Planeswalker Spark Image
Prerequisite: You must ignite a planeswalker spark within yourself.
 

Planeswalkers (or 'walkers) 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, natural being will be born with a planeswalker's spark. When that being is put through a period of extreme stress—in many cases death—the spark can trigger, causing the individual to ascend and become a planeswalker.

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. There are other beings who, through various means, are able to travel between planes, but they are not considered planeswalkers (Marit Lage, the Eldrazi, and the Myojin of Night's Reach are the best-known examples). Many prerevisionist characters were referred to as planeswalkers but may not actually have been; without any further information, they remain subject to debate. Ugin was able to bring Nicol Bolas to the Meditation Plane wrapped in his wings, though the Blind Eternities grievously injured and blinded Bolas, and it is implied that Bolas only survived the trip because he was a powerful Elder Dragon.

Planeswalkers can be born of anyone who possesses the spark. Any class or race may become a planeswalker.

Upon discovering the spark within yourself you learn the spell (Planar Shift).

The Planeswalker spark allows you to travel to any plane of existence but any plane you do not know will require a success roll which is increased by your WIS modifier. Any plane you have discovered you may freely planeswalk to at will but only near any place you have previously been on that plane.
You can however attempt to planeswalk to a random location in the plane.

The planeswalker spark gives off an incredible amount of mana allowing the wielder to cast spells of a higher tier than normal.
You cast spells a wizard may cast but do not learn them at the same rate.

A Planeswalker may learn only one school of magic per color. Below is a table referencing Mana color to  DND schools of magic.These D&D Schools of Magic correspond to these colors of mana.
Abjuration is primarily Blue.
Alteration/Transmutation is primarily Blue.
Conjuration/Summoning spells are limited to summoning of your color if learned through planeswalker spark
-Blue mana summons creatures of water and air.
-White mana summons creatures of air and those found in the plains, and "good" aligned races & creatures.
-Red summons creatures of earth or fire, or those normally found in mountains.
-Black summons undead, or creatures found in swamps, or outer-planar "evil" aligned creatures.
-Green summons creatures mostly found in forest.
Divination is primarily White.
Enchantment/Charm is universal for all color of mana.
Evocation/Invocation is primarily Red. Fire based magic.
Illusion/Phantasm is primarily Blue.
Necromancy is primarily Black. While some healing spells are necromantic, most healing magic is White.

Monks, Fighters, Paladins, Rangers and Rogues gain the following benefits

At Level 9 you may learn level 4 spells
At Level 11 you may learn level 5 spells
At level 14 you may learn level 6 spells
At level 17 you may learn level 7 spells
At Level 20 you may learn level 8 spells

The planeswalker may learn level 9 and 10 spells only being absorbing another spark within himself granting himself one higher level of spell casting.

Barbarians that ignite the spark receive one immunity based on there mana color. 

Classes that mainly use magic gain an additional use to one once per long rest spell and may change what that spell is at will however the effect may only be used once per short rest. You may also add 2 spell slots to any spell level you choose and gain one more color of mana.

Bards who ignite the spark now understand the insane variety of people and types of creatures and beliefs in the same realm of existence. Gain  2 CHA modifier and you may add one 5th level spell (at level 10), one 6th level spell (level 13), and one 7th level spell (level 16) that you may use once per long rest only.

Artificers who ignite the spark gain plus 2 to their spell casting modifier and gain may add there proficiency bonus to rolls involving infusing spells into items. 

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Planeswalker Spark Image

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