"Planeswalkers" (or "Walkers") are defined by their ability to travel between separate universes, dimensions, and/or "planes" of existence with relative ease. Conventional understanding of how Planeswalkers gain this ability, is still unknown / not understood, but most seem to agree a "Spark" is required. 'Igniting' this Spark 'awakens' a Planeswalker's planeswalking abilities, as well as being more in-tune with the mana from lands they've traversed and even channeling said magical power to augment their abilities.
A Planeswalker's Spark is largely thought to be a one-in-a-million thing in sentient beings, and having it 'ignite' is even rarer. There are other beings who, through various means, are able to travel between planes, but they are not considered Planeswalkers. Planeswalkers can be born at random in any sapient species, with no outward signs of their latent power. However, there is an incredibly remote chance that any given sentient and natural being will be born with a Planeswalker's spark. When that being is put through a period of extreme stress - in some cases, death the spark can be ignited, causing the individual to 'ascend' and become a Planeswalker. Highly significant and impactful moments in one's life, like euphoria or even moments of overwhelming will, have also seemed to ignite Planeswalker Sparks. Current understanding for a creature to become a Planeswalker or have a Spark is that they must have a 'soul' and/or be a mage of some kind. 'Artificial' creatures like Angels and Demons, which are manifestations of 'mana' or pure magic seemingly do not have the right 'soul' or 'essence' to hold a Spark, although there are also known instances of 'constructed' Planeswalkers, or even beings seemingly born without a Spark, eventually obtaining one; without more information and methods of experimentation or verification, whether Planeswalkers are born or made, whether their Sparks are a gift they're born with or can be somehow obtained otherwise, all remain subjects of much debate.
Like how every mage practices magic differently, every Planeswalker planeswalks slightly differently. Some can planeswalk swiftly; some more slowly. Some require great effort to planeswalk; some can do it with ease. Some can planeswalk again in a short amount of time; some can take a while. Some can carry more inorganic material with them; a rare few can planeswalk with organic material. Most can only planeswalk alone; rarer few can essentially open up entire portals lasting a minute or so. Some Planeswalkers have described their sense of other planes and planeswalking as akin to their peripheral senses.
Maximum of all Ability Scores are increased based on Proficiency Bonus. (e.g. Ability Score maximum = 25, if character's proficiency bonus is 5)
Increase 1 Ability Score by 2, or 2 different Ability Scores by 1 each.
- Planeswalk. You can now cast either Plane Shift or Teleport at will (choose one), requiring no material components, once per long rest. Casting time for either are 1 minute, and can only be casted on your self. Consult the 'Familiarity' table and section from the Teleport spell when planeswalking. A 'tuning fork' attuned to a specific location and plane constitutes as a permanent 'Associated Object'. Most Planeswalkers can follow most other Planeswalkers in the immediate wake of their planeswalk (DM's discretion).
- Planeswalker's Endurance. In combat, if you take damage which reduces you to 0 or fewer hit points, you may use your reaction to make a saving throw of your choice. The DC of this saving throw is equal to [ 8 ] - [ your proficiency bonus ] + [ the damage you suffer beyond your hit point maximum ] , e.g. if you were at 5 hit points, your proficiency bonus is 4, and took 15 damage, the DC of the saving throw would be 14 ( 8 - 4 [ proficiency ] + 15 [ damage taken ] - 5 [ HP ] ). If you succeed, rather than falling unconscious, you planeswalk away to a random plane determined by the DM (overriding the original ability's destination restrictions), arriving safely at 1 hit point and with 1d4 levels of exhaustion. If you've already used up your planeswalk charges, add 2 more levels of exhaustion.
- Mana. As a Planeswalker, you're able to draw substantial raw magical power in the form of 'mana' from the "Weave" or "Leylines" of different planes of existence that you have "attuned" to, augmenting and increasing the potency of your magic spells, skills, abilities, features, and/or even martial / combat prowess. BEFORE making ANY kind of roll, you may choose to add 4d4+4 per 'Mana' charge used to said roll.
- Magical Lifespan. Each plane of existence you "attune" to / the more mana charges you gain, the longer your lifespan gets by being magically prolonged due to the mana coursing and being channeled through you. (4d4+4 years per charge acquired, and/or DM's discretion)
- Mana Burst. A Planeswalker may choose to overextend their ability to draw mana, at the risk of potentially killing themselves. Before making any roll, decide how many extra charges of 'mana' are to be overextended in this way. For each additional charge of mana overextended, you gain 1d4 levels of exhaustion, which lasts for 1d4 weeks / tendays, e.g. overextended 2 charges = gain 2d4 levels of exhaustion, for 2d4 weeks / tendays. Each long rest counts as a 'day' (can only benefit from 1 long rest each 24 hours), and exhaustion levels only decrease by 1 per long rest after said 2d4 weeks / tendays as usual. Spells or effects of any kind that accelerate this process / reduce exhaustion levels are subject to the DM's discretion. A Planeswalker may die due to exhaustion this way before completing said mana burst. Roll percentile dice (d100). If you roll a number equal to or lower than your character level, you complete the mana burst, then immediately fall unconscious (0 HP), and planeswalk away to a random plane determined by the DM (overriding the original ability's destination restrictions). You may then make death saving throws at the DM's discretion.
- Upgrades. This feat, its Planeswalk and Mana features specifically, can be further improved and enhanced as you level up, and/or achieve further milestones in your character's narrative arc, etc, at the DM's discretion.
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Posted Oct 25, 2022UPGRADES:
Upgrades, improvements, and/or enhancements to this feat that can be gained, either as the character levels up, every 4 levels as per ASI, and/or achieve further milestones in the character's narrative arc, etc, at the DM's discretion. Recommended would just be a choice to forgo class upgrades, and pick an upgrade for this feat when a character levels up. Yes, some of this upgrades are meant for character levels above 20. Feel free to clone, modify, and adapt as you see fit. I'd love to hear constructive feedback and any other suggestions. Thanks.
Each bullet point is a specific kind of upgrade that can be acquired, and upgrades in numbered lists require the previous upgrade as a pre-requisite.
Some Planeswalkers may have their spark ignite with 1 or even 2 (random, chosen by player, or chosen by DM) upgrades already, at the DM's discretion.
PLANESWALK:
(base = 1 charge per long rest)
(base = self)
(base = 1 minute)
MANA:
Regain 1 charge per long rest
(base = 1 charge, max = proficiency bonus)
(base = 4d4+4)
Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object
Alternatively, as a 1 minute action (concentration), heal another creature (touch).
(Individual upgrades)
TIME WALK:
(Refer to Teleport spell table for similar 'temporal location' complications)