Base Class: Wizard
Wizards who focus their studies on the magical energies of specific planes often find themselves infused by their influence. Depending on how recklessly they choose to delve into the secrets of the planes, they might find themselves with entirely different results.
Extraplanar Discovery
At 2nd level, you choose which plane's magic to focus your studies on.
Student of the Abyss
You focus your scholarly talents on studying the Abyssal realms and their demonic magic.
Vital to understanding these realms of chaos and brutality is the ability to understand its inhabitants. You equip yourself with the skills to speak and read Abyssal. You learn the Find Familiar spell and can use it to summon a Quasit that can attack. You know the Quasit's true name. This spell is always prepared and does not count against your number of spells known. You have advantage on any rolls made to discern or recall information about anything relating to the Abyss or demons.
Student of the Celestial
You focus your scholarly talents on studying the Celestial planes and their divine magic.
Vital to understanding these realms of resplendence is the ability to understand their inhabitants. You equip yourself with the skills to speak and read Celestial. You learn the Light and Spare the Dying cantrips. You also learn how to cast the Light cantrip on a willing creature, giving them a radiant visage. You have advantage on any rolls made to discern or recall information about anything relating to Celestials or Gods.
Student of the Elements
You focus your scholarly talents on studying the Elemental realms and their primordial magic.
Vital to understanding these realms of raw potential is the ability to understand their inhabitants. You equip yourself with the skills to speak and read Primordial. You learn the following cantrips: Control Flames, Gust, Mold Earth and Shape Water. You have advantage on any rolls made to discern or recall information about anything relating to Elementals or their home planes.
Student of the Fey
You focus your scholarly talents on studying the Fey and their whimsical, reality-bending magic.
Vital to understanding this realm of nature and trickery is the ability to understand its inhabitants. You equip yourself with the skills to speak and read Sylvan. Plants and animals understand you when you speak this language and you learn the Druidcraft and Shillelagh cantrips. You have advantage on rolls made to discern or recall information about anything relating to the Fey.
Student of the Infernal
You focus your scholarly talents on studying the Infernal realms and their devilish magic.
Vital to understanding these realms of deceit and tyranny is the ability to understand their inhabitants. You equip yourself with the skills to speak and read Infernal. You learn the Message cantrip and can cast it telepathically without any components. You have advantage on any rolls made to discern or recall information about anything relating to the Infernal planes or devils.
Student of the Shadows
You focus your scholarly talents on studying the plane of Shadow and its dreadful magic.
Vital to understanding this realm of darkness is the ability to understand its inhabitants. You equip yourself with the skills to speak and read the Shadar-kai dialect of Elvish. You learn the Eldritch Blast cantrip and gain the ability to see in darkness, both magical and non-magical, up to a distance of 60 feet. You have advantage on any rolls made to discern or recall information about anything relating to the plane of Shadow or the undead.
Student of the Stars
You focus your scholarly talents on studying the darkness beyond the planes and its alien magic.
Vital to understanding this unknowable realm is the ability to understand its inhabitants. You equip yourself with the skills to speak and read Deep Speech. You copy the telekinetic powers of creatures from beyond, learning an improved version of the Mage Hand cantrip. The Mage Hand you summon is as strong as you are and can be made invisible. You have advantage on any rolls made to discern or recall information about anything relating to aberrations or different worlds amidst the stars.
Planar Influence
It is a widely known fact that any interaction with a different plane tends to leave a mark of some kind. As you learn more about your chosen plane, you notice its influence reaching out to you, whispering in your dreams and tempting you to visit.
Aberrant Influence
You gain proficiency in Insight.
Abyssal Influence
You gain proficiency with Martial weapons and Medium armor.
Celestial Influence
You gain proficiency in Religion.
Dark Influence
You gain proficiency in Stealth.
Elemental Influence
Every time a spell or a cantrip cast by you deals fire, acid, cold, lightning or thunder damage, you can add your proficiency modifier to the damage dealt.
Fey Influence
You gain Proficiency in Persuasion.
Infernal Influence
You gain proficiency in Deception.
Extraplanar Breakthrough
6th level Planar Scholar feature.
You've discovered a way to attune to the type of spellcasting specific to your chosen plane and learn spells connected to its energies. At later levels, this feature enhances your ability to travel between and utilize the planes. You learn additional planar spells every time you gain a new spell slot level as listed below. These spells are always prepared and do not count against your number of prepared spells.
7th level: Banishment
9th level: Planar Binding
11th level: Planar Ally
13th level: Plane Shift
15th level: Demiplane
17th level: Gate
Aberrant Breakthrough
You learn the Catapult, Detect Thoughts and Fly spells. These spells are always prepared and do not count against your number of prepared spells.
Abyssal Breakthrough
You learn the Bane, Hold Person and Fireball spells. These spells are always prepared and do not count against your number of prepared spells.
Celestial Breakthrough
You learn the Healing Word, Spiritual Weapon and Beacon of Hope spells. These spells are always prepared and do not count against your number of prepared spells.
Elemental Breakthrough
You learn the Absorb Elements, Gust of Wind, Earthen Grasp and Call Lightning spells. These spells are always prepared and do not count against your number of prepared spells.
Fey Breakthrough
You learn the Faerie Fire, Misty Step and Plant Growth spells. These spells are always prepared and do not count against your number of prepared spells.
Infernal Breakthrough
You learn the Charm Person, Suggestion and Fear spells. These spells are always prepared and do not count against your number of prepared spells.
Shadowy Breakthrough
You learn the Inflict Wounds, Darkness and Vampiric Touch spells. These spells are always prepared and do not count against your number of prepared spells.
Deepening Connection
6th level Planar Scholar feature.
Your understanding of your chosen plane deepens, and its influence now feels natural to you. You are aware of the general codes of conduct, natural mechanics and requirements for survival in that plane. Deep inside, you feel a kinship with the creatures of your chosen plane...
Aberrant Connection
As a reaction when a creature you can see within 60 feet of you is targeted with a ranged attack, you can telekinetically shift the attack's trajectory so that it passes through a space directly adjacent to its original target. If its new trajectory intersects the space of another creature, the attack now targets that creature instead.
You can use this ability an amount of times equal to your proficiency modifier. All expended uses are regained after a short or long rest.
Abyssal Connection
As a reaction when your summoned Quasit dies, you can resummon it with full health in an empty space within 5 feet of yourself. You can use this ability twice before requiring a short or long rest to regain all expended uses.
When resummoned using this ability, your Quasit has 10 temporary hit points that fade after 1 minute.
Celestial Connection
As a reaction when a creature you can see within 60 feet of you drops to 0 hit points, you can restore d12 hit points to it. This healing is so immediate that the target doesn't have time to fall unconscious, fall prone or die.
You can use this ability twice before requiring a short or long rest to regain both uses.
Elemental Connection
As a reaction when a spell or cantrip cast within 60 feet of you would deal fire, acid, lightning, cold or thunder damage, you can change its damage type to a different one on this list. The triggering spell can be cast by you.
You can use this ability an amount of times equal to your proficiency modifier. You regain all expended uses after a short or long rest.
Fey Connection
As a reaction when a creature you can see within 60 feet of you makes a Wisdom saving throw, you can give it advantage on the roll.
You can use this ability twice before requiring a short or long rest to regain both uses.
Infernal Connection
As a reaction when a creature you can see within 60 feet of you rolls a Wisdom saving throw, you can give the target disadvantage on the roll.
You can use this ability once before requiring a short or long rest to be able to use it again.
Umbral Connection
When your concentration on a spell ends before its full duration is up, you can use your reaction to regain an expended spell slot one or more levels below the spell you were concentrating on.
You can use this ability an amount of times equal to your proficiency modifier. All expended uses are regained after a short or long rest.
Dimensional Attunement
10th level Planar Scholar feature.
You've spent so much time dealing with the ebb and flow of highly influential energies bleeding between planes, that you've adapted to their effects and know how to manage your exposure.
Aberrant Attunement
You have resistance to Psychic damage.
Abyssal Attunement
You gain resistance to Bludgeoning, Piercing and Slashing damage from non-magical attacks.
Celestial Attunement
You have resistance to Radiant damage.
Elemental Attunement
When you finish a long rest, you can choose an elemental damage resistance for the day from the following: Fire, Lightning, Thunder, Cold. This resistance ends when you finish your next long rest.
Fey Attunement
You gain advantage on saving throws made to resist charm and fear effects, and magic cannot put you to sleep.
Infernal Attunement
You have resistance to Fire damage.
Umbral Attunement
You have resistance to Necrotic damage.
Bound Demiplane
14th level Planar Scholar feature.
You create your very own demiplane, bordering the Material plane on one side and your chosen plane on another. This demiplane is a permanent place that you create with the freedom of a god. Everything from the smell of the air to the laws of physics in this space are whatever you want them to be. The only thing you cannot change here is the influence of the adjacent plane bleeding through, as described later. You cannot create intelligent life, but programmed illusions of creatures and people can inhabit your demiplane. Once created, changing things inside the demiplane again takes a total of 30 hours of spellwork that you must complete inside the plane. If you spend more than 10 hours working in the plane without taking a long rest, you gain a level of exhaustion, and additional levels of exhaustion for every 5 hours you work. Smaller, individual creations such as objects, plants or illusory creatures can be created, removed or changed as an action.
You can use an action to summon a closed portal to your demiplane that exists for 1 minute. While this portal exists, you can use an action to open it for 6 seconds, or until the end of your next turn, allowing travel into and out of the demiplane. The portal's size is decided by you when you summon it, and it can be tiny, small, medium, large, huge or gargantuan. Any creature or object that fits through the portal can travel through it while it remains open. Anywhere inside the demiplane, you can use an action to open a portal to the exact location where you last entered from. Once per long rest, you can open this exit portal to any location you know on any plane.
Anything created in this demiplane breaks apart into stardust outside of it. All objects brought into the demiplane get ejected out of it when the person who brought them in exits the plane. While inside your own demiplane, you can fly and can use your movement to instead teleport to any unoccupied space anywhere on the plane.
The DM can naturally set limitations or restrictions to this ability.
Aberrant Demiplane
Your Bound Demiplane connects to various points across the infinite void amidst the stars and is thus subject to its influence.
Your demiplane has an eternal night sky filled with awe-inspiring, multicoloured nebulae and star constellations. Gravity here is low, and anyone climbing or flying too high up runs the risk of simply floating away into the infinite void above.
If a sentient creature other than you spends an hour or longer inside your demiplane, they must roll (d4) on the following table of effects. This roll can only occur once every 24 hours. You can choose to roll on the table, but do not have to.
1. The creature's hearing is blown out by the vacuum of space. For 24 hours, the creature is Deafened.
2. The creature forgets how to walk. Unless they are levitating or flying, their base speed is halved for the next 24 hours.
3. The creature gains the ability to levitate for 24 hours. They can hover up to 5 feet above any solid or liquid surface, and while hovering, difficult terrain has no effect on their movement speed.
4. The creature gains resistance to Psychic damage for the next 24 hours.
Abyssal Demiplane
Your Bound Demiplane is adjacent to the Abyss and as such, subject to its influence.
Areas you do not regularly visit within your demiplane tend to form bottomless cracks into terrifying darkness. Horrific insects crawl out of them and gigantic spider webs begin to spread from them. You must actively maintain whatever you create in your demiplane to avoid it turning into a dead, grey wasteland.
If a sentient creature other than you spends an hour or longer inside your demiplane, they must roll (d4) on the following table of effects. This roll can only occur once every 24 hours. You can choose to roll on the table, but do not have to.
1. The creature suffers the Frightened condition whenever any demons or insects are within their line of sight for the next 24 hours. Once every hour, the creature can attempt to beat a DC 15 Wisdom saving throw to become immune to this effect for one hour, after which the fear resumes.
2. The creature has disadvantage on saving throws against fear effects for the next 24 hours.
3. The creature has advantage on Survival checks for the next 24 hours.
4. The creature is immune to fear effects for the next 24 hours.
Celestial Demiplane
Your Bound Demiplane is adjacent to the Celestial planes and as such, subject to their influence.
Dirt and filth do not exist in your demiplane. Creatures who genuinely share your ideology, faith or philosophy feel warm and comfortable here, while everyone else feels judged and unwelcome, as if observed by some intolerant higher power.
If an intelligent creature spends an hour or longer inside your demiplane, they gain one of the following effects for the next 24 hours. These effects end early if the creature finishes a long rest outside of your demiplane, and can only be gained once every 24 hours.
1. If the creature feels comfortable here because they agree with one of your key ideologies, philosophies or share your religious faith, they gain 20 temporary hit points and advantage on Religion checks.
2. If the creature doesn't actively agree or disagree with your views or feels ambivalent about them, they gain 10 temporary hit points and disadvantage on Religion checks.
3. If the creature disagrees with your views, their maximum hit points are reduced by 10 (to a minimum of 1) and they gain a level of Exhaustion that can only be removed by finishing a long rest outside of your demiplane.
Elemental Demiplane
Your Bound Demiplane is adjacent to the Elemental planes and as such, subject to their influence.
Hundreds of tiny elementals of fire, water, air and earth manifest within your demiplane. They require open fires, flowing water, clouds and plenty of loose pebbles to be happy. If you provide these things generously in your creation, the elementals are friendly and curious about whatever you get up to within the plane. However, if you do not provide the elementals what they need, they will be hostile towards you, wreaking havoc by setting fires, causing floods, creating powerful winds and earthquakes, etc.
If an intelligent creature other than you spends an hour or longer inside your demiplane, they must roll (d4) on the following table of effects. This roll can only occur once every 24 hours. You can choose to roll on the table, but do not have to.
1. The creature is vulnerable to fire damage for the next 24 hours.
2. The creature is vulnerable to acid damage for the next 24 hours.
3. The creature has resistance to poison or acid damage for the next 24 hours. (Player's choice.)
4. The creature has resistance to either fire, cold, lightning or thunder damage for the next 24 hours. (Player's choice.)
Fey Demiplane
Your Bound Demiplane is adjacent to the realms of the Fey and as such, subject to their influence.
Every now and then, animals you don't remember creating can be spotted inside your demiplane. They appear suspiciously intelligent. These animals can be anything; wolves, bears, deer, squirrels, ravens, butterflies, etc.
If a sentient creature other than you spends an hour or longer inside your demiplane, they must roll (d4) on the following table of effects. This roll can only occur once every 24 hours. You can choose to roll on the table, but do not have to.
1. The creature forgets all names, including their own. After short and long rests, the creature can try to pass a DC 14 Intelligence check to remember the forgotten names.
2. The creature becomes pointlessly suspicious of the next object they see and must pass a DC 12 Intelligence check to shake this suspicion.
3. The creature can hear the thoughts of animals within 30 feet as if they were spoken in a language they know until they finish a long rest.
4. The creature gains advantage on Persuasion checks for the next 24 hours.
Infernal Demiplane
Your Bound Demiplane is adjacent to the Infernal realms and as such, subject to their influence.
Hellish fire is always present in your demiplane, no matter where you go inside it. It can be contained with braziers, fireplaces and candles, or allowed to spread freely. Looking too deeply into the flames makes it feel like something is looking back.
If a sentient creature other than you spends an hour or longer inside your demiplane, they must roll (d4) on the following table of effects. This roll can only occur once every 24 hours. You can choose to roll on the table, but do not have to.
1. The creature has disadvantage on Wisdom saving throws for the next 24 hours.
2. The creature's Wisdom score decreases by 1 for the next 24 hours.
3. The creature's Wisdom and Charisma scores are increased by 1 for the next 24 hours.
4. The creature has advantage on Wisdom saving throws for the next 24 hours.
At the DM's discretion, Devils of varying status may occasionally visit your demiplane, each with their own agenda. Many of them are traders, trying to tempt you or your visitors with deals, often too good to be true. Some even sound reasonable, but you can never be too careful when dealing with devils.
Umbral Demiplane
Your Bound Demiplane is adjacent to the plane of shadow and as such, subject to its influence.
Light from any source only travels half as far in your demiplane. All colour fades away rapidly to shades of grey here, leaving only the most important and meaningful objects unaffected. This colourless effect lingers for an hour after exiting the plane.
If a sentient creature other than you spends an hour or longer inside your demiplane, they must roll (d4) on the following table of effects. This roll can only occur once every 24 hours. You can choose to roll on the table, but do not have to.
1. The creature's vision is obscured by malevolent shadow for the next 24 hours. They can see normally up to a distance of 60 feet, beyond which they can see only pitch black darkness.
2. The creature becomes apathetic and has disadvantage on death saving throws and initiative rolls for the next 24 hours.
3. The creature can see normally in both magical and non-magical darkness up to a distance of 60 feet for the next 24 hours.
4. The creature has advantage on Stealth checks for the next 24 hours.
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