Sorcerer
Base Class: Sorcerer

A planeswalker spark is a latent power inborn into a very small number of sentient creatures across the multiverse, which if activated permanently turns the bearer into a planeswalker. A planeswalker is granted the ability to travel between the planes of the Multiverse, and a life altering or traumatic experience must take place for a spark to ignite.

Teachings of The Spark

At Lv3 You are a mage and you're spark has ignited. But peices of your class that are unknown interest you and your spark is well aware. As a mage class only your spark willingly grant you knowledge of any one of the schools of your choice for wizards, and an one  feature of any subclass for non wizard mages.

Planeswalk

At the Lv1. When characters planeswalk, it usually takes prolonged focus to bring two worlds together and create the bridge to cross between them. This process takes about a minute and is similar to casting a ritual, so it’s not generally something that Planeswalkers can do to escape combat. It also doesn’t allow for much precision. As a rule, the point on a plane where a Planeswalker arrives is up to
the DM, and it’s usually the same location for each visit a character makes to a plane.
Occasionally in Magic fiction, characters do
planeswalk in the middle of combat, usually when something dire is about to happen. (That includes the circumstances when a character’s Planeswalker spark first ignites.) To model that, at the DM’s discretion, a
Planeswalker who is about to drop to 0 hit points can make a Charisma saving throw with a DC equal to the damage taken. On a successful save, the character instead takes no damage and planeswalks away. It’s up to
the DM what plane the character ends up on, because this isn’t usually an intentional process. This is a cantrip that can only be ritual casted.

Gift of The Spark

At Lv6 The planes they call to you, they want to lend a helping hand. They give you the planar gift, adding an additional weapon proficiency to your collection, roll an additional damage dice for each damage dice rolled for weapons damage, and add a +2 to AC. You get this again at Lv's 14th, and 18th. Bonus to AC only applies at Lv6.

Knowledge of The Mage Walker

At Lv14 The planes know of what you became, and wishes to aid you in your quest to become a masterful mage. The planes allow you to cast 1st and 2nd Lv spells as if they were cantrips. Casting At higher levels doesn't expend the spell slots.

Casting of The Spark

At Lv18 The energy of the plane flow's thru you, and strengthens your magic. Your learned spells become increasingly powerful when damaging enemies. Roll an additional 2 dice for damage from spells.

Way of The Walker

At Lv20 Aftery bonus action you get 10ft of movement and your choice of an attack action of weapons or unarmed strike's, or a spell casting of a cantrip or 1st Lv spell.

Previous Versions

Name Date Modified Views Adds Version Actions
6/27/2019 6:41:24 PM
7
0
--
Coming Soon
6/27/2019 8:01:08 PM
5
0
--
Coming Soon
6/27/2019 8:43:41 PM
4
0
--
Coming Soon
6/28/2019 7:16:16 AM
26
0
--
Coming Soon
6/28/2019 4:52:42 PM
3
0
--
Coming Soon
6/28/2019 7:39:41 PM
3
0
--
Coming Soon
7/1/2019 2:58:36 PM
3
0
--
Coming Soon
7/2/2019 6:08:28 AM
6
0
--
Coming Soon
7/2/2019 4:41:12 PM
6
1
--
Coming Soon
7/4/2019 3:07:31 AM
3
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes