Sorcerer
Base Class: Sorcerer
Sorcerers again their innate arcane power from many different sources. Those who call themselves Planeswalkers get theirs from the planes themselves. As they grow more powerful they gain the ability to travel much easier and further with ease, not only on the Material Plane but to other planes as well.
While other sorcerers can get their powers for a reason, either through a magical event or magic in their bloodline, Planeswalkers are born with their abilities at random and can sometimes never discover their powers. It is said that their existence depends on the alignment of the planes themselves and that even an entire Age can go by without a new Planeswalker being born.
 

Planeswalker Spells:

1st-level Planeswalker feature
You learn additional spells when you reach certain levels in this class, as shown in the Planeswalker Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
 
Sorcerer Level - Spells

5th - Intellect Fortress, Sending
7th - Banishment, Dimension Door
9th - Contact other Plane, Teleportation Circle
11th - Planeshift, Teleport
15th - Demiplane, Reality Break
 

Born to Shift:

1st-level Planewalker feature
Starting at first level you can use your bonus action to teleport to an unoccupied space you can see within 30ft of you. You can use this feature a number of times equal to your charisma modifier, with a minimum of 1, per long rest. You can also use this feature as a reaction when you are target by an attack, or must make a saving throw, but before the damage is rolled. Teleporting in this way does not trigger attacks of opportunity.
 

Combat Shifting:

6th-level Planewalker feature
Starting at 6th level, when you cast a spell using meta magic that targets an enemy you can use a charge of your Born to Shift ability to try to teleport that target. The target must make a charisma saving throw against your spell save DC, on a failure you can teleport the target to an unoccupied space within 30ft of their original location.
 

Planeswalker’s Spark:

6th-level Planewalker feature
When you cast a spell from the Planeswalker Spells table you can use a number of sorcerer points equal to half the level of the spell, rounded up, to cast the spell without using material components.
 

Planeswalker’s Gateway:

14th-level Planewalker feature
Starting at 14th level, when you cast Planeshift or Teleport you can choose to leave a portal behind for a number of minutes equal to half your sorcerer level, rounded up. The portal is a size and shape of your choice and allows any number of creatures or objects through during its duration. You can choose to close the portal as a bonus action. Any no magical object that is halfway through the portal is broken when closed and any creature partially in the portal takes 10d10 force damage.
At 18th level, you can use a 9th level spell slot to cast Planeshift or Teleport when doing so you can choose to leave the portal open permanently.
 

Transport Flesh

18th-level Planewalker feature
Starting at 18th level, you can try to Planeshift or Teleport away deliberately only part of a target. Once per long rest, you can target one enemy you can see and force them to make a charisma saving throw. On a failure the target takes 20d8 force damage as parts of their body are transported to another place in the multiverse of your choice. On a success they take 2d6 psychic damage.
 
 

Planeswalker Spells

You learn additional spells when you reach certain levels in this class, as shown in the Planeswalker Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Born to Shift

Starting at first level you can use your bonus action to teleport to an unoccupied space you can see within 30ft of you. You can use this feature a number of times equal to your charisma modifier, with a minimum of 1, per long rest. You can also use this feature as a reaction when you are target by an attack, or must make a saving throw, but before the damage is rolled. Teleporting in this way does not trigger attacks of opportunity.

Combat Shifting

Starting at 6th level, when you cast a spell using meta magic that targets an enemy you can use a charge of your Born to Shift ability to try to teleport that target. The target must make a charisma saving throw against your spell save DC, on a failure you can teleport the target to an unoccupied space within 30ft of their original location.

Planeswalker's Spark

When you cast a spell from the Planeswalker Spells table you can use a number of sorcerer points equal to half the level of the spell, rounded up, to cast the spell without using material components.

 

Planeswalker's Gateway

Starting at 14th level, when you cast Planeshift or Teleport you can choose to leave a portal behind for a number of minutes equal to half your sorcerer level, rounded up. The portal is a size and shape of your choice and allows any number of creatures or objects through during its duration. You can choose to close the portal as a bonus action. Any none magical object that is halfway through the portal is broken when closed and any creature partially in the portal takes 10d10 force damage.
 
At 18th level, you can use a 9th level spell slot to cast Planeshift or Teleport when doing so you can choose to leave the portal open permanently.

Transport Flesh

Starting at 18th level, you can try to Planeshift or Teleport away deliberately only part of a target. Once per long rest, you can target one enemy you can see and force them to make a charisma saving throw. On a failure the target takes 20d8 force damage as parts of their body are transported to another place in the multiverse of your choice. On a success they take 2d6 psychic damage.

Planeswalker Image

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