color of mana provided by a region is unclear (cave could be argued to provide either black or green), the DM decides on the color of mana.
White: Plains, Sky (Flying Cities)
Blue: Islands, Oceans, Beaches
Black: Swamps
Red: Mountains
Green: Forests
Arguable Lands: Cave (Green/Black), River (Blue/Green), Deserts (White/Red), ect.
Improved Planeswalking
At 14th level, you gain the ability to Planeswalk with other creatures. You can bring up to 8 creatures with you.
Planeswalker's Resilience
Beginning at 18th level, you have become a powerful and experienced Planeswalker and can Planeswalk whenever you are in danger to protect yourself. If your hit point were to drop to 0, whether by damage from an attack or the effect of an ability, your hit points do not change and you planeswalk to a different plane, chosen by the DM. This does not count towards your planeswalking ability per long rest. You cannot planeswalk like this again before taking a long rest.
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