Planeswalker’S Spark (Intelligence) Image

This feature is special and setting specific. Please talk to your DM to make sure it is appropriate in their campaign before choosing it.

Introduction

Your spark, a powerful magical presence within you, has ignited due to some kind of trauma or near death experience you fell victim to. Immediately upon its ignition, you were tossed into the Blind Eternities, the space between universes where only planeswalkers and a few exceptional beings can survive. You then found yourself on another world without an explanation, but a feeling of new power surging from your core. With this power you have gained the ability to cast greater magic, and to travel between universes at will. 

Spark Points

You have a number of spark points equal your proficiency modifier. You can expend these points to planeswalk, and to cast any spells mentioned in the Spark Casting section below. You regain any expended spark points after a long rest.

Planeswalking

The defining characteristic of a planeswalker is their ability to travel the multiverse through planeswalking. You may spend a spark point to begin concentrating for the next minute on a location you wish to planeswalk. If you take damage while concentrating this way, make a Constitution saving throw to maintain concentration as if for a spell. On a failed save, you fail to planeswalk, losing any expended spark points.

The location you wish to go can be a specific place you have already been, a random place on a plane you are familiar with, or to a random place on a random plane you have never been before. When you planeswalk, you transition to the Blind Eternities and then to the plane you chose. If the space you are planeswalking to is occupied, you appear in the nearest unoccupied space to that location.

You can spend an additional spark point to bring objects that are not on your person, but are within 5 feet of you, and can fit within 5 foot cube. Organic material brought with a planeswalker cannot survive in the Blind Eternities, and is destroyed when passing through its doorway. Any organic items carried or brought with you this way, excluding any clothes being worn, are vaporized instantly.

Starting at 5th level, you may use an action and spend 2 spark points to planeswalk. Additionally, you gain the ability to follow other planeswalkers through their wakes. A wake remains  behind all planeswalkers when they walk. You may planeswalk through a wake to the same destination as the planeswalker that created it. A minute after its creation, the wake dissipates, and can no longer be travelled through.

Spark Casting

You learn a cantrip and two spells from the sorcerer's spell list. The two spells you choose must be of a level equal to or lower than your spark level. Your spark level is equal to your level divided by two, rounded up, with a maximum of 9. You can expend two spark points to cast the spells you choose at a level equal to your spark level. You may also cast those spells with spell slots you have from any class. Wisdom is your spellcasting ability for these spells.

Each time you level up, you may choose up to two new spells to replace the ones you already know using the spark limit as the maximum level you can choose.

Aetheric Summoning

Planeswalkers are masters of summoning creatures of other planes in the form of aetheric copies with signature abilities that mimic their sources. Planeswalkers grow to understand creatures they interact with for an extended period of time. A planeswalker is then able to pull and approximation of their understanding of that creature and form it from pure aether.

Once per long rest, you may use an action to summon a copy of a creature you have spent more than 8 hours in close proximity with, that is a challenge rating equal to half your level rounded down or less. The creature appears in an unoccupied space that you can see within 60 feet. The creature has health equal to half your health, rounded down, but otherwise uses the abilities and features of its source. This copy has no free will of its own, and disappears within an hour, or after you use an action to dismiss it.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and uses its move to avoid danger.

Previous Versions

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5/9/2023 3:27:16 AM
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Planeswalker’S Spark (Intelligence) Image

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