Base Class: Paladin
“Once known as Planar Knights or Horizon Knights, a Paladin who falls from the grace of Planeswalker are corrupted heroes, fulfilling their own goals and purposes. These Paladins are rarely seen, hopping from plane to plane by their own whim.”
Tenets of A Fallen Planeswalker:
- Safety Above All. You strive to keep yourself and those who serve and fight alongside you safe, no matter the cost.
-Destroy Your Opponents. Bring down the enemy before it can fight back.
- Bolster Your Allies. Protect those who are with your cause, for they are the building blocks to achieving your goals.
Fallen Planeswalker Spells
A Fallen Planeswalker gains the following spells at the paired paladin levels listed, respectively.
| Paladin Level | Spells |
|---|---|
| 3rd | comprehend languages, inflict wounds |
| 5th | misty step, spiritual weapon |
| 9th | counterspell, sending |
| 13th | banishment, dimension door |
| 17th | contact other plane, planar binding |
Channel Divinity
A Fallen Planeswalker of 3rd level or higher gains the following two Channel Divinity options.
Planar Weapon: As an action, you can imbue one weapon that you are holding with multiversal energy, using your Channel Divinity. For 1 minute, your weapon deals extra force damage equal to twice your Charisma modifier, and your chance to hit receives a Charisma modifier bonus.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Detect Portal: As an action, you present your holy symbol and a wave of energy is sent forth. In a 1 mile radius, you sense any portal that leads to a different plane of existence and the monster type it was created by.
Aura of Banishment
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be leave the plane your currently on and hostile creatures have disadvantage on saves against being banished to different planes.
At 18th level, the range of this aura increases to 30 feet.
Planar Supremacy
Beginning at 15th level, you have studied everything that dwells the multiverse with the capability to stand in your way. You gain a +3 to attack rolls and damage against fiends, aberrations, elementals, and celestials, as well as have advantage on saves against any magical effects by those creatures.
Multiversal Conqueror
At 20th level, you become one of the greatest forces of conquest across all planes of existence. As an action, you gain the following benefits for 1 minute:
You have resistance to all damage.
Nothing in a 1 mile radius can leave the current plane of existence or teleport unless you allow it.
Any hostile creature that ends it's turn within 20 feet of you takes psychic damage equal to your Charisma modifier, and the damage bypasses immunities and resistances.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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12/31/2019 3:15:38 AM
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Posted Feb 15, 2020Well would you look at that. It's my subclass, but dark and twisted. Not bad.