Base Class: Wizard
Fold Space Like Origami
Your magic specializes in bending and manipulating the invisible geometry of space itself. The personal planes you control can serve as hidden vaults, mobile war chests, sanctuaries of respite, or traps for the unwary. Planewardens are prized for their versatility and clever manipulation of space.
Tips for Playing with Planes
- Make maps! You can use pen and paper or software to chart out the layout of your planes. Keeping maps makes it easier to play inside the plane, and you can decorate them to give more personality and role-playing opportunities!
- Give your planes names! A fitting name makes it easier to keep track of your planes and remember which of your planes contains what.
- Keep notes! A small log of your existing planes and what's in them makes it much easier to keep track of everything.
Pocket Plane
3rd-level Planewarden feature
You have manifested a pocket plane, a personal demiplane from which you can store and retrieve items. It is an empty extradimensional space a number of feet wide on each side equal to your wizard level. You determine its appearance.
As a Magic Action, you can access your pocket plane. When you do, you can instantly transfer any number of objects into or out of the plane, provided there is space for them.
- Into the plane. One or more objects of your choice that are held by only you are teleported into the plane. Objects transferred into the plane occupy space within it as appropriate for their dimensions. If the object is held by another creature, or if it cannot fit within the plane, the teleportation fails and the object remains in your hand.
- Out of the plane. One or more objects of your choice inside your pocket plane are teleported into one of your empty hands. If you have no empty hand, the teleportation fails and the item remains in the plane.
You can choose to transfer items both into and out of the plane simultaneously, effectively switching their places.
Starting at 10th level, you can use this feature as a Bonus Action instead of an Action.
Alternative storage space rule.
If keeping track of your pocket plane's available space becomes overly cumbersome, consider using this alternative rule instead.
When you transfer an object into the plane, ignore the restriction that it must fit inside. You can instead store a number of objects equal to your Wizard level in the plane, regardless of their size and regardless of what else is in the plane.
Planar Reserve
3rd-level Planewarden feature
By drawing on the latent magic between dimensions, you give yourself an extra reserve of magical energy. You can use your Arcane Recovery feature one additional time between Long Rests.
Wormhole Runes
6th-level Planewarden feature
As a Magic Action, you can create a pair of ethereal magical runes with space-bending properties. You inscribe the first rune in an unoccupied space within reach. A second rune appears in a different unoccupied space that you can see within a number of feet equal to five times your wizard level. Both runes are translucent and intangible tiny objects that don't occupy their space.
When a creature enters the space of a rune, it instantly activates. The triggering creature is immediately teleported to the space of the other rune. If that space is occupied, they instead appear in the closest unoccupied space. The rune from which the teleported creature emerges becomes inert and cannot be triggered until the start of your next turn. The rune that was triggered remains active and can be used again.
You can maintain only one pair of runes at a time. Creating a new pair causes the previous pair to instantly vanish. The runes also disappear if you dismiss them as a Magic Action, or if the Dispel Magic spell is cast targeting either rune.
Planar Window
10th-level Planewarden feature
By concentrating for 1 minute, you can open a window leading into your pocket plane. This window appears on a flat surface within reach and is up to 10 feet on each side. It remains until you dismiss it as an action. Any creatures or objects partially inside the window when it closes are pushed to the nearest unoccupied space.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Improved Pocket Plane
10th-level Planewarden feature
You can use your Pocket Plane feature as a Bonus Action.
Master of Planes
14th-level Planewarden feature
You gain unmatched control over demiplanes and the magic within them. You learn the Demiplane spell and always have it prepared. You can cast it once without expending a spell slot, and regain the ability to do so when you finish a long rest. Whenever a subclass feature would interact with your Pocket Plane, you can instead choose to make it interact with any other demiplane which you have created, or which you know the nature and contents of.
Additionally, whenever you cast a spell with a duration of 1 minute or longer while inside a demiplane, you can choose to empower it. The empowered spell lasts until dispelled. If the effect of the spell ever extends beyond the plane where it was initially cast, the empowered spell immediately ends.
Previous Versions
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