Base Class: Sorcerer
Your life may have been mundane or lively. Perhaps you were a farmer. Perhaps you were a military general, or a thief. It doesn't matter. This is no blood origin, there is no precursor narrative that cursed or blessed your bloodline for generations. This is the Spark of the Planeswalker. There was a one-in-a-million chance to be blessed with “the spark,” the dimensional energy that creates a Planeswalker. There was a one-in-a-billion that it would ignite. In a moment of crisis, the power became known to you. A near death experience, a moment of glory, or terrible loss are all adequate to wake the spark. Planeswalkers are explorers of the multiverse, defenders of realms, or ravagers of worlds. The spark can be within anyone, but it awoke in you.
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This subclass was inspired by Magic the Gathering, and a few existing subclasses created by others, link provided in the comments. I tried to create something that not only respected both MTG AND D&D, but also create something that was genuinely fun to play.
Favored Mana (Feature Details)
At 1st Level, you can use your inner Mana to rewrite magic and instances of reality. The land that makes up a realm forms a universal power known as Mana, and that specific Mana is imbued within you, allowing you to tap into it. Whether it's from your realm of origin or just lands you've come to prefer, they make up who you are.
- When using the Transmute Spell meta-magic, you have access to additional damage types beyond the scope of Transmute Spell that correspond to your Favored Mana.
- Each of your Favored Mana grants a feature. To use this ability, you must spend 1 Mana. You gain all Mana back after a long rest. You have 1 Mana per Favored Mana.
- You may gain multiple proficiencies based on your Favored Mana.
At 1st level, you choose two Land-types. These have a color type associated with them, with the exception of Eldritch, which is colorless or void. These two are your Favored Mana. At 8th level, choose another.
Favored Mana (Selection Feature)
Choose your favored Mana. You get 2 at Level 1, and another at Level 8.
Eldritch
- Transmute Spell damage option: Force.
- Void Hunger After you’ve cast a damaging spell, you can half the damage and gain the other half as temporary hit points, rounded up.
Passively:
You can cast the message spell without cost and without any components.
Affinity Bonus (Available at Level 6.)
When you would use the Careful Spell metamagic, any creatures that you choose to save have double their movement speed for 1 round per Charisma modifier.
Forest
For 1 Sorcery Point, you can:
- Transmute Spell damage option(s): Bludgeoning, Slashing or Piercing.
- Peace Within Timbers As an action, you can grant yourself a mystical aura, for 1 minute, allies within 15 ft of you can add your charisma modifier to all saving throws.
Passively:
You can speak druidic and primordial, and one language of your choice.
Affinity Bonus (Available at Level 6)
When you use the Twinned Spell metamagic, you can pay Sorcery Points equal to half the Spell’s level (rounded up) to select an additional target.
Island
- Transmute Spell damage option: Psychic.
- The Slip As an action, you can Cast Freedom of Movement on yourself and 1 other creature.
Passively:
You gain proficiency in any Intelligence, Wisdom, or Charisma skill you choose.
Affinity Bonus (Available at Level 6)
When you would use the Heightened Spell meta magic, return 1 Sorcery point to your point pool.
Mountains
- Transmute Spell damage option: Lightning.
- Channeling Swing As a reaction, when an ally is attacking a creature that you have already hurt, you can imbue your mana to their attack. They can add your Charisma modifier to the attack roll and change the damage type to any of your Favored Mana.
Passively:
You gain proficiency in martial weapons and armor.
Affinity Bonus (Available at Level 6)
When you use the Seeking Spell meta magic, attack with advantage.
Plains
- Transmute Spell damage option: Radiant.
- Aether Touch When you heal an ally with a spell, you can double your spell-casting modifier when adding to the total.
Passively:
You gain proficiency with 1 Tool and 1 instrument of your choice.
Affinity Bonus (Available at Level 6)
When you use the Empowered Spell meta magic, before rerolling any of the dice, you gain hit points equal to half the original amount.
Swamp
- Transmute Spell damage option: Necrotic.
- Smile at Death’s Door As a bonus action, select 1 Unconscious Ally you can see within 60 feet, they may add your charisma modifier to their death saving throws.
Passively:
You gain proficiency in any Dexterity skill of your choosing.
Affinity Bonus (Available at Level 6)
When you use the Subtle spell metamagic, you can choose to become invisible for 1 round per Charisma Modifier.
Planar Affinity
At 6th level, Your Favored Mana's corresponding lands are all considered 'favored terrain.' When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Additionally, you gain your Affinity Bonuses from Favored Mana. Your Affinity Bonuses can only be as many times as your proficiency bonus.
Venture Forth
At 14th level, you are more than capable of venturing off into the multiverse. Based on your Favored Mana, you have access to certain realms immediately.
Once per day, you may cast plane shift at no cost. When you cast Plane shift this way, you do not need a tuning fork.
- Mountain - Any of the Nine Hells, Elemental Plane of Fire
- Plains - Elemental Plane of Wind, Mount Celestia (Or setting appropriate Nice Afterlife.)
- Forest - Feywild, Elemental Plane of Earth.
- Swamp - Shadowfell, Hades (Or setting appropriate Harsh Afterlife.)
- Island - Elemental Plane of Water
- Eldritch - Astral Sea.
Additionally, having certain combinations of Favored Mana unlock certain special realms, not for the faint of heart. (This combination chart is liable to change.)
- Eldritch/Swamp - The Far Realm
- Eldritch/Plains - Limbo
- Eldritch/Plains/Swamp - Pandemonium.
- Mountain/Plains/Forest - The Beastlands
- Mountain/Plains - Elysium (Or Setting Appropriate "Home of the Gods.")
Parallel to the Worlds
At 18th level, you are in total connection to the mana within you and throughout the realm. At sunrise, you gain magical runes that float around your person. These are equal to your Charisma modifier. When you would cast a spell, you can use these runes to increase the level of the spell without using a higher spell slot. (You still must use a spell slot.)
Spells cast this way are Rune-Powered.
- If a rune-powered spell would inflict damage, you can change its damage type to any of your Favored Mana damage-types without using a sorcery point.
- If a rune-powered spell would charm or transform a creature, it's duration is doubled for every Rune charge spent.
Additionally, you gain resistance to all of your Favored Mana damage-types.
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Posted Jul 14, 2023The Planeswalker Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond (dndbeyond.com)
Planeswalker (5e Subclass) - D&D Wiki (dandwiki.com)
^^ Credit for some inspirations :)