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.
Planeswalkers can be born of anyone who possesses the spark. Any class or race may become a planeswalker but must have a soul. Artificial beings do not have the right soul or essence to hold a spark unless it acquiredby other means.
-You might cast instantaneously Plane Shift, to take you to a plane you have been in or have touched a creature or object who was created or born on the plane once when a stressfull situation occurs and you may only take yourself and your belongings with you. At level 11 you may cast with all the restrictions but as an action once every 2 weaks, needing no components. At level 17 you may cast Plane Shift once a day as an innate casting ability.
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 alone gives off an incredible amount of mana and the ability to extract mana from the Plane's mana sourses itself allowing the wielder to cast spells of a higher tier than normal in addition to its own natural ability.
- You cast spells a spellcaster may cast but do not learn them at the same rate. In addition, choose one level 1 or lower spell from any class spell list, you can cast it at will without spent a spell slot as a signature spell. Work with your DM to choose and establish it.
-Signature spells must be cast gathering mana from their sourse (color). Atunned spells with the righ mana color can be cast at will (as many times the DM says) otherwise Planeswalkers can force colorless mana to cast it but take 1d8 accumulated psychic damage for each cast attempted this way
Mana Sources are the Plane's terrain itself.
Red mana is gathering from the Mountains and Rocky Terrain.
Blue mana is gathering from Islands and Watery Terrain.
Green mana is gathering from Forests, Grasslands and Nature filled Terrains.
White mana is gathering from Plains, Deserts and Consecrated Terrains.
Black mana is gathering from Swamps, Graveyards and Polluted Urban Terrains.
Colorless mana is gathering from the Aether currents in the air.
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 or White.
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 and emotions based magic.
Illusion/Phantasm is primarily Blue.
Necromancy is primarily Black. While some healing spells are necromantic, most healing magic is White.
Wizards, Warlocks, Sorcerers and Clerics who ignite the spark gain plus 2 to their spell casting modifier and gain may add their proficiency bonus additional to any attack roll using spells of an school that match the color that represents you.
Monks, Fighters, Paladins, Rangers and Rogues who ignite the spark can increase any ability score of your choose by 2, also 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
Barbarians that ignite the spark receive one immunity based on their mana color. you can increase any ability score by 2 also increase one more time every 5 levels, max. 20. The Primal forms of nature nourishes you. As long as the Barbarians that ignite the spark is in Rage you can use your bonus action to gain temporary hit points equal to your Barbarian level plus your proficiency bonus and can be used again only when you have 0 temporary hit points
Bards who ignite the spark now understand the insane variety of people and types of creatures and beliefs in the same realm of existence. You can read all writing. 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 their proficiency bonus to rolls involving infusing spells into items.
Blood Hunters who ignite the spark gain 1 additional use for their Blood Maledict, also gain 1 more every 5 levels. As a master of Hemocraft Magic when any creature cursed by an amplified curse is dealt damage of any kind you are healed half as much damage (rounded up)
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