Something deep inside you has awakened. It was always there, but some exceptional event has unleashed its potential. You are a Planeswalker. A powerful being that can travel through the blind eternities to reach other worlds.
- Your true potential has been unlocked. Choose a ability score. Increase that ability score by 2. Your ability score maximums increase from 20 to 22. At 11th level, you may choose a second ability score. Increase that ability score by 2.
- You learn to Planeswalk across the blind eternities to other planes.
- Choose 3 cantrips from any spell list. You learn these cantrips and they become your signature spells. They are cast using a mental attribute (Intelligence, Wisdom, or Charisma) of your choice and may have additional effects associated with your spark. The DM has final approval on these cantrips. (Note: D&D Beyond does not allow altering the spellcasting ability for certain spells. You may have to calculate your spell attack modifiers and spell saves manually.)
Planeswalking
You concentrate for a minute and focus on a familiar plane. The spark that connects you to the vast multiverse pulls you through the blind eternities, transporting you to that plane.
You must have either traveled to, or touched something that originated on a plane to travel there. Anything you are wearing or carrying is transported with you, but you cannot transport other creatures. You can specify a target destination you know about in general terms, such as the island of Tolaria on the plane of Dominaria or the city of Thraben on the plane of Innistrad, and you appear in or near that destination. If you are trying to reach the city of Thraben, for example, you might arrive on the main thoroughfare, before the gates, or looking at the city from a nearby hilltop, at the DM's discretion.
Alternatively, if you are particularly familiar with a specific location on the plane, you can attempt to transport yourself to that specific location. The DM may or may not require a saving throw when using this method. On a fail, you are transported to somewhere generally nearby, as described above.
Additionally, once you reach 11th level, you may Planeswalk as an action. Due to the intense concentration required to focus on a distant plane and pull yourself safely across the blind eternities, you may not consciously Planeswalk during combat.
When Planeswalking, you leave behind an almost imperceptible tear in reality which can be detected by others nearby who also possess a spark. This tear can be used to allow allied Planeswalkers to follow you. As an action, you may also choose to close this tear from the other side, preventing hostile creatures from following you. Following someone in this manner reduces the time to Planeswalk to an action, regardless of level. Unless forcibly closed early, the tear seals itself after a minute.
You cannot Planeswalk while suffering from exhaustion.
Reactive Planeswalking
In combat, if you take damage which reduces you to 0 or fewer hit points, you may use your reaction to make a Constitution saving throw. The DC of this saving throw is equal to the damage you suffer beyond your hit point maximum. For example, if you were at 5 hit points and took 15 damage, the DC of the saving throw would be 10. 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.
(Note: This feat is meant to be awarded by the DM rather than chosen in place of an ASI. Use the "Attuned Spark" feat at level 11 to implement the upgrades gained at that level.)
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