Base Class: Fighter
The Planetouched are extraplanar warriors that have spent a great deal of time traversing the other dimensions of the multiverse, and have learned how to harness this affinity with the cosmos to enhance their abilities and aid them in and out of combat. As part of their training, they imbibe from the Ichor of the Ancients, keeping them in a perpetual state of undeath. Neither living nor dead, this allows the Planetouched to weave the forces of the bridge between worlds to imbue their attacks with ethereal power.
Planetouched aren’t like conventional plucky fighters, they’re skilled warriors who’ve devoted long years of study to the pursuit of understanding the secrets of the multiverse. Outside of combat, they serve as scouts, being able to traverse unseen where others may not, and providing their unique insights to the world around them. In battle, they use telekinetic abilities and transmutation to quickly traverse the battlefield and aid their allies.
Planetouched are effectively immortal, and can't die by natural aging, but when they succumb to their injuries and fully die, their essence is absorbed into the Ethereal Plane and they cannot be revived.
Higher Learning
Your dedication to growth and training has made you well versed in a plethora of skills pertaining to your archetype.
Starting at 3rd level, you have advantage on (WIS) Perception checks used to spot hidden enemies, locations, traps and items.
Additionally, you may choose three additional skills or tools. Your diligent study has made you proficient in these new pursuits.
Dimension Dice
Also beginning at 3rd level, you’ve learned a series of special combat abilities used to augment the battlefield in your favor. You harness energy directly from the bridge between worlds to provide tactical support.
Planar Tactics. You learn three Planar Tactics, which are detailed under "Planar Tactics" below. You can use only one tactic per attack.
You learn two additional Planar Tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one you know with a different one.
Dimension Dice. You have four dimension dice, which are d8s. A dimension die is expended when you use it. You regain all of your expended dimension dice when you finish a short or long rest.
Ethereal Recharge. You can draw upon the ethereal realm to gain back 1 lost dimension die without requiring a short or long rest, but this process taxes you. You suffer 1 Fighter Hit Die (d10) worth of damage, and receive 1 point of exhaustion when you use this feature.
You gain another dimension die at 7th and 15th level.
Saving Throws. Some of your planar tactics require that your target make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Planar Tactic save DC = 8 + your proficiency bonus + your Wisdom Modifier
Planar Tactics
The planar tactics are presented below.
Torn Asunder
You create a rift between realms that pulls an enemy in opposing directions. A target within 15 feet of you must make a Strength saving throw against your Planar Tactic save DC. On a failed save, the target is suspended in air and paralyzed for an amount of rounds equal to the roll on your Dimension Die. Creatures with a size Huge and above have advantage on this saving throw.
The target may perform this saving thrown on subsequent turns at a disadvantage, in order to escape the effect early.
Concentrated Charge
You can propel yourself forward telekinetically and strike an opponent up to an additional 20 feet, even if you’ve used up all of your movement for your turn. This charge ignores attacks of opportunity due to the velocity of your traversal. If you succeed on this attack, the target suffers extra force damage equal to the roll on your Dimension Die. On a successful hit, the target is pushed back 10 feet away from you.
Containment Field
You open up a pocket dimension around an enemy and trap them there. A target must make a Dexterity save against your Planar Tactic save DC or become restrained by this containment field for as many rounds equal to the roll on your Dimension Die. On each of the target’s turns, they can attempt this saving throw again at disadvantage and escape the field early.
Death from Above
As a bonus action, you create a 5 foot portal in a space adjacent to you. You — or any other medium sized creature or object — can leap through this portal and be propelled out the other side in a location of your choice up to 60 feet away in any direction (horizontally or vertically).
You can make an extra attack when performing this maneuver, as you arrive forcibly in the target’s location. The target is pushed back 10 feet, and must make a Dexterity saving throw against your Planar Tactic DC or be knocked prone. The target takes additional bonus force damage equal to the roll on your Dimension Die.
Disorienting Terrain
You create a schism in reality, distorting the world around you in a 30 foot radius. The area surrounding you becomes difficult terrain for everyone but you and your allies for as many rounds equal to your roll on your Dimension Die.
Essence of Life
You can use your pool of hit points to reinvigorate an ally through the bridge between worlds. Choose one target within 60 feet. The target gains as much temporary hit points as you’ve lost, based on the roll of your Dimension Die.
Ethereal Weapon Strike
You infuse your weapon with potent energy from the ethereal plane. Make a weapon attack against a target. On a successful hit, add your Dimension Dice roll to your damage roll to inflict bonus force damage. This bonus damage lasts for all subsequent attacks for the rest of your turn. On a failed hit, this ability has no effect.
Opposing Force
You can use your Dimension Die to push or pull an enemy or object in another direction. Choose a target within 40 feet of you. The target must make a Strength save against your Planar Tactic DC or be forcibly moved 20 feet in any direction while taking force damage equal to the roll on your Dimension Die. On a successful save the target only is moved half as much and takes half as much force damage. Creatures of a size Large or above get advantage on this saving throw.
You can use this ability to disarm opponents if you target the weapon they are carrying. If they succeed on the Strength saving throw to maintain their grip, they are pulled 10 feet toward you instead.
Potent Projectiles
Make any ranged attack using a weapon with the ranged or thrown property against a target. If it succeeds, you instead propel the projectile forward through another dimension, effectively increasing its velocity. The weapon’s effective ranged is doubled for this attack, and the target suffers bonus force damage equal to your roll of your Dimension Die.
Shield of the Fade
You transport yourself and up to 5 other beings of your choice into the bridge between worlds for 5 minutes. For the duration, you and your allies appear as blurry shapes to enemies around you. You and your allies receive advantage on stealth checks and a bonus to AC equal to your Dimension Die roll for the duration.
You must maintain concentration while you use this ability, and are subject to the normal rules of concentration if you take any damage.
The effects of the Shield are contained within a 30 foot radius, and end immediately if you or any allies step outside the boundaries of it.
Slow Time
The world around you slows as you channel raw energy from the ethereal plane. You instantly receive a free action, you have advantage on attack rolls until the end of your next turn, and all enemies have disadvantage on attacks against you until the end of your next turn.
Spectral Grasp
You conjure an ethereal hand from another dimension that can perform certain abilities. The hand can activate objects or pull items up to 15 pounds to you through the fade. If the object is being worn or carried by an unwilling creature, the target must make a Strength saving throw versus your Planar Tactic save DC or lose the object.
As a bonus action on each of your turns, you can give the hand another command. This hand stays under your thrall for as many rounds equal to your roll on the Dimension Die.
The spectral hand is ghostly and difficult to see, and has a +5 bonus to Stealth Checks.
Spirit Vacuum
You conjure a singularity anywhere within a 60 foot range that saps away enemy life force. The portal you create lasts for 1 minute and has an area of 20 feet. Anything trapped in this area must make a Constitution saving throw against your Planar Tactic save DC or be pulled back toward the singularity while taking damage each round. Damage is equal to the roll of your Dimension Die. Creatures caught in the singularity can repeat this saving throw on each of their turns to try and escape.
Temporal Rift
You open up a portal between worlds. Using this ability allows you to teleport anywhere on the battlefield within a 30 foot radius without provoking an attack of opportunity. If you reappear within melee range of an enemy, the rift bursts open with violent energy. All enemies in a 10 foot radius must make a Dexterity saving throw against your Planar Tactic save DC, or you may apply your Dimension Dice roll as force damage to them as part of the blast.
Terminal Velocity
You and your allies' speed is enhanced by 15 feet for as many rounds equal to your roll on the Dimension Die. In addition, when this ability is first activated, you and your allies receive one free action at the start of your next turn.
Wave of Force
You release a torrential wave of kinetic energy in a 20 foot radius surrounding you. Anyone within this radius must make a Dexterity saving throw against your Planar Tactic save DC or be pushed back 10 feet, knocked prone, and suffer damage equal to the roll on your Dimension Die. On a successful save, they take half as much damage and are not moved or knocked prone. Creatures larger than you have advantage on this saving throw.
Cosmic Ally
Starting at 7th level, your time spent on the bridge of the multiverse has rewarded you with a cosmic ally to aid you on your travels. Choose any beast type creature of a CR no higher than 0 (at DM discretion). Appearing in an unoccupied space within range (30 feet), the cosmic ally has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. You can use this feature a number of times equal to 2 + your Wisdom modifier per long rest. This amount increases again by one at levels 15 and 18.
When you summon this cosmic ally from the multiverse, you can perform a 10 minute ritual that lets you take control of its mind and body telepathically. You can feel all of its senses as if you were the creature, gaining the benefits of any special senses that it has. You retain your freedom of thought, but during this time you are deaf and blind with regard to your own senses. The creature is aware you've taken it over, but your telepathic bond is a symbol of mutual trust. It will follow any command you make to the best of its ability.
While in this shared consciousness, you can use an action to communicate a message no longer than 25 words when you have taken control of your cosmic ally. It sends the message telepathically to a target of your choice. You can only use this special feature once per summon.
The cosmic ally stays in your aid for an amount of hours equal to your Wisdom modifier or until it drops to 0 hit points. When the cosmic ally drops to 0 hit points it disappears, leaving behind no physical form. You suffer 1d10 psychic damage due the sudden mental jolt caused by the creature's banishment. It reappears whenever you use this feature again with full hit points restored.
As an action, you can temporarily dismiss your cosmic ally without taking any damage. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one cosmic ally at a time. If you use this feature again while you already have an ally, you instead cause it to adopt a new form. Choose a new beast form of a CR no higher than 0. Your cosmic ally transforms into the chosen creature.
Combat Features
Your cosmic ally acts independently of you in combat, but it always obeys your commands and will defend you to the best of its ability. It rolls its own initiative and acts on its own turn. It can attack using the stats of the creature it has taken the form of, only it also does bonus Force Damage equal to your Wisdom Modifier on a successful hit.
Cosmic Surge. Your cosmic ally has been trained to aid you in combat. As an action, you can use your Action Surge to cause your ally to erupt into a distracting frenzy in a 30 foot radius surrounding you. If an enemy combatant enters the field or starts it turn there, they must make a Wisdom saving throw against your Planar Tactic save DC or have disadvantage on attack rolls and Dexterity saves until the end of your next turn.
Utilizing your familiar in this way requires your concentration. If you take damage, you must roll a Constitution save to maintain concentration on your ally, or this effect ends early.
Improved Dimension Dice
At 10th level, your dimension dice turn into d10s. At 18th level, they turn into d12s.
Enlightened Mind
Starting at 15th level, your extensive mental training has given you the following benefits:
Your proficiency with Perception checks is doubled.
You have gained resistance to Psychic Damage.
You can now replenish 2 dimension dice using the Ethereal Recharge feature.
Improved Dimension Dice
At 18th level, your dimension dice turn into d12s.
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