Below it my attempt at creating my own class and wanted some feedback (be gentle). Im sure lots of tweaks could be mad but I am pretty happy with how it turned out.
Planecrafter
The city guard strolls across the stone streets grumbling to herself about having to check another noise complaint in the upper district. A faint shimmering outline in the middle of the street gives off a distant cry like it is coming from miles away. Moving slowly closer there is a sudden shunt in the air and a gaunt teifling dressed in flowing grey robes apparates before her. Tendrils of energy follow him and the guard drops to the ground screaming in fear seeing flashes of mist filled creatures in her peripheries but never clearly in front of her. The teifling laughs slowly and leans down to grab a set of keys off the guard before another snap of air and they vanish leaving the trembling guard on the ground.
Months of calculations and setting runes to the table are at a close. The dwarven person with a beard as long as they are tall finishes the last rune and steps back as a tear in the walls of the planes spreads until a tunnel is created. Calling a single name a 15 ft hooved demon emerges from the hole and bellows before bending a grotesque knee to its planar master. The dwarf turns and utters the single word, "follow" marching to the chamber door.
Hordes of Goblins swarm the edges of the farm killing calves and sheep in delight. The farmstead door flies open as two young children look out from behind their older sibling’s thin legs. The goblins lung toward him in glee before their eyes go wide. “Wrong House!” says the thin man as a wall of flame erupts forward from him wiping a swatch of goblins from the field. Following closely behind, 3 beings made from electrical energy chase down and clear the stragglers.
Planecrafters link their lives to the planes beyond the material making themselves gateways between realms. They control this gateway with superior knowledge of runes and the interplanar web manipulating the opening to bring forth bouts of power or entities from beyond. It takes control and precision to hone and focus such power but the reward of power is worth the work for any Planecrafter.
Utilizers of the Multivers
The world of DnD is one where there is not just one plane of existence but multiple that are layered together in a web of connections. In some spaces the connections are solid doors and others faded cloth. While others still are simple rips in reality. Studying this interaction, location of and the stacking of planes. The Planecrafter begins to understand the language of the planar universe. They know how to move themselves and others through it or call upon elements through it in times of needed power.
Focus on the Planes Beyond
To people of the material plane Planecrafters seem crazed with things out of touch in reality. Though studied well they can seem focused on something others do not find tangible in any way. In certain circles of arcane educated individuals they are revered for the precise ways of their studies and the rare knowledge they can uncover. At the end of it all the view of a planecrafter is often reliant on how and why they study the multiverse.
Creating a Planecrafter
As you create your own Planecrafter, focus on what their fascination with the planes beyond is. What drove them to commit such focus and study to pursue knowledge of how the multiverse is connected. Then decide what moment truly unlocked their understanding of using the found knowledge to focus energy. Did they lose someone to a contract with a demon and began researching their plane to get them back? Did they hear whispers in the night as they dreamed of a world just beyond, and that fascination drove them wild.
The stories could be endless and working with your DM could prove to make some exciting backgrounds about the bridge between fascination, study and discovery of the powers obtainable from beyond.
You can make a Planescrafter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Charisma. Second, choose the Sage Background. Third, choose Thunderclap, Message, Mage Hand and Frostbite Cantrip and the 1st level spells Find Familiar and Chaos Bolt..
Level
Proficiency
Bonus
Mana
Features
Cantrips
Known
Spells
Known
Maximum Spell Level
1st
+2
4
Spellcasting, Mana
4
2
1st
2nd
+2
6
Planar Discipline
4
2
1st
3rd
+2
14
Practiced Summoner
4
3
2nd
4th
+2
17
Ability Score Improvement
5
3
2nd
5th
+3
27
5
3
3rd
6th
+3
32
Planar Discipline Feature
5
3
3rd
7th
+3
38
Planar Mana Flow
5
3
4th
8th
+3
44
Ability Score Improvement
5
4
4th
9th
+4
57
5
4
5th
10th
+4
64
Planar Discipline Feature
6
4
5th
11th
+4
73
6
5
6th
12th
+4
78
Ability Score Improvement
6
5
6th
13th
+5
83
Skilled Summoner
6
5
7th
14th
+5
88
Planar Discipline feature
6
6
7th
15th
+5
94
6
6
8th
16th
+5
99
Ability Score Improvement
6
6
8th
17th
+6
107
7
7
9th
18th
+6
114
Perfected Planar Connection
7
7
9th
19th
+6
123
Ability Score Improvement
7
7
9th
20th
+6
133
Planar Discipline feature
7
8
9th
Planescrafter Spells
Level
All
Abysall
Ethereal
Elemental
C
All but Eldritch Blast
Fire Bolt
Chill Touch
Ray of Frost
1
Find Familiar
Arms of Hadar
Command
Silent Image
Unseen Servant
Create or Destroy Water
Detect Magic
Identify
Floating Disk
Sanctuary
Chaos Bolt
Witch Bolt
Hellish Rebuke
Hex
Cure Wounds
Ray of Sickness
Absorb Elements, Chromatic Orb,
2
Find Steed
Summon Bestial Spirits
Magic Mouth
Dust Devil
Darkness
Phantasmal Force
Skywrite
Web
Locate Object
See Invisibility
Wristpocket
Arcane Lock
Mirror Image
Misty Step
Rope Trick
Acid Arrow,
Crown of Madness
Ray of Enfeeblement
Invisibility
Flaming Sphere
Maximilian's Earthen Grasp
3
Conjure Animals
Summon Fey Spirits
Summon Lesser Demon
Summon Shadow Spirit
Summon Undead Spirit
Sending
Dispel Magic
Hunger of Hadar
Magic Circle
Major Image
Spirit Guardians
Create Food and Water
Phantom Steed
Glyph of Warding
Thunder Step
Tiny Servant
Tongues
Blink
Firball
Bestow Curse
Gaseous form
Life Transference
Call Lightning
Tidal Wave
4
Conjure Minor Elementals
Conjure Woodland Beings
Find Greater Steed
Giant Insect
Guardian of Faith
Summon Aberrant Spirit
Summon Elemental Spirit
Summon Greater Demon
Banishment
Contact Other Plane
Black Tentacles
Charm Monster
Dominate beast
Phantasmal Killer
Resilient Sphere
Private Sanctum
Arcane Eye
Faithful Hound
Dimension Door
Galder’s Speedy Courier
Leomund’s Secret Chest
Vitriolic Sphere
Shadow of Moil
Greater Invisibility
Blight
Storm Sphere
Fire Sheild
5
Conjure Elemental
Infernal Calling
Summon Celestial Spirit
Temporal Shunt
Arcane Hand
Danse Macabre
Dominate Person
Hallow
Hold Monster
Insect Plague
Planar Binding
Creation
Scrying
Tree Stride
Far Step
Teleportation Circle
Contact Other Plane
Contagion
Immolation
Raise Dead
Enervation
Cone of Cold
Wall of Stone
6
Conjure Fey
Planar Ally
Summon Fiendish Spirit
Create Undead
Guards and Wards
Mental Prison
Programed Illusion
Create Homunculus
Wind Walk
Arcane Gate
Instant Summons
Scatter
Forbiddance
Antimagic Shell
7
Conjure Celestial
Plane Shift
Forcecage
Project Image
Magnificent Mansion
Etherealness
Teleport
8
Maze
Antimagic Field
Dark Star
Dominate Monster
Reality Break
Illusory Dragon
Demiplane
9
Astral Projection
Gate
Imprisonment
Time Stop
Ravenous Void
Class Features
As a Planecrafter, you gain the following class features
Hit Points
Hit Dice: 1d6 per Planecrafter Level
Hit Points at 1st Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Planecrafter level after 1st
Skills: Choose two from Arcana, Investigation, History, Religion, Animal Handling, Intimidation, Persuasion
Equipment: You start with the following equipment, in addition to the equipment granted by your background
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) an explorer’s pack
Leather armor, calligraphy tools and a whip
Spellcasting
Your Link to other planes and the multiverse has granted you manipulation over the energy within them. This energy, called mana, fuels your ability to cast Spells. See Spells Rules for the general rules of spellcasting and use the Spell Listing above.
Cantrips
At 1st level, you know four cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.
Mana
Planescrafters are unique in comparison to their spell-casting counterparts as they do not use spell slots but rather utilize an energy called mana. They use this mana for many things beyond casting spells but also to fuel the unique abilities granted to them as planescrafters. The leveling table will show you how much mana you have at each level.
The following table shows how much mana you will need to expend to cast your planecrafter spells of 1st level and higher. To cast a spell at a higher level you must expend mana at the cost of that higher level and have access to cast spells at that planecrafter level.
Spell Level
Mana Cost
1
2
2
3
3
5
4
10
5
25
6
35
7
½ max mana rounded up
8
½ max mana rounded up
9
½ max mana rounded up
For example, if you know the 1st-level spell Mage Armor and 2 Mana you can expend that mana to cast the spell.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Planecrafter spell list.
The Spells Known column of the table shows when you learn more Planecrafter spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Planecrafter spells you know and replace it with another spell from the planecrafter spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Planecrafter spells, since the power of your magic relies on your ability to understand the intricate network that is the planar map. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Planecrafter spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your planecrafter spells.
Planar Discipline
Choose a plansecrafter discipline, which is related to the plane within the planar map that you choose to hone your studies. Your choice grants you features when you choose it at 2nd level and again at 6th, 10th, 14th, and 20th. Your planar discipline grants you access to additional spells that you gain at noted planecrafter level above as well as a signature cantrip. These spells do not count against the number of spells you know.
Practiced Summoner
When you reach 3rd level, your practice in pulling being from other planes has grown into a talent closely relating to your planar focus. Any spell that summons another creature and has a materiel cost is halved in cost. Additionally the physical form of your summons takes on the physical appearance of the plane which you draw your focus. All stats remain the same. But your conjure animals can seem ghostly for ethereal or flow like water for elemental.
Ability Score Improvement
When you reach 4th level and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can’t increase an ability score above 20 using this feature. If your DM agrees you can choose a feat instead of increasing your ability score.
Planar Mana Flow
Starting at 7th level your knowledge of the planar weave allows you to replenish your strength through it. Once per day during a short rest you can inscribe runes on a flat surface with at least a 5 foot diameter creating a connection to the channels between planes. You meditate for the remaining time while touching these runes to regain mana. Roll 2d6 and add your intelligence modifier gaining back that much mana. This expends 2 hit die. The amount of mana you gain cannot increase your mana pool beyond the maximum. At 13th level the number of d6 increases to 4 and expends 4 hit dice. At level 17th level it increases to 6.
Potent Spellcasting
Starting at 13th, you add your intelligence modifier to the damage you deal with any planecrafter cantrip.
Perfected Planar Connection
Starting at level 18 Your mind has grasped such a strong understanding of how planes and realities intertwine that you expand your abilities to think in multiple trains of thought. You can concentrate on 2 separate spells at once. If you are to fail a concentration check you lose concentration on both spells.
Disciplines
The other planes of existence are more different from each other than could be said they are different than our own. Planecrafters are brilliant in dedication to study but to truly gain knowledge they need to focus on just one of the planes on the planar map.
Ethereal
The Ethereal Plane is a misty, fog-bound dimension that is coexistent with the Material Plane and often other planes as well. Travelers within the Ethereal Plane describe the plane as a collection of swirling mists and colorful fogs. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy. Ethereal denizens watch the Material Plane as though viewing it through distorted and frosted glass. Denizens of it include Ghosts and creatures born between planes such as phase spiders.
Ethereal Fragments
Starting when you choose this Discipline, when you hit a creature with a single target cantrip or a creature fails a saving throw on a single target cantrip from you, a medium sized invisible fragment of a spirit from the ethereal plane appears within 5 feet of the creature. The fragment must appear in an open space within 5 feet of that creature but can take up the space of another creature. Only you can see the fragment unless spotted by one who can see into the ethereal plane. An ethereal fragment has 5 hp and 10 ac but can only be damaged by single target attacks. Each fragment last for up to 10 minutes. While within 300 ft of a fragment you can interact with it in any future Ethereal abilities.
You gain vision within a 10 foot radius of a fragment as if you had dark vision.
As a reaction you can spend 1 mana to impose disadvantage on one attack done by or advantage on one attack against a creature within 5 feet of a fragment.
Ethereal Step
Starting at 6th level you can move ethereal fragments you control by expanding your own movement. Additionally as a bonus action you can change position with an ethereal fragment by spending 1 mana. At the end of your turn you can choose to spend another 1 mana to change positions back.
Phantom Armor
Starting at 10th level, you can shape the phantom like mist of the ethereal plane to protect others. When you deal damage to a creature with a cantrip you can expend any amount of mana to grant a shield with hit points equal to the amount of spent mana to a creature within 15 feet of the creature damaged. The shield last up to 10 minutes. This ability can stack with temp hp and takes damage before temp hp or the creature would.
Otherplanar Scream
Starting at level 14 you can break the boundaries of the ethereal plane near your fragments. As an action you can spend 7 mana and expend any number of fragments causing them to appear spectrally in any form you desire. For each fragment spent all creatures within 15 feet of the fragment must make a Wisdom saving throw against your spell DC or become frightened for 3 rounds. The creature must drop anything it is holding and spend its movement and action moving away from the fragment. You can do this 3 times before needing to complete a long rest.
Ghostly Snap
Starting at level 20 you can easily pass not only yourself but others to the ethereal plane. You gain the ability to spend 1 mana to see into the ethereal plane 15 feet for 10 minutes.
As an action you can have any number of creatures within 15 feet of any of your fragments make a charisma save against your spell save DC (they can choose to fail if they like). Any creature that fails and you are transported to the ethereal plane until the end of your next turn. While you are in the ethereal plane your fragments remain where you were before, you have access to your full pool of mana and you gain an additional action. At the end of your next turn all creatures that traveled with you are brought back but you can place them at any location within 15 feet of any of your ethereal fragments.
Once you do so you must finish a long rest before you can use this feature again.
Abyssal
The Abyss embodies all that is perverse, gruesome, and chaotic. Its virtually endless layers spiral downward into ever more appalling forms. Each layer of the Abyss boasts its own horrific environment. Although no two layers are alike, they are all harsh and inhospitable. Each layer also reflects the entropic nature of the Abyss. In fact, much of what one sees or touches on the plane seems to be in a decaying, crumbling, or corroded state. Demons claim the layers of the abyss as home.
Demonic Minions
Starting when you choose this Discipline, you learn the abyssal language.
Additionally, when you hit a creature with a single target cantrip or a creature fails a saving throw on a single target cantrip from you, you summon a tiny demonic minion that takes the shape of your choice. You can have a maximum number of Demonic Minions equal to your intelligence modifier. The demonic minion lasts for 10 minutes or until expended. The demonic minion resides within your space for its duration.
When you or an ally deals damage to a creature within 60 ft you may use your reaction to spend 1 mana to send any number of demonic minions at the damaged creature. Each minion deals 1d4 poison, slashing or acid damage (your choice) and is expended. This damage dice goes up to 1d6 at level 8, 1d8 at level 14, and 1d12 at level 20.
Demonic hound
Starting at level 6 you gain a connection to a hound of the demonic plane. The hound takes the shape of your choice and is a medium creature. Your demonic hound has hp equal to 3 times your planecrafter level,Saving throws and AC equal to your own, and is immune to fire/acid and poison damage as well as the poison condition. As a bonus action you can command your demonic hound to move up to your movement plus 10 and make a single attack at a range of 5ft. The attack roll uses your spellcasting attack roll and deals 1d8 + your intelligence modifier of fire damage. The damage increases to 1d12 at level 12 and 2d8 at level 18.
The hound appears in a space within 5 feet of you at the start of any combat if you choose. It lasts for 1 minute, until killed or dismissed.
You can spend any amount of mana as a bonus action to heal the hound the amount spent. This cannot exceed the hounds base health.
Malevolent Miasma
Starting at level 10 you can easily connect to the abyssal plane through permeable gates. As an action you can open one of these permeable gates at a space within 15 feet of you. A toxic acidic gas pours from this gate and bends as if alive to your will. Starting at the gate you shape the gas spending 2 mana per 5ft cube you wish to fill. The vile gas obscures the space and last for 5 minutes or until a strong wind dissipates it. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw against your spell save DC. The creature takes 2d8 acid damage on a failed save and one point of exhuastion, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. You can use this ability once before finishing a short rest.
Contract with the Abyss
Starting at level 14 you learn from the ways of the Abyss how Demonic Contracts work and can weave one of your own. As an action choose a creature at a range of 60 ft. A tear in the planar wall begins to form within 10 feet of the creature. That creature must make a Charisma saving throw against your spell save DC. On a fail the gate rips open and an Abyssal Beast taking the shape of your choice is drawn forth. Choose how much mana you wish spend and set the Abyssal Beast’s health to that amount + 10. It has an AC of 14 and a + 3 to all saves, immunity to acid and fire damage, resistance to non-magical damage and is a large creature. It is immune to the charmed and frightened condition. The attack stats of this creature are on the chart below.
Mana Spent/Starting Health
Attack Roll
Range
Attacks per Action
Damage Dice
1-30 (+ 10HP)
+5 to hit
5ft
One attack per action
1d8+2 Dmg slashing
31-60 (+ 10HP)
+7 to hit
5ft
One attack per action
1d10+4 Dmg slashing
60-90 (+ 10HP)
+7 to hit
10ft
Two attacks per action
1d10+4 Dmg
slashing
90+ (+ 10HP)
+7 to hit
15ft
Two attacks per action
1d12+4 Dmg slashing
Gate Summons
Starting at level 20 when you draw creatures to you from other planes the passage you create often draws others. When you cast any spell that summons a creature with a CR you may expend 4 mana and choose one fiend of CR less than the CR of your summon to appear for 2 rounds. The creature acts fully under your control but cannot summon additional creatures if it has access to those abilities.
Elemental
The elemental plane surrounds and enfolds the Material Plane and its echoes, providing the raw elemental substance from which all worlds were made. The four sectors of it — Air, Earth, Fire, and Water — form a ring around the Material Plane, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. The inhabitants of the elemental planes are diverse at its borders but further in only elementals and beings of pure elemental energy can survive the elemental chaos.
Wisps of the Elements
Starting at 2nd level, your magic attracts the most base creatures of the elemental planes. When deal damage to a creature with a single target cantrip an elemental wisp of the type of your choice is drawn forth floating around that creature in its same space. Choose between Fire, Cold, Lightning or Thunder. The wisp lasts for 1 minute, until dismissed or until a creature spends its action to shake the wisp free. At the start of a creatures turn affected by the wisp they take damage equal to your spell casting modifier of the corresponding type. A creature can have only one wisp affecting it at a time.
Shifting Elements
Starting at level 6, the chaos of the Elemental plane that fuels your power, comes under your control with continued study. Whenever you or a summon you control deals damage to a creature you may spend 1 mana to convert the damage type to your choice of lightning, fire, cold, or thunder dmg.
Primordial Wave
Starting at 10th level, you may use your action and any amount of mana to cause series waves of elemental energy to pour forth a rift you create at a point of your choosing within 120ft. For each 5 points of mana you spend the radius of the affected sphere is increased by 5 ft. Each creature in that space must make a dexterity saving throw against your spell save dc. On a fail they take 5d6 dmg of the type of your choice plus 5d6 dmg of a different from(Bludgeoning, Fire, Lightning, Cold, or Thunder) and or half the damage on a save. That area becomes difficult terrain. At the start of each of your following turns you may spend the same amount of mana to repeat the process from the same point. When you use this ability you cannot use it again until you finish a short or long rest.
Expanded Focus Spell
Starting at 14th level you begin to focus study on a more specific region of the elemental plane and gain knowledge of spell from that plane. Choose one between Whirlwind, Bones of the Earth, FireStorm, Otiluke’s Freezing Sphere, or Chain Lightning. You gain access to this spell to cast using your mana as normal. For this spell any creature that takes damage is affected by your elemental wisp. Additionally once per short rest you may cast this spell at 7th level using 25 mana, during this cast you may also choose to spend the remaining mana you have to have it deal max damage for its duration.
Primordial Self
Starting at level 20 you use your own body as a gate to elemental plane drawing upon the elements at all times. You gain a flying speed of 30ft, A burrow speed of 20ft during which you lose your ability to sense normally (sight, sound, smell), and a swimming speed of 30ft. You also gain the ability to breath underwater and are resistant to fire, lightning, and cold damage.
I like the concept although in my opinion spell slots are just a better option. I get mana is more versatile but there isn’t an in game lore reason for mana anyways. I also like that with spell slots players have to be more tactical with it instead of spamming your strong spells and running out quickly.
Plus there is a mana option for all classes in the DMG anyways so it would make sense just to make it for spell slots instead by default. If you super duper want mana, then maybe have class abilities cost mana.
Overall though, nearly no players would play this in their games due to the forcing of mana based spells onto players. I just see players playing other classes with spell slots with mana options with variant rules. Plus if someone wants to play this class with spell slots it would be impossible to get an exact number of each slot with a default mana system due to how mana is just a big pool. Using spell slots though with the optional mana rule is convertible into mana.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Below it my attempt at creating my own class and wanted some feedback (be gentle). Im sure lots of tweaks could be mad but I am pretty happy with how it turned out.
Planecrafter
The city guard strolls across the stone streets grumbling to herself about having to check another noise complaint in the upper district. A faint shimmering outline in the middle of the street gives off a distant cry like it is coming from miles away. Moving slowly closer there is a sudden shunt in the air and a gaunt teifling dressed in flowing grey robes apparates before her. Tendrils of energy follow him and the guard drops to the ground screaming in fear seeing flashes of mist filled creatures in her peripheries but never clearly in front of her. The teifling laughs slowly and leans down to grab a set of keys off the guard before another snap of air and they vanish leaving the trembling guard on the ground.
Months of calculations and setting runes to the table are at a close. The dwarven person with a beard as long as they are tall finishes the last rune and steps back as a tear in the walls of the planes spreads until a tunnel is created. Calling a single name a 15 ft hooved demon emerges from the hole and bellows before bending a grotesque knee to its planar master. The dwarf turns and utters the single word, "follow" marching to the chamber door.
Hordes of Goblins swarm the edges of the farm killing calves and sheep in delight. The farmstead door flies open as two young children look out from behind their older sibling’s thin legs. The goblins lung toward him in glee before their eyes go wide. “Wrong House!” says the thin man as a wall of flame erupts forward from him wiping a swatch of goblins from the field. Following closely behind, 3 beings made from electrical energy chase down and clear the stragglers.
Planecrafters link their lives to the planes beyond the material making themselves gateways between realms. They control this gateway with superior knowledge of runes and the interplanar web manipulating the opening to bring forth bouts of power or entities from beyond. It takes control and precision to hone and focus such power but the reward of power is worth the work for any Planecrafter.
Utilizers of the Multivers
The world of DnD is one where there is not just one plane of existence but multiple that are layered together in a web of connections. In some spaces the connections are solid doors and others faded cloth. While others still are simple rips in reality. Studying this interaction, location of and the stacking of planes. The Planecrafter begins to understand the language of the planar universe. They know how to move themselves and others through it or call upon elements through it in times of needed power.
Focus on the Planes Beyond
To people of the material plane Planecrafters seem crazed with things out of touch in reality. Though studied well they can seem focused on something others do not find tangible in any way. In certain circles of arcane educated individuals they are revered for the precise ways of their studies and the rare knowledge they can uncover. At the end of it all the view of a planecrafter is often reliant on how and why they study the multiverse.
Creating a Planecrafter
As you create your own Planecrafter, focus on what their fascination with the planes beyond is. What drove them to commit such focus and study to pursue knowledge of how the multiverse is connected. Then decide what moment truly unlocked their understanding of using the found knowledge to focus energy. Did they lose someone to a contract with a demon and began researching their plane to get them back? Did they hear whispers in the night as they dreamed of a world just beyond, and that fascination drove them wild.
The stories could be endless and working with your DM could prove to make some exciting backgrounds about the bridge between fascination, study and discovery of the powers obtainable from beyond.
You can make a Planescrafter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Charisma. Second, choose the Sage Background. Third, choose Thunderclap, Message, Mage Hand and Frostbite Cantrip and the 1st level spells Find Familiar and Chaos Bolt..
Level
Proficiency
Bonus
Mana
Features
Cantrips
Known
Spells
Known
Maximum Spell Level
1st
+2
4
Spellcasting, Mana
4
2
1st
2nd
+2
6
Planar Discipline
4
2
1st
3rd
+2
14
Practiced Summoner
4
3
2nd
4th
+2
17
Ability Score Improvement
5
3
2nd
5th
+3
27
5
3
3rd
6th
+3
32
Planar Discipline Feature
5
3
3rd
7th
+3
38
Planar Mana Flow
5
3
4th
8th
+3
44
Ability Score Improvement
5
4
4th
9th
+4
57
5
4
5th
10th
+4
64
Planar Discipline Feature
6
4
5th
11th
+4
73
6
5
6th
12th
+4
78
Ability Score Improvement
6
5
6th
13th
+5
83
Skilled Summoner
6
5
7th
14th
+5
88
Planar Discipline feature
6
6
7th
15th
+5
94
6
6
8th
16th
+5
99
Ability Score Improvement
6
6
8th
17th
+6
107
7
7
9th
18th
+6
114
Perfected Planar Connection
7
7
9th
19th
+6
123
Ability Score Improvement
7
7
9th
20th
+6
133
Planar Discipline feature
7
8
9th
Planescrafter Spells
Level
All
Abysall
Ethereal
Elemental
C
All but Eldritch Blast
Fire Bolt
Chill Touch
Ray of Frost
1
Find Familiar
Arms of Hadar
Command
Silent Image
Unseen Servant
Create or Destroy Water
Detect Magic
Identify
Floating Disk
Sanctuary
Chaos Bolt
Witch Bolt
Hellish Rebuke
Hex
Cure Wounds
Ray of Sickness
Absorb Elements, Chromatic Orb,
2
Find Steed
Summon Bestial Spirits
Magic Mouth
Dust Devil
Darkness
Phantasmal Force
Skywrite
Web
Locate Object
See Invisibility
Wristpocket
Arcane Lock
Mirror Image
Misty Step
Rope Trick
Acid Arrow,
Crown of Madness
Ray of Enfeeblement
Invisibility
Flaming Sphere
Maximilian's Earthen Grasp
3
Conjure Animals
Summon Fey Spirits
Summon Lesser Demon
Summon Shadow Spirit
Summon Undead Spirit
Sending
Dispel Magic
Hunger of Hadar
Magic Circle
Major Image
Spirit Guardians
Create Food and Water
Phantom Steed
Glyph of Warding
Thunder Step
Tiny Servant
Tongues
Blink
Firball
Bestow Curse
Gaseous form
Life Transference
Call Lightning
Tidal Wave
4
Conjure Minor Elementals
Conjure Woodland Beings
Find Greater Steed
Giant Insect
Guardian of Faith
Summon Aberrant Spirit
Summon Elemental Spirit
Summon Greater Demon
Banishment
Contact Other Plane
Black Tentacles
Charm Monster
Dominate beast
Phantasmal Killer
Resilient Sphere
Private Sanctum
Arcane Eye
Faithful Hound
Dimension Door
Galder’s Speedy Courier
Leomund’s Secret Chest
Vitriolic Sphere
Shadow of Moil
Greater Invisibility
Blight
Storm Sphere
Fire Sheild
5
Conjure Elemental
Infernal Calling
Summon Celestial Spirit
Temporal Shunt
Arcane Hand
Danse Macabre
Dominate Person
Hallow
Hold Monster
Insect Plague
Planar Binding
Creation
Scrying
Tree Stride
Far Step
Teleportation Circle
Contact Other Plane
Contagion
Immolation
Raise Dead
Enervation
Cone of Cold
Wall of Stone
6
Conjure Fey
Planar Ally
Summon Fiendish Spirit
Create Undead
Guards and Wards
Mental Prison
Programed Illusion
Create Homunculus
Wind Walk
Arcane Gate
Instant Summons
Scatter
Forbiddance
Antimagic Shell
7
Conjure Celestial
Plane Shift
Forcecage
Project Image
Magnificent Mansion
Etherealness
Teleport
8
Maze
Antimagic Field
Dark Star
Dominate Monster
Reality Break
Illusory Dragon
Demiplane
9
Astral Projection
Gate
Imprisonment
Time Stop
Ravenous Void
Class Features
As a Planecrafter, you gain the following class features
Hit Points
Hit Dice: 1d6 per Planecrafter Level
Hit Points at 1st Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Planecrafter level after 1st
Proficiencies
Armor: Light
Weapons: Daggers, Darts, Slings, Quarterstaffs, Whips, Light Crossbows
Tools: Calligrapher’s tools
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Investigation, History, Religion, Animal Handling, Intimidation, Persuasion
Equipment: You start with the following equipment, in addition to the equipment granted by your background
Spellcasting
Your Link to other planes and the multiverse has granted you manipulation over the energy within them. This energy, called mana, fuels your ability to cast Spells. See Spells Rules for the general rules of spellcasting and use the Spell Listing above.
Cantrips
At 1st level, you know four cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.
Mana
Planescrafters are unique in comparison to their spell-casting counterparts as they do not use spell slots but rather utilize an energy called mana. They use this mana for many things beyond casting spells but also to fuel the unique abilities granted to them as planescrafters. The leveling table will show you how much mana you have at each level.
The following table shows how much mana you will need to expend to cast your planecrafter spells of 1st level and higher. To cast a spell at a higher level you must expend mana at the cost of that higher level and have access to cast spells at that planecrafter level.
Spell Level
Mana Cost
1
2
2
3
3
5
4
10
5
25
6
35
7
½ max mana rounded up
8
½ max mana rounded up
9
½ max mana rounded up
For example, if you know the 1st-level spell Mage Armor and 2 Mana you can expend that mana to cast the spell.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Planecrafter spell list.
The Spells Known column of the table shows when you learn more Planecrafter spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Planecrafter spells you know and replace it with another spell from the planecrafter spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Planecrafter spells, since the power of your magic relies on your ability to understand the intricate network that is the planar map. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Planecrafter spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your planecrafter spells.
Planar Discipline
Choose a plansecrafter discipline, which is related to the plane within the planar map that you choose to hone your studies. Your choice grants you features when you choose it at 2nd level and again at 6th, 10th, 14th, and 20th. Your planar discipline grants you access to additional spells that you gain at noted planecrafter level above as well as a signature cantrip. These spells do not count against the number of spells you know.
Practiced Summoner
When you reach 3rd level, your practice in pulling being from other planes has grown into a talent closely relating to your planar focus. Any spell that summons another creature and has a materiel cost is halved in cost. Additionally the physical form of your summons takes on the physical appearance of the plane which you draw your focus. All stats remain the same. But your conjure animals can seem ghostly for ethereal or flow like water for elemental.
Ability Score Improvement
When you reach 4th level and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can’t increase an ability score above 20 using this feature. If your DM agrees you can choose a feat instead of increasing your ability score.
Planar Mana Flow
Starting at 7th level your knowledge of the planar weave allows you to replenish your strength through it. Once per day during a short rest you can inscribe runes on a flat surface with at least a 5 foot diameter creating a connection to the channels between planes. You meditate for the remaining time while touching these runes to regain mana. Roll 2d6 and add your intelligence modifier gaining back that much mana. This expends 2 hit die. The amount of mana you gain cannot increase your mana pool beyond the maximum. At 13th level the number of d6 increases to 4 and expends 4 hit dice. At level 17th level it increases to 6.
Potent Spellcasting
Starting at 13th, you add your intelligence modifier to the damage you deal with any planecrafter cantrip.
Perfected Planar Connection
Starting at level 18 Your mind has grasped such a strong understanding of how planes and realities intertwine that you expand your abilities to think in multiple trains of thought. You can concentrate on 2 separate spells at once. If you are to fail a concentration check you lose concentration on both spells.
Disciplines
The other planes of existence are more different from each other than could be said they are different than our own. Planecrafters are brilliant in dedication to study but to truly gain knowledge they need to focus on just one of the planes on the planar map.
Ethereal
The Ethereal Plane is a misty, fog-bound dimension that is coexistent with the Material Plane and often other planes as well. Travelers within the Ethereal Plane describe the plane as a collection of swirling mists and colorful fogs. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy. Ethereal denizens watch the Material Plane as though viewing it through distorted and frosted glass. Denizens of it include Ghosts and creatures born between planes such as phase spiders.
Ethereal Fragments
Starting when you choose this Discipline, when you hit a creature with a single target cantrip or a creature fails a saving throw on a single target cantrip from you, a medium sized invisible fragment of a spirit from the ethereal plane appears within 5 feet of the creature. The fragment must appear in an open space within 5 feet of that creature but can take up the space of another creature. Only you can see the fragment unless spotted by one who can see into the ethereal plane. An ethereal fragment has 5 hp and 10 ac but can only be damaged by single target attacks. Each fragment last for up to 10 minutes. While within 300 ft of a fragment you can interact with it in any future Ethereal abilities.
You gain vision within a 10 foot radius of a fragment as if you had dark vision.
As a reaction you can spend 1 mana to impose disadvantage on one attack done by or advantage on one attack against a creature within 5 feet of a fragment.
Ethereal Step
Starting at 6th level you can move ethereal fragments you control by expanding your own movement. Additionally as a bonus action you can change position with an ethereal fragment by spending 1 mana. At the end of your turn you can choose to spend another 1 mana to change positions back.
Phantom Armor
Starting at 10th level, you can shape the phantom like mist of the ethereal plane to protect others. When you deal damage to a creature with a cantrip you can expend any amount of mana to grant a shield with hit points equal to the amount of spent mana to a creature within 15 feet of the creature damaged. The shield last up to 10 minutes. This ability can stack with temp hp and takes damage before temp hp or the creature would.
Otherplanar Scream
Starting at level 14 you can break the boundaries of the ethereal plane near your fragments. As an action you can spend 7 mana and expend any number of fragments causing them to appear spectrally in any form you desire. For each fragment spent all creatures within 15 feet of the fragment must make a Wisdom saving throw against your spell DC or become frightened for 3 rounds. The creature must drop anything it is holding and spend its movement and action moving away from the fragment. You can do this 3 times before needing to complete a long rest.
Ghostly Snap
Starting at level 20 you can easily pass not only yourself but others to the ethereal plane. You gain the ability to spend 1 mana to see into the ethereal plane 15 feet for 10 minutes.
As an action you can have any number of creatures within 15 feet of any of your fragments make a charisma save against your spell save DC (they can choose to fail if they like). Any creature that fails and you are transported to the ethereal plane until the end of your next turn. While you are in the ethereal plane your fragments remain where you were before, you have access to your full pool of mana and you gain an additional action. At the end of your next turn all creatures that traveled with you are brought back but you can place them at any location within 15 feet of any of your ethereal fragments.
Once you do so you must finish a long rest before you can use this feature again.
Abyssal
The Abyss embodies all that is perverse, gruesome, and chaotic. Its virtually endless layers spiral downward into ever more appalling forms. Each layer of the Abyss boasts its own horrific environment. Although no two layers are alike, they are all harsh and inhospitable. Each layer also reflects the entropic nature of the Abyss. In fact, much of what one sees or touches on the plane seems to be in a decaying, crumbling, or corroded state. Demons claim the layers of the abyss as home.
Demonic Minions
Starting when you choose this Discipline, you learn the abyssal language.
Additionally, when you hit a creature with a single target cantrip or a creature fails a saving throw on a single target cantrip from you, you summon a tiny demonic minion that takes the shape of your choice. You can have a maximum number of Demonic Minions equal to your intelligence modifier. The demonic minion lasts for 10 minutes or until expended. The demonic minion resides within your space for its duration.
When you or an ally deals damage to a creature within 60 ft you may use your reaction to spend 1 mana to send any number of demonic minions at the damaged creature. Each minion deals 1d4 poison, slashing or acid damage (your choice) and is expended. This damage dice goes up to 1d6 at level 8, 1d8 at level 14, and 1d12 at level 20.
Demonic hound
Starting at level 6 you gain a connection to a hound of the demonic plane. The hound takes the shape of your choice and is a medium creature. Your demonic hound has hp equal to 3 times your planecrafter level,Saving throws and AC equal to your own, and is immune to fire/acid and poison damage as well as the poison condition. As a bonus action you can command your demonic hound to move up to your movement plus 10 and make a single attack at a range of 5ft. The attack roll uses your spellcasting attack roll and deals 1d8 + your intelligence modifier of fire damage. The damage increases to 1d12 at level 12 and 2d8 at level 18.
The hound appears in a space within 5 feet of you at the start of any combat if you choose. It lasts for 1 minute, until killed or dismissed.
You can spend any amount of mana as a bonus action to heal the hound the amount spent. This cannot exceed the hounds base health.
Malevolent Miasma
Starting at level 10 you can easily connect to the abyssal plane through permeable gates. As an action you can open one of these permeable gates at a space within 15 feet of you. A toxic acidic gas pours from this gate and bends as if alive to your will. Starting at the gate you shape the gas spending 2 mana per 5ft cube you wish to fill. The vile gas obscures the space and last for 5 minutes or until a strong wind dissipates it. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw against your spell save DC. The creature takes 2d8 acid damage on a failed save and one point of exhuastion, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. You can use this ability once before finishing a short rest.
Contract with the Abyss
Starting at level 14 you learn from the ways of the Abyss how Demonic Contracts work and can weave one of your own. As an action choose a creature at a range of 60 ft. A tear in the planar wall begins to form within 10 feet of the creature. That creature must make a Charisma saving throw against your spell save DC. On a fail the gate rips open and an Abyssal Beast taking the shape of your choice is drawn forth. Choose how much mana you wish spend and set the Abyssal Beast’s health to that amount + 10. It has an AC of 14 and a + 3 to all saves, immunity to acid and fire damage, resistance to non-magical damage and is a large creature. It is immune to the charmed and frightened condition. The attack stats of this creature are on the chart below.
Mana Spent/Starting Health
Attack Roll
Range
Attacks per Action
Damage Dice
1-30 (+ 10HP)
+5 to hit
5ft
One attack per action
1d8+2 Dmg slashing
31-60 (+ 10HP)
+7 to hit
5ft
One attack per action
1d10+4 Dmg slashing
60-90 (+ 10HP)
+7 to hit
10ft
Two attacks per action
1d10+4 Dmg
slashing
90+ (+ 10HP)
+7 to hit
15ft
Two attacks per action
1d12+4 Dmg slashing
Gate Summons
Starting at level 20 when you draw creatures to you from other planes the passage you create often draws others. When you cast any spell that summons a creature with a CR you may expend 4 mana and choose one fiend of CR less than the CR of your summon to appear for 2 rounds. The creature acts fully under your control but cannot summon additional creatures if it has access to those abilities.
Elemental
The elemental plane surrounds and enfolds the Material Plane and its echoes, providing the raw elemental substance from which all worlds were made. The four sectors of it — Air, Earth, Fire, and Water — form a ring around the Material Plane, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. The inhabitants of the elemental planes are diverse at its borders but further in only elementals and beings of pure elemental energy can survive the elemental chaos.
Wisps of the Elements
Starting at 2nd level, your magic attracts the most base creatures of the elemental planes. When deal damage to a creature with a single target cantrip an elemental wisp of the type of your choice is drawn forth floating around that creature in its same space. Choose between Fire, Cold, Lightning or Thunder. The wisp lasts for 1 minute, until dismissed or until a creature spends its action to shake the wisp free. At the start of a creatures turn affected by the wisp they take damage equal to your spell casting modifier of the corresponding type. A creature can have only one wisp affecting it at a time.
Shifting Elements
Starting at level 6, the chaos of the Elemental plane that fuels your power, comes under your control with continued study. Whenever you or a summon you control deals damage to a creature you may spend 1 mana to convert the damage type to your choice of lightning, fire, cold, or thunder dmg.
Primordial Wave
Starting at 10th level, you may use your action and any amount of mana to cause series waves of elemental energy to pour forth a rift you create at a point of your choosing within 120ft. For each 5 points of mana you spend the radius of the affected sphere is increased by 5 ft. Each creature in that space must make a dexterity saving throw against your spell save dc. On a fail they take 5d6 dmg of the type of your choice plus 5d6 dmg of a different from(Bludgeoning, Fire, Lightning, Cold, or Thunder) and or half the damage on a save. That area becomes difficult terrain. At the start of each of your following turns you may spend the same amount of mana to repeat the process from the same point. When you use this ability you cannot use it again until you finish a short or long rest.
Expanded Focus Spell
Starting at 14th level you begin to focus study on a more specific region of the elemental plane and gain knowledge of spell from that plane. Choose one between Whirlwind, Bones of the Earth, FireStorm, Otiluke’s Freezing Sphere, or Chain Lightning. You gain access to this spell to cast using your mana as normal. For this spell any creature that takes damage is affected by your elemental wisp. Additionally once per short rest you may cast this spell at 7th level using 25 mana, during this cast you may also choose to spend the remaining mana you have to have it deal max damage for its duration.
Primordial Self
Starting at level 20 you use your own body as a gate to elemental plane drawing upon the elements at all times. You gain a flying speed of 30ft, A burrow speed of 20ft during which you lose your ability to sense normally (sight, sound, smell), and a swimming speed of 30ft. You also gain the ability to breath underwater and are resistant to fire, lightning, and cold damage.
Bump
I like the concept although in my opinion spell slots are just a better option. I get mana is more versatile but there isn’t an in game lore reason for mana anyways. I also like that with spell slots players have to be more tactical with it instead of spamming your strong spells and running out quickly.
Plus there is a mana option for all classes in the DMG anyways so it would make sense just to make it for spell slots instead by default. If you super duper want mana, then maybe have class abilities cost mana.
Overall though, nearly no players would play this in their games due to the forcing of mana based spells onto players. I just see players playing other classes with spell slots with mana options with variant rules. Plus if someone wants to play this class with spell slots it would be impossible to get an exact number of each slot with a default mana system due to how mana is just a big pool. Using spell slots though with the optional mana rule is convertible into mana.