Designer NotesSpoilerIt's been done before, but I wanted to take a crack at making Planeswalkers in D&D. Originally, it was a template. It was going to grant Plane Shift at will and some mental ability boosts. Then, I decided to make it a class, but make it something to always gestalt with. I wanted to capture that planeswalkers can come from all walks of life, and allow you to have a Planeswalker//Barbarian, Planeswalker//Wizard, etc. So the original run just had an escalating Plane Shift and a smattering of spells. It had no good saves, low BAB, and 2 skills/level, and no other class features.
The more I worked on it the more weird it felt. The class looked awful and clunky. I started to add a few "color feats" to it, and then more, and then more...eventually I realized that it really ought to be a base class. So now it is: Good will, Medium BAB, d8 HD, excellent skill list, and a pile of class features.
Four major notes:
1) This was an attempt to make Planeswalker work in D&D, not to bend D&D into making the class. That means no new spells. Plane Shift is initially very nerfed and then gets "normal" at 14th level. This isn't a 100% faithful translation is what I'm trying to say; it's inspired by Magic: The Gathering but not a slave to it.
2) Even with nerfed Plane Shift...this is a class that can Plane Shift 1/day at will starting at 1st level. That's going to impact how you run your games, and this class should never be used if you aren't counting on the party rambling across the multiverse with at least one and potentially a full party of Planeswalkers. Those that want to use the class should embrace the 'walkers gift and run a campaign that's a bit more like Sliders or Stargate in that it involved traveling to exotic places, meeting exotic races...obviously, this isn't for everyone.
3) The overall goal of the Planeswalker was to allow for an incredibly versatile, high Tier 3 class that didn't just rob its class features from other base classes. As a result, there's very little "color restriction" (go ahead and make that Blue/Green/Red/Black mage!) and there's a lot of abilities that are a bit strange. Above all else, please let me know which of the "Boons" feels too strong/too weak, if you feel there's enough options, if you love or hate the way color restriction works and why (too restrictive/not restrictive enough), etc.
4) This is my first homebrew base class. Please, be gentle :smallredface:
The Planeswalker
Creating a Planeswalker
A Planeswalker is a gifted spellcaster and a paragon of their people who has the innate ability to travel the planes.
Abilities: A Planeswalker's abilities are defined by their personality, fighting style, allegiance, and specialization. They choose which mental ability (Intelligence, Charisma, or Wisdom) they want to govern their spellcasting ability, so clearly they need one of those abilities to be quite high. Beyond that it depends on character.
Races: All sentient races with a life force have the potential to discover their spark and walk the path of the planeswalker, although for reasons unknown Human planeswalkers are by far the most common. Even Dragons, Golems, and Undead have been storied to have discovered their sparks and become some of the multiverse's most fearsome planeswalkers.
Adventures: Planeswalkers are as varied as all the other classes combined, and depending on an individual's alignment and color allegiance they can fit in comfortably with almost any combination of classes. Generally speaking, White-aligned planeswalkers fit in best with Paladins and Clerics, Blue with Artificers and Wizards, Black with Rogues and Necromancers, Red with Barbarians, Bards, and Sorcerers, and Green with Rangers and Druids, but there's a lot of variance. No matter their Race, Alignment, or Color Allegiances, all Planeswalkers have a love of travel and adventure and an innate, wild magic that makes them close companions to sorcerers and other spellcasters.
Alignment: Planeswalkers come from all alignments. Embracing certain colors tends to also dictate an alignment (White planeswalkers are almost never chaotic, Green planeswalkers are often neutral, and Black planeswalkers are rarely good) but anything is possible. Some spell lists have certain alignment restrictions, but this does not bar a character of that color from being that alignment (you can have an Evil White Planeswalker who casts White spells, even good-aligned ones, even though said Planeswalker can't learn "Evil" spells from the Cleric list).
Class Skills The Planeswalker’s class skills (And the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge: Arcana (Int), Knowledge: Geography (Int), Knowledge: The Planes (Int), Listen (Wis), Spellcraft (Int), Speak Language, Spot (Wis), and Survival (Wis). A planeswalker also can gain additional class skills depending on their choice of color (see below).
Skill Points at 1st Level: (6 + Int modifier) x4
Skill Points at each Level: 6 + Int modifier
Hit Die: d8
Planeswalker
Planeswalker Saves Spells Per Day Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 1st +0 +0 +0 +2 Walk the Planes 1/day, Color Skills, Minor Arcana, Boon (Novice) 1 — — — — — 2nd +1 +0 +0 +3 Mana Pool 1 — — — — — 3rd +2 +1 +1 +3 Planeswalker’s Will 2/day (Draw Mana, Fortify Life) 2 — — — — — 4th +3 +1 +1 +4 Boon 2 1 — — — — 5th +3 +1 +1 +4 Baleful Shift, Mana Bond I 2 1 — — — — 6th +4 +2 +2 +5 Easy Walking 3 1 — — — — 7th +5 +2 +2 +5 Boon (Journeyman) 3 1 0 — — — 8th +6/+1 +2 +2 +6 Planeswalker's Will (Search for Answers) 3 2 1 — — — 9th +6/+1 +3 +3 +6 Planeswalker's Will 3/day, Walk the Planes 2/day 3 2 1 — — — 10th +7/+2 +3 +3 +7 Boon (Expert) 3 3 1 0 — — 11th +8/+3 +3 +3 +7 Mana Bond II 3 3 2 1 — — 12th +9/+4 +4 +4 +8 Emergency Walk 1/day, 4 3 2 1 — — 13th +9/+4 +4 +4 +8 Boon (Master), Walk the Planes 3/day 4 4 2 1 0 — 14th +10/+5 +4 +4 +9 Swift Traveler 4 4 3 2 1 — 15th +11/+6/+1 +5 +5 +9 Emergency Walk 2/day, Planeswalker's Will (4/day) 5 4 3 2 1 — 16th +12/+7/+1 +5 +5 +10 Boon 5 4 4 2 1 0 17th +12/+7/+1 +5 +5 +10 Mana Bond III, Walk the Planes 4/day 5 4 4 3 2 1 18th +13/+8/+3 +6 +6 +11 Emergency Walk 3/day, Planeswalker's Will (Spell Trace) 5 5 4 3 2 1 19th +14/+9/+4 +6 +6 +11 Boon (Legend) 5 5 4 4 3 2 20th +15/+10/+5 +6 +6 +12 Mastery of the Planes, Walk the Planes 5/day 5 5 4 4 4 3
Class Features:Spoiler
Weapon and Armour Proficiencies: A Planeswalker is proficient with light armor and shields. A planeswalker is proficient with all simple weapons and a single martial weapon of their choice. Unlike normal arcane spellcasters, the Planeswalker may cast spells while wearing light armor and using light shields with no risk of spell failure.
Spells A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier.
Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability.
A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes. The spells known by a Planeswalker at each level are listed in the table below
Spoiler: Planeswalker Spells Known
Class Level 1st 2nd 3rd 4th 5th 6th 1st 1 - - - - - 2nd 2 - - - - - 3rd 3 - - - - - 4th 3 2 - - - - 5th 4 3 - - - - 6th 4 3 - - - - 7th 4 4 2 - - - 8th 4 4 3 - - - 9th 4 4 3 - - - 10th 4 4 4 2 - - 11th 4 4 4 3 - - 12th 4 4 4 3 - - 13th 4 4 4 4 2 - 14th 4 4 4 4 3 - 15th 4 4 4 4 3 - 16th 5 4 4 4 4 2 17th 5 5 4 4 4 3 18th 5 5 5 4 4 3 19th 5 5 5 5 4 4 20th 5 5 5 5 5 4
Minor Arcana: A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifer.
Walk the Planes (Su): A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift, and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills: A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list.
White: Knowledge: History, Knowledge: Nobility and Royalty, Ride, Sense Motive
Blue: Disable Device Search, Swim, Use Magic Device
Black: Bluff, Hide, Knowledge: Religion, Move Silently
Red: Bluff, Intimidate, Jump Tumble,
Green: Climb, Handle Animal, Heal, Knowledge: Nature
Boon: At 1st level, and every three levels thereafter, a planeswalker embraces the special gifts of one of the colors of magic. At first level they may select any “Novice” boon. Starting at 7th level they may learn Journeyman boons, but to learn a higher level boon the Planeswalker must know a boon of the previous tier in the same color. For example, for a planeswalker to gain access to “Distortion Strike” (A journeyman Blue Boon), they must have selected one of blue’s novice boons at 1st or 4th level. Planeswalkers gain access to Expert boons at 10th level, Master boons at 13th level, and Legend boons at 19th level.
Mana Pool: In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter.
A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot.
A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC.
In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker’s Will: Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level.
Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.
Draw Mana (3rd Level): By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.
Fortify Life (3rd level): By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hitpoints. Succeeding on the check by 10 or more grants 2d10 Temporary Hitpoints instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hitpoints instead.
Search for Answers (8th level): You tap into planar knowledge in order to ready an answer to your current foe. By succeeding on the check, you gain a +1 insight bonus to attack, AC, and saving throws for this encounter. Succeeding on the check by 10 or more increases the bonus to +2. Succeeding on the check by 20 or more increases this bonus to +3.
Spell Trace (18th level): You study the underlying magic of your opponent, and turn it back at them. This ability works a little differently. The DC for the Knowledge: The Planes check must exceed the Hit Die of a single enemy you can see +10. If you succeed, you gain the ability to cast a spell or Spell-like ability of the target. To do so, you must spend a 6th level spell slot (or a combination of mana and a lower level slot equal to that amount). The action to do so is the same action required to normally cast that spell, but the Save DC is based on your primary spell casting attribute. The spell you cast must be one you have seen the target cast, and you can cast this spell only once, during only this encounter.
Baleful Shift: At 5th level, the Planeswalker may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ½ character level + spellcasting ability modifier) to resist this. Note that until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.
Mana Source: A planeswalker’s spellcasting is closely tied to certain environments. At 5th level, they choose a color. While in an environment of that color, a Planeswalker gains a +2 bonus to Initiative and Knowledge: The Planes rolls. While starting an encounter in that environment, a Planeswalker gains an additional Mana point.
White: Plains, open fields, deserts, urban environments
Blue: Islands, the sea, large rivers or lakes, or while airborne with clouds nearby.
Black: Swamps, cemeteries or tombs, and caves
Red: Mountains, dungeons, and deserts
Green: Forests, jungles, underground areas filled with fungus.
At 11th and 17th level, a Planeswalker may choose to double the benefit gained from a selected environment, or they may choose an additional Color to gain this benefit from. Remember, a doubling of a doubling is a tripling.
Easy Walking: At 6h level, the Planeswalker is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.
Emergency Walk: At 12th level, in times of great need, the Planeswalker may teleport themselves out of danger much faster than normal. Once per day, she may use her “Walk the Planes” ability as a full-round action, rather than a one-minute action. He gains additional uses of this ability again at 15th level and every 3 levels thereafter.
Swift Travel: At 14th level, you are able to planeshift much faster. Your “Walk the Planes” ability now takes only one round to cast. This is shortened to a standard action when you use your “Emergency Walk” ability.
Master of the Planes (Ex):At 20th level you are an expert of inter planar travel and Leyline Manipulation. This has a number of benefits.
In regards to your "Walk the Planes" ability, If you have been to a location before, you unerringly arrive where you desire when using your “Walk the Planes” ability, as the "Greater Planeshift" spell. You can make a Knowledge: The Planes check when an opponent uses a Conjuration[Teleportation] spell or spell-like ability to identify where they are traveling, and if you use your Walk the Planes ability afterwards, you can arrive within 20 miles of their location. You never risk landing somewhere dangerous when traveling to a plane, even if you have never been there before. Finally, the save DC to send an unwilling character on a “Walk” is increased by 2.
In regards to your "Planeswalker's Will", you may choose two different abilities when making a Knowledge: The Planes check, and gain both benefits.
White Boons and Spell List:
Spoiler
"One's blade is only as sharp as one's conviction."
—Ajani Goldmane
BoonsSpoilerNovice:
Skills of the Plains: Upon selecting this boon, you add all of the White skills to your class skill list.
Enduring Ideal: Upon selecting this boon, you add a 1st level White spell to your list of spells known. Each time you gain a white boon, you may learn a new White spell of the highest level you are capable of casting.
Healing Salve: This boon empowers your healing magic. When you cast a Conjuration [Healing] spell, it heals an additional 2 points of damage for every White Boon you've selected, including this one
Knighthood: You gain Mounted Combat and Skill Focus: Ride as bonus feats.
Undead Slayer: Gain “Turn Undead” as a cleric of your level.
Journeyman:
Ajani's Mantra: When you use your Planeswalker's Will, you also regain hitpoints equal to your Planeswalker level.
Crusade: Upon selecting this boon, your Planeswalker levels are retroactively assumed to have granted full Base Attack Bonus, like a fighter. All future Planeswalker levels also grant full Base Attack Bonus. As an extra bonus, once per day you can invoke a Smite attack. This attack adds your Charisma modifier to your next attack roll and deals 2 additional points of damage per White Boon you've selected, including this one.
Heroic Resolve: You may now cast spells in Medium armor and while using Heavy shields with no chance of spell failure. Furthermore, you may "taunt" foes into attacking you. You gain Goad as a bonus feat (see Complete Adventurer or sidebar for details).
Swords to Plowshares: You can spend mana in order to weave white magic into a blast that makes a creature harmless but restores its life. As a standard action, you may designate a foe within 100' to make a will save (DC = 10+ amount of mana spent + spellcasting ability modifier). The creature is stunned for 1 round and suffers a penalty -4 penalty on attack rolls 1d6+1 rounds, but gains an equal amount of Fast Healing for as long as they have the attack penalty. A succesful save negates the stun and halves the duration.
Expert Boons:
Austere Command: You may spend one mana as a swift action to gain one of the following benefits:
- Your next attack ignores hardness and damage reduction.
- You and all allies that can see you gain a +2 Morale bonus to attack rolls for 5 rounds.
- You are immune to Fear for 5 rounds.
Empryeal Armor: You gain the Mettle ability. In addition, after you roll a saving throw, you may spend 1 mana point to reroll that saving throw. You must use the new result, even if it is lower.
Pearl Medallion: You cast all White spells at +1 Caster Level, and you start each encounter with an additional Mana point.
Beacon of Immortality: Whenever you cast a Conjuration [Healing] spell, it is automatically affected as if you had used Empower Spell on it, but with no increase in spell level or casting time.
Master Boons:
Shelter: You gain a permanent “Sanctuary” effect. Until you act against a foe with a harmful action, they must make a Will save (DC 10+ 1/2 character level + spellcasting ability modifier) to directly attack you or cast a spell targeting you. They may still indirectly harm you (such as with an area attack), and a foe who successfully saves is immune to this effect for 24 hours.
Pulse of the Fields: You gain Fast Healing 2 for each White Boon you have selected, including this one.
Legend Boon:
Serra’s Embrace: You are elevated to angelic status. Your type is changed to Outsider. You gain Resistance to Acid, Cold, and Electricity 10 as well as Damage Reduction 10/Evil and Magic. You also sprout large, feathery wings that grant you a fly speed of 60' (good maneuverability).
Decree of Justice: By spending two mana, you may cast Gate 2/day as a spell-like ability with a caster level equal to your character level. When cast, it is considered a White spell
Spells: The following spells are considered "White" spells
- Any non-evil, non-Necromancy spell from the Cleric spell list
- Any spell from the Paladin spell list
- Abjuration spells from the Wizard/Sorcerer spell list
Blue Boons and Spell List:
Spoiler
"The mind: a great weapon and an even greater weakness." - Jace Beleren
Boons:Spoiler
Novice:
Skills of the Sea: Upon selecting this boon, you add all of the Blue skills to your class skill list.
Thirst for Knowledge: You begin to train in the ways of the artificer. You gain the Trapfinding ability (as a Rogue), Scribe Scroll as a bonus feat, and a craft reserve of 50 that can be used in place of XP when creating magic items.
Eternal Dominion: Upon selecting this boon, you add a 1st level Blue spell to your list of spells known. Each time you gain a blue boon, you may learn a new Blue spell of the highest level you are capable of casting.
Dizzy Spell: When a foe is targeted by a Blue spell that you cast, whether the spell is successful or not, that enemy suffers a -1 penalty to AC for each Blue boon you have taken (including this one) for one round.
Raven Familiar: You gain the services of a Raven familiar, as a wizard of your level.
Journeyman:
Distortion Strike: You gain a number of Sudden Strike dice equal to the number of Blue boons you have taken (including this one).
Artificer’s Intuition: You become a more skilled artificer. You may take any Craft feat as a bonus feat as long as you meet the prerequisites. You gain a 100 point craft reserve (this overwrites a previous craft reserve). Finally, you may make Use Magic Device checks to emulate spells that you do not have while crafting magic items.
Jace's Erasure: When you use your Planeswalker's Will, you are invisible until the end of your next turn or until after you attack or cast a spell targeting one or more opposing creatures.
Mana Drain: You gain a +2 bonus on all dispel checks. In addition, if you successfully counter a spell, the opposing caster loses a prepared spell slot or spell at random.
Expert:
Cryptic Command: You may spend a mana point as a swift action to gain any of the following benefits:
- Enemies within 30' have 25% spell failure for one round.
- You and your allies cast all spells at +1 Caster Level for 5 rounds.
- Your next succesful attack knocks the target back 10' and knocks them prone.
Sapphire Medallion: You cast all Blue spells at +1 Caster Level. You start each encounter with an additional Mana point.
Beacon of Tomorrows: All spells you cast from the Illusion school have their duration doubled as though they had been cast using the Extend Spell feat.
Stroke of Genius: You gain a number of skill points equal to twice your current Planeswalker level, which must be spent immediately. Your future Planeswalker levels grant an additional two skill points. In addition, when you would make a skill check you may spend a Mana point to "take 10" on that roll, even if you are hurried, distracted, or threatened.
Master:
Tinker: You become a master artificer. You gain the service of up to 10 HD worth of Hommonculi without spending any gold or XP. This may be split up as you wish (one 10HD homonculus, or ten 1 HD homonculi, etc). You gain the "Create Homonculus" ability as an artificier, but only the homonculi granted by this ability are free. Should they be destroyed, you must pay the cost as normal. Likewise, should you wish to create more homonculi or upgrade the one granted by this feat, you pay the costs as normal. You gain another craft feat that you qualify for as a bonus feat, and a craft reserve of 300.
Cloak of Mists: You gain a bonus on all saves versus spells or spell-like abilities equal to the number of Blue boons you have taken.
Legend:
Time Twister: Once per round, you may cast any spell you know of 3rd level or lower as a swift action, as though it had been prepared with the Quicken Spell feat, without any increase in casting time or spell level.
Time Walk: You may spend two mana points to cast Time Stop 2/day as a spell-like ability. It counts as a Blue spell when cast in this way.
Spells: The following are considered "Blue" spells
- Abjuration, Divination, Enchantment, Illusion, and Transmutation spells from the Wizard/Sorcerer spell list
- Any spell with the [Water] or [Air] descriptors.
- Any "Teleport" spell*
*SpoilerA "Teleport" spell is any spell on this list:
- Benign Transposition
- Baleful Transposition
- Dimension Door
- Greater Dimension Door
- Teleport
- Greater Teleport
Other spells may qualify, at your DMs discretion
Black Boons and Spell List:
Spoiler
"Death is no excuse for disobedience." - Liliana Vess
Boons:
Spoiler
Novice
Skills of the Swamps: Upon selecting this boon, you add all of the Black skills to your class skill list.
Unholy Strength: You have DR X/bludgeoning, where X is the number of Black boons you possess (including this one)
Demonic Tutor: Upon selecting this boon, you may take any feat as a bonus feat. However, you suffer a permanent -1 to will saves. Unlike other boons, you may select this boon multiple times (the penalty is cumulative).
Zombie Master: You gain the ability to Rebuke undead, as a cleric of your level.
Neverending Torment: Upon selecting this boon, you add a 1st level Black spell to your list of spells known. Each time you gain a black boon, you may learn a new Black spell of the highest level you are capable of casting.
Journeyman:
Hatred: All of your attacks (including magical touch attacks) inflict an additional 1d6 damage for each Black boon you possess. However, each time you deal damage, you also take 1d6 points of damage.
Sorin's Vengeance: When you use your Planeswalker's Will ability, you also deal negative energy damage equal to your Planeswalker level to an adjacent enemy, then heal an amount equal to half the amount of damage dealt.
Raise Dead: You gain a skeletal servant. It is a normal Human Warrior skeleton, except as noted here. The skeleton has a number of Hit Dice equal to the planeswalker's class level. Add one-half the planeswalker's class level to the skeleton's natural armor bonus. Add one-third of the planeswalker's class level to the skeleton's Strength and Dexterity scores. if your skeleton should be destroyed, a ritual requiring 24 hours of meditation, an assembled skeleton, and 100 gold worth of materials can create a new one.
Cover of Darkness: Whenever one of your Black spells requires a saving throw, the victim must also make a will save (DC = 10+1/2 character level +spellcasting ability modifier) or be shaken for 1 minute.
Expert:
Curse of Misfortune: Whenever you cast a spell that requires one or more creatures to make a saving throw, you may spend a Mana point to make each affected creature roll that save twice and take the lower result.
Profane Command: You may spend a Mana point as a Swift action to gain one of the following benefits:
- Each enemy within 30' suffers a -2 penalty to AC and all saving throws for 5 rounds.
- You do not provoke Attacks of Opportunity for 5 rounds.
- Your next attack deals an additional 1d6 Negative Energy damage, and you heal an amount equal to half the total damage dealt.
Jet Medallion: You cast all Black spells at +1 Caster Level. You start each encounter with an additional Mana point.
Beacon of Unrest: Whenever one of your spells creates undead (Animate Undead, Summon Undead), you create one additional undead of that type at no additional cost (you must have a dead body in the case of Animate Dead or a similar spell, but you create both undead with the materials, time, and spell slot of one).
Master:
Necropotence: When you cast a spell, you may take an amount of damage equal to the level of that spell times three. If you do, you regain that spell slot for the day.
Dark Ritual: You gain a number of bonus spell slots based on the number of Black Boons you possess. For instance, if you possess 5 Black Boons, you may gain a bonus 5th level spell, or a bonus 2nd and 3rd level spell, or five bonus 1st level spells. You may redistribute this bonus each morning, when you regain your spells for the day.
Legend:
Lich: Your type becomes Undead. You lose your constitution score. All of your HD are retroactively turned into D12 hit die, and you gain bonus hitpoints based on your charisma modifier instead of your (now non-existant) constitution modifier. You also add your charisma modifer to all constitution checks and constitution-based skills. You have +4 Turn Resistance, and receive a +2 bonus to Strength and Intelligence. Finally, you receive a +2 bonus on all checks to Rebuke or Command undead.
Damnation: You may spend two mana points to cast Sphere of Ultimate Destruction 2/day as a spell-like ability with a caster level equal to your character level. It counts as a Black Spell when cast.
Spells: The following are considered "Black" spells:
- Any non-good, non-Healing spell from the Cleric spell list
- Any spell from the Assassin spell list
- Necromancy spells from the Wizard/Sorcerer spell list
Red Boons and Spell List:
Spoiler
"Of course you should fight fire with fire. You should fight everything with fire." - Jaya Ballard
Red Boons:
SpoilerRED BOONS
Novice Boons:
Reckless Rage: You gain the ability to fly into a rage 1/day, as the Barbarian ability.
Cave Sense: You get a +1 bonus on Reflex saves for each Red boon you have, including this one.
Sizzle: You gain Fiery Burst (see Complete Mage or sidebar for details) and Spell Focus: Evocation as bonus feats, even if you do not meet the prerequisites.
Skills of the Mountains: Upon selecting this boon, you add all of the Red skills to your class skill list.
Undying Flames: Upon selecting this boon, you add a 1st level Red spell to your list of spells known. Each time you gain a red boon, you may learn a new red spell of the highest level you are capable of casting.
Journeyman:
Bedlam: You have Skirmish +Xd6/+X (See Sidebar), where X is equal to the number of Red Boons you have (including this one).
Chandra's Fury: Whenever you use your Planeswalker's Will ability, you explode with Fire, dealing 2d8+1/2 character level fire damage to all adjacent creatures before you teleport away (Reflex Save DC 13 + primary spellcasting modifier for half) and can designate one adjacent character that fails their save to be lit on fire, taking additional Fire damage equal to your level and 1d6 Fire damage per round for 1 minute or until they spend a standard action to put out the fire.
Pyromatics: You gain Evasion (as the Rogue ability) and Resist Fire 10.
Rite of Flame: Whenever you cast a Red spell, you may sacrifice a second spell slot of any level as part of that action. If you do, you increase the spell's effective level and your caster level while casting it by an amount equal to the spell level. For example Chandra, a 7th level Planeswalker, casts Fireball. She invokes her Rite of Flame, losing a 2nd level spell slot as she casts Fireball. The Fireball she is casting is treated as though it were a 5th level spell, and Chandra's CL is treated as 9 (so it inflicts 9d6 damage with a save DC of 15+primary casting attribute, instead of 7d6 with a save of 13+primary casting stat). Fireball.
Expert:
Beacon of Destruction: Any spell you cast with the [Fire] descriptor is automatically affected as though by the Empower Spell feat, with no increase in spell level or casting time.
Incendiary Command: You may spend a Mana point as a swift action to gain one of the following benefits:
- You and all allies within 30' have their weapons erupt in flames, dealing an additional 1d6 Fire damage for 5 rounds.
- Your movement speed cannot be reduced for 5 rounds.
- Your next attack inflicts an additional 2d12 Electricity damage.
Ruby Medallion: You cast all Red spells at +1 Caster Level. You start each encounter with an additional Mana point.
Wheel of Fortune: Once per round as a swift action, you may spend 1 mana point to roll a d6 and gain a benefit based on the result:
1 - +2 bonus to attack and damage rolls until the end of your next turn.
2 - +2 bonus to AC until the end of your next turn.
3 - Cast a spell you know of 2nd level or less as a free action (assuming you have spell slots or Mana points remaining to do so).
4 - Add two Mana points to your Mana Pool.
5 - Teleport 30'.
6 - Deal fire damage equal to your level to an enemy within 30'.
Master:
Fervor: You may act as if under the effects of a Haste spell for 10 rounds/day. This ability is activated and deactivated as a free action, and the rounds need not be consecutive.
Volcanic Strength: Whenever you deal damage with an attack, spell, or ability you deal an additional 2 damage for each Red boon you have, including this one.
Legend:
Comet Storm: You may spend two mana points to cast Meteor Swarm 2/day, as a spell-like ability. It is treated as a Red spell.
Form of the Dragon: Upon taking this boon, you take on a Draconic visage. You sprout draconic wings enabling you to fly at a speed equal to your normal movement speed with average maneuverability. You also gain a breath weapon which can be used every 1d4 rounds and inflicts 5d6 fire damage in a 30' cone (Reflex for half). The save DC is based on 16+your primary casting attribute.
Spells: The following are considered Red spells:
- Spells taken from the Bard spell list
- Evocation, Conjuration, and Transmutation spells from the Wizard/Sorcerer spell list
- Any spell with the [Fire], [Cold], [Electricity], [Earth], or [Sonic] descriptor
Green Boons and Spell List:
Spoiler
"Words lie. People lie. The land tells the truth." - Garruk Wildspeaker
Green Boons:Spoiler
Novice Boons:
Skills of the Forest: Upon selecting this boon, you add all of the Green skills to your class skill list.
Animal Magnetism: You gain the Wild Empathy ability, as a druid.
Endless Swarm: Upon selecting this boon, you add a 1st level Green spell to your list of spells known. Each time you gain a Green boon, you may learn a new Green spell of the highest level you are capable of casting.
Gift of the Woods: You gain a +1 bonus on Fortitude saves for each Green boon you have, including this one.
Overrun: You gain Augment Summoning and Spell Focus: Conjuration as bonus feats, even if you don't meet the prerequisites.
Journeyman Boons:
Bounty of the Hunt: Upon selecting this boon, you gain a Favored Enemy (as the ranger ability). Each time you select a new green boon, you may choose an additional favored enemy and increase your bonus to a favored enemy by +2.
Garruk's Horde: When you use the "Fortify Life" or "Search for Answers" options for your Planeswalker's Will ability, up to two adjacent allies also gain the benefit.
Predatory Focus: Upon selecting this boon, your Planeswalker levels are retroactively assumed to have granted full Base Attack Bonus, like a fighter. All future Planeswalker levels also grant full Base Attack Bonus. As an additonal bonus, you get a +2 bonus to attack and damage on all attacks of opportunity.
Wild Pair: You gain an animal companion, as a druid of your level -3.
Expert Boons:
Beacon of Infestation: The duration of any summoned creature under your control is doubled, as if by the Extend Spell feat, with no change in spell level or casting time.
Berserk: Once per round as a swift action, you may spend a Mana point to grant yourself or an ally within 30' a bonus on their next attack and damage roll equal to your primary spellcasting modifier.
Emerald Medallion: You cast all Green spells at +1 Caster Level. You start each encounter with an additional Mana point.
Primal Command: You may spend a Mana point as a Swift action to gain one of the following benefits:
- You and all allies within 30' gain Fast Healing 5 as long as you are below 50% hitpoints for 5 rounds.
- You are immune to [Death] effects for 1 round.
- Your next attack inflicts additional damage equal to your level and allows you to make a Disarm or Sunder attempt as a free action afterward.
Master:
Giant Growth: You may give yourself the effects of Enlarge Person as a free action for up to 10 rounds per day. These rounds need not be consecutive. In addition, you gain an inherent +1 bonus to Strength for each Green boon you have, including this one, at all times.
Beastmaster Ascension: You gain the ability to Wildshape, as a druid of your level, up to 2/day. You may only take the form of small to large sized animals, however.
Legend:
Might of Oaks: Upon selecting this boon, your skin hardens and becomes more plantlike. You gain a +3 natural armor bonus and 25% fortification against critical hits. In addition, the first "Summon" spell of 3rd level or lower you cast each round is cast as a swift action instead of a full round.
Epic Proportions: You gain the ability to cast Shapechange 2/day as a spell-like ability.
Spells: The following are considered "Green" spells:
- Any non-[Fire] spell from the Druid spell list.
- Any spell from the Ranger spell list.
- Any non-[Fire] Conjuration spell from the Wizard/Sorcerer spell list.