Base Class: Sorcerer
You form a tether that connects the various different planes. You might have been born with this or have gained it through experimentation. How you gained this ability matters not, for it grows with you as you gain experience with it.
Plane's color
A planeswalker can alter the spells they cast. By expending sorcery points equal to the level of the spell (minimum 1) they can change the damage type they do to one of their choosing. This is considered meta-magic for purposes of using meta-magic in conjunction with this feature.
A planeswalker chooses a color at level 1, level 6, level 10, level 14 and level 17.
Red - fire
Blue - cold
Green - Acid
White - Radiant
Black - Necrotic
Connected to Lands of Old
Due to having been to other planes of existence and connecting to magical lands which know when you are about to face danger, you gain a number of sorcery points at the beginning of battle. When the DM asks you to roll initiative you may roll a dice depending on your level to gain that many sorcery points. You may convert any excess points into spell slots before they dissipate. Level 1: 1d4 Level 5: 1d6 Level 9: 1d8 Level 13: 1d10 Level 17: 1d12
Altering Existence
At level 6 you gain the ability to utilize an effect similar to the spell Blink. During combat you can as a bonus action cast Blink, sending you to a random plane instead of the ethereal plane. Flip a coin. On heads something comes back with you, and on tails you come back by yourself. Roll a d10 to determine CR of the creature and roll a persuasion check of DC 10 + the creature's cr. If you succeed the save the creature is friendly to you, if not it is hostile to everything around it. The effect lasts 1 hour or until dismissed, but the creatures summoned in this manner stay for 1 minute before going back to where they are from. You must finish a short rest to use this feature again.
Bonded Magic
At 14th level you can create a bond between creatures you come across. If a creature is friendly to you, you can spend an hour to bond with it. As a bonus action you can expend sorcery points equal to the creature's cr (minimum 1) to summon it to your side. If the creature reaches 0 hit points it stabilizes and returns to the place it was summoned from, incapacitated. The summon lasts 1 hour, and you can only summon up to half your level in cr of monsters. i.e. you can summon 1 cr 7 creature, 2 cr 3 and a cr 1 creatures, or 3 cr 2 creatures and a cr 1, creature.
Planeswalker's Summons
This feature also augments Bonded Magic, bumping the CR limit from half to full level.
Previous Versions
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7/23/2019 10:47:03 PM
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