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Planeshifter 1.5 - The Homebrewery
Planeshifter 1.5 - The Homebrewery
A
dragonborn stands atop a pillar, facing an
incoming armada of undead. They group up at
the base of the structure, piling on top of each
other to reach the adventurer, begging to rip the
skull from his corpse. The dragonborn reaches
into himself, as a swirl of violet energy
surrounds him, morphing with his physical
body. The incorporeal energy mixes with his blood, which
devises a ball of fire in his hand. With a mighty roar, the
dragonborn catapults the fireball into the undead horde
beneath him, eradicating the threat.
A tiefling faces down an alhoon, casting its behemothically
potent spells. Her party members start to fall left and right,
being overwhelmed by their opponent's spellcasting. In a fit of
rage, the tiefling drives her blade through its chest, as an
abyssal curse seeps into her target's body. Suddenly, the
alhoon finds itself unable to cast its debilitating spells.
Borderline helpless, the alhoon is beaten to an indescribable
pulp as the tiefling laughs triumphantly.
These extremely powerful spellcasters have one aspect in
common: they have been merged with a cosmological plane
of existence. They may have experienced some sort of
exceedingly rare, traumatic event; or perhaps they underwent
some sort of supermagical ritual that tied their souls to an
alternate plane. Regardless of how they came to be, the result
is the same. Planeshifters utilize their direct connection to a
cosmological plane to power their magical abilities.
Unfortunately, their magic does not come as freely as other
spellcasters. They do have a base level of magical ability, but
they can raise themselves above it, by permanently scarring
their corporeal bodies. Every time they rip a piece of
themselves off, they come one step closer to becoming fully
engulfed by their plane.
Corporeal and Incorporeal
The universe and its many planes are infinite, but the mortal
body is not. Planeshifters possess a great magical power that
only an extreme few will ever achieve. However, this power
comes at an extreme price. The more a planeshifter taps into
his or her power, the more his or her physical body begins to
fade and tear away. No amount of healing magic nor potions
can counteract this decay; only a lengthy rest will be potent
enough.
Planeshifters carry a heavy burden upon their shoulders. In
the wrong hands, they can unleash extraplanar powers and
creatures onto a world they should never know. An evil
planeshifter is incredibly invasive, introducing concepts that
no mortal should ever be forced to comprehend. A good
planeshifter, on the other hand, works as one of the most
powerful counterinsurgent workhorses in the universe. No
other plane has any kind of creature that is as in-tune with
the cosmological planes as the planeshifter is.
The Planeshifter
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Rift Points
1st +2 Extraplanar Affinity, Pact Magic 3 2 1 1st -
2nd +2 Cosmological Tear 3 3 2 1st -
3rd +2 Dynamism of the Rifts 3 4 2 2nd 3
4th +2 Ability Score Improvement 4 5 2 2nd 4
5th +3 ─ 4 6 2 3rd 5
6th +3 Extraplanar Affinity feature 4 7 2 3rd 6
7th +3 ─ 4 8 2 4th 7
8th +3 Ability Score Improvement 4 9 2 4th 8
9th +4 ─ 4 10 2 5th 9
10th +4 Extraplanar Affinity feature 5 10 2 5th 10
11th +4 Mystic Arcanum (6th level) 5 11 3 5th 11
12th +4 Ability Score Improvement 5 11 3 5th 12
13th +5 Mystic Arcanum (7th level) 5 12 3 5th 13
14th +5 Extraplanar Affinity feature 5 12 3 5th 14
15th +5 Mystic Arcanum (8th level) 5 13 3 5th 15
16th +5 Ability Score Improvement 5 13 3 5th 16
17th +6 Mystic Arcanum (9th level) 5 14 4 5th 17
18th +6 Planar Rejuvenation 5 14 4 5th 18
19th +6 Ability Score Improvement 5 15 4 5th 19
20th +6 Extraplanar Affinity feature 5 15 4 5th 20
merge consentfully or did someone force it upon you? What Hit Dice: 1d8 per planeshifter level
physical attributes may have manifested upon your body after Hit Points at 1st Level: 8 + your Constitution modifier
the merge took place? Do you take this newfound destiny in Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
stride, or do you regret it and hope for a way to reverse it? modifier per planeshifter level after 1st
How were your relationships with your friends and family
affected? Do they support and love you, or do they ostracize Proficiencies
and shun you? Armor: Light armor
Weapons: Simple weapons
Tools: None
Bonus Proficiencies
At 1st level, you gain proficiency with medium armor and
martial weapons.
Abyssal Knowledge
Also at 1st level, you are innately knowledgeable of the Abyss.
You can add twice your proficiency bonus to any check made
relating to recalling information about the Abyss or its
inhabitants.
Malevolent Warrior
At 6th level, you become a more aggressive warrior. Once on
your turn, when you take the Attack action, you can attack
one additional time as part of the same action.
Additionally, you can expend 1 rift point to gain advantage
on all melee attacks until the end of your current turn.
to dismiss it. You can use this ability twice per long rest.
Quickened Cantrip
Dreadnought Ambush
that you can see. When you do so, you create a rift of the
dreadnought takes its turn after yours, using its stat block as
Celestial Planes At 6th level, the Celestial Planes have strengthened your
ability to heal. You learn the empowered healing rift power,
You have merged with the Celestial Planes. This set of planes and it doesn't count against the number of rift powers you can
is broken up into nine subplanes, each of which is a gorgeous, know. For you, empowered healing costs only 2 rift points
pleasant paradise in which even the most tortured of souls and can be quickened for only 4 rift points.
would find peace. Heavenly radiance surges within you.
Celestial Blessing
Celestial Magic At 10th level, you have harnessed the divine spirit. You gain
The Celestial Planes grant you additional spells known at the resistance to radiant and necrotic damage.
planeshifter levels listed in the Celestial Planes Spells table. Additionally, you sprout wings. When you are not wearing
Each of these spells counts as a planeshifter spell for you, but heavy armor, you gain a flying speed equal to 30 feet. Lastly,
it doesn't count against the number of planeshifter spells you you can spend 1 rift point to use the Dash action as a bonus
can know. action on your turn, only if you fly for the movement.
Planeshifter
Level Spells Divine Awareness
At 14th level, your senses have been tuned to that of a
1st guiding bolt, healing word celestial's. You gain truesight out to 15 feet.
3rd healing spirit, prayer of healing Additionally, you know if any creature that you can see or
5th beacon of hope, spirit guardians (good or
hear is lying.
neutral only)
Angelic Arsenal
7th guardian of faith, sickening radiance At 20th level, you can allow the Celestial Planes to
9th summon celestial, wall of light overwhelm you with their power, temporarily granting you
Planetar-esque abilities. Once per long rest, as an action, you
Divine Radiance can grant yourself the following traits:
At 1st level, your divine connection has granted you a more You emit bright light out to 30 feet and dim light an
powerful spell. You learn the word of radiance cantrip. For additional 30 feet
you, it has a radius of 15 feet. You gain a flying speed of 60 feet and truesight out to 60
Additionally, whenever a creature succeeds on its saving feet
throw against this cantrip, it suffers half damage. You gain advantage on saving throws against spells and
other magical effects
Celestial Knowledge All of your spells that require a roll to determine radiant
Also at 1st level, you are innately knowledgeable of the damage or healing done, instead use the maximum
Celestial Planes. You can add twice your proficiency bonus to amount possible.
any check made relating to recalling information about the
Celestial Planes or their inhabitants. This feature lasts for 1 minute. Once this feature has been
used, it can not be used again until you finish a long rest.
Healing Rift
Elemental Plane
You have merged with the Elemental Plane. This plane is Strength of the Elements
broken up into four subplanes: air, earth, fire, and water. At 10th level, you can force a target to succumb to one of your
There are also several quasi-planes that act as intermediary elements. Whenever you deal damage with a spell of 1st level
sections between each plane. You are connected to each one or higher that deals acid, cold, lightning, or fire damage; you
of them, granting yourself powers of each element. can expend 2 rift points plus 1 additional rift point per level of
Elemental Magic
the spell to make one target of the spell vulnerable to that
The Elemental Plane grants you additional spells known at instance of damage, only if that target is neither resistant nor
the planeshifter levels listed in the Elemental Plane Spells immune to that damage type.
table. Each of these spells counts as a planeshifter spell for Purity of the Elements
you, but it doesn't count against the number of planeshifter At 14th level, your body is one with the elements. You gain
spells you can know. resistance to acid, cold, lightning, and fire damage.
Planeshifter Level Spells Additionally, whenever you are subjected to acid, cold,
1st absorb elements, hellish rebuke
lightning, or fire damage; you can use your reaction to grant
yourself immunity to that instance of damage.
3rd aganazzar's scorcher, warding wind You can use this feature a number of times equal to your
5th protection from energy, tidal wave proficiency bonus, and regain all expended uses upon
finishing a long rest.
7th elemental bane, summon elemental
9th conjure elemental, transmute rock Archomental
At 20th level, you can become one with an Elemental Plane of
Minor Elemental Resistance your choosing. When you use this feature, choose an element:
At 1st level, your connection to each Elemental Plane grants air, earth, fire, or water. You then, as an action, assume the
you minute defenses against certain attacks. Whenever you form of the elemental myrmidon associated with that
take acid, cold, lightning, or fire damage, you can subtract 1d4 element, as presented in Mordenkainen's Tome of Foes. Your
from the damage roll. This damage reduction increases at gear is morphed into the elemental form and can not be used
higher levels, becoming 1d6 at 5th level, 1d8 at 11th level, and for the duration. However, any gear that is part of the
1d10 at 17th level. elemental's stat block magically manifests as a part of you
until this feature ends.
Elemental Knowledge When you do, take on that creature's stat block. You keep
Also at 1st level, you are innately knowledgeable of the all of your current stats, unless the new ones are higher. You
Elemental Plane. You can add twice your proficiency bonus to also keep all of your current resistances and immunities, in
any check made relating to recalling information about the addition to the ones you gain from your elemental form. If an
Elemental Plane or its inhabitants. ability in your elemental form requires a saving throw, that
saving throw has a DC equal to your spell save DC.
Elemental Affinity You may still cast spells and use your rift powers while in
At 6th level, you've learned to control the elements in perfect your elemental form. When you are reduced to 0 hit points
harmony. Whenever you cast a spell that deals acid, cold, while in your elemental form, any additional damage carries
lightning, or fire damage; you can expend 1 rift point to over to your humanoid form.
change the damage type of that spell to one of others This feature lasts for 1 minute, until you are reduced to 0
previously listed. hit points, or you are incapacitated. You can use this ability
twice per long rest.
Ethereal Plane
creatures.
Ethereal Magic
can know.
Planeshifter
Level Spells
chest
Ethereal Sight
by 30 feet.
Ethereal Knowledge
Ethereal Plane. You can add twice your proficiency bonus to Ethereal Travel
any check made relating to recalling information about the At 14th level, you can fully transition from one plane to the
Ethereal Plane or its inhabitants. other. As a bonus action, you can enter the Ethereal Plane,
Otherworldly Perception becoming undetectable by any creature on the Material Plane
At 6th level, you gain a sense to perceive those who are except for those who can see into the Ethereal Plane. While
otherwise unseen. Your vision into the Ethereal Plane you are on the Ethereal Plane, you are unable to affect nor be
extends out to 30 feet. affected by anything on the Material Plane. You can then use
Additionally, you can sense that an invisible creature is a bonus action to return to the Material Plane.
present within 30 feet of you. You do not know the creature's You can stay on the Ethereal Plane for a cumulative total of
location, unless it moves. Once it moves, you know exactly 1 minute. After that, you are unable to use this ability until
where it is. Since you are innately aware of creatures around you finish a long rest.
you, you can not be surprised by a creature within 30 feet of Protomatter Demiplane
you. At 20th level, you can banish a creature to a temporarily
Incorporeal Movement created demiplane, forged by the protomatter that exists
At 10th level, you can slowly phase through objects. You can within the Deep Ethereal.
move through solid objects and other creatures as if they As an action, you can choose a creature you can see within
were difficult terrain. Once on your turn, when you pass 60 feet of you. That creature is then instantly transported to
through a creature, that creature suffers 1d4 psychic damage. the demiplane, where it remains for 1 round. When it takes
If you end your turn inside an object or creature, however, you its next turn on the initiative order, it must make a Wisdom
take 1d10 force damage and are shunted into the nearest saving throw against your spell save DC. On a failed save, it
unoccupied space. suffers 10d10 acid, cold, fire, lightning, necrotic, or radiant
damage (your choice). On a successful save, it takes half of
the damage. At the start of your next turn, the creature
returns to the Material Plane at its original position.
You can use this feature twice per long rest.
Nine Hells
You have merged with the Nine Hells. This plane is the home Imp
of the devils, and consists of nine separate circles; each one Tiny fiend (devil, shapechanger), lawful evil
more frightful and malevolent than the last. Many may see
you as a spawn of the devils, but in reality, you are the plane Armor Class 11 + your proficiency bonus
that spawns the devils. Hit Points 15 + three times your planeshifter level
Speed 20 ft.. fly 40 ft.
Nine Hells Magic
The Nine Hells grant you additional spells known at the STR DEX CON INT WIS CHA
planeshifter levels listed in the Nine Hells Spells table. Each
of these spells counts as a planeshifter spell for you, but it 6 (-2) 17 (+3) 13 (+1) 11 (0) 12 (+1) 14 (+2)
doesn't count against the number of planeshifter spells you
can know. Skills Deception +4, Persuasion +4, Stealth +5
Damage Resistances cold, bludgeoning, piercing,
Planeshifter Level Spells and slashing from nonmagical attacks not made
1st false life, hellish rebuke with silvered weapons
Damage Immunities fire, poison
3rd scorching ray, spiritual weapon Condition Immunities poisoned
5th bestow curse, fireball Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 60 ft.
7th charm monster, fire shield
9th hallow, infernal calling Shapechanger. The imp can use its action to
polymorph into a beast form that resembles a rat
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider
Hellish Blood (20 ft., climb 20 ft.), or back into its true form. Its
At 1st level, the nature of the Nine Hells flows through your statistics are the same in each form, except for the
blood. You can speak, read, and write Infernal. Additionally, speed changes noted. Any equipment it is wearing
you gain telepathy out to 30 feet. or carrying isn't transformed. It reverts to its true
form if it dies.
Nine Hells Knowledge
Also at 1st level, you are innately knowledgeable of the Nine Devil's Sight. Magical darkness doesn't impede the
Hells. You can add twice your proficiency bonus to any check imp's darkvision.
made relating to recalling information about the Nine Hells Magic Resistance. The imp has advantage on saving
or its inhabitants. throws against spells and other magical effects.
your ability to see in the dark. You gain darkvision out to 300
feet.
Shadow Knowledge
Persistence of Darkness
fires and light that you can see within 120 feet of you.
Nowhere to Hide
you. You can now see through magical darkness out to the
At 14th level, you can weaken fiery spells and magical light,
that you can see casts a spell that emits magical light, deals
requires a saving throw, you can grant all allies that you can
Cost: Varies
If a rift power requires prerequisites, you must meet them to As a reaction, you can buff one of your allies' weapon
learn it. You can learn the rift power at the same time that damage. When an ally within 30 feet of you deals damage
you meet its prerequisites. If a rift power costs more rift with a weapon attack, you can add a number of d4s of force
points than you currently have, you can not use it. A level damage to it equal to the number of the rift points used for
prerequisite refers to your level in this class. this ability, however you can not expend more than 5 rift
points at a time.
Antiresistance
Prerequisite: 10th level
Encumbrance
Cost: 4 rift points
Cost: 2 rift points
As an action, you can cause a creature to lose all of its As an action, you can create a 20-foot square field of
resistances for 1 minute. extraplanar energy in an area you can see within 120 feet of
you. This area functions as difficult terrain for any creature
Barrier Rift who passes through it.
Prerequisite: 10th level
This rift power can be quickened for an additional cost. If
Cost: Varies
you spend 3 rift points to use this ability, you can use it as a
As an action, you can create a 10-foot sphere centered bonus action.
around you that reduces incoming damage. Any ranged
attack that passes through the barrier has its damage Ethereal Foresight
reduced by a number of d4s equal to half the amount of rift Prerequisite: Ethereal Plane, 5th level
points spent to use this ability (rounded down, minimum of Cost: 2 rift points
1). This barrier remains in place unless you spend 1 rift point As an action, you can grant yourself or an ally advantage on
to move it with you, and it lasts for 1 minute, until you are his or her next initiative roll. This feature can be active on
incapacitated, or you dismiss it as a bonus action. only one creature at a time.
Celestial Blessing Expanded Arsenal
Prerequisite: Celestial Plane, 8th level
Prerequisite: 15th level
As a reaction, when an ally within 30 feet of you fails a saving You can expend rift points to cast spells that you do not know
throw, you can use this ability to allow them to reroll. The ally but are on your spell list. When you do so, you spend a
must then use the new roll. You can use this feature only once number of rift points equal to twice the spell's level. You must
per saving throw. still expend the appropriate spell slot or cast it using your
Cosmological Tear ability.
Elemental Resistance
Prerequisite: Elemental Plane, 3rd level
Extraplanar Aid
Cost: 2 rift points
Prerequisite: 12th level
As an action, you can grant one of your allies resistance to Cost: Varies
acid, cold, fire, or lightning damage (your choice) for 1 minute. As an action, you can refund an ally an expended spell slot.
This rift power can be quickened for an additional cost. If This costs a number of rift points equal to twice the spell slot
you spend 3 rift points to use this ability, you can use it as a level that you refund, and you can not refund a spell slot
bonus action. higher than 3rd level.
Empowered Darkvision Focus
Prerequisites: Shadow Plane, 10th level
Cost: 3 rift points
Cost: Varies
When you fail a check to maintain concentration on a spell,
As an action, you can grant your allies darkvision out to 60 you can use this ability to reroll. You must use the new roll
feet and the ability to see through magical darkness out to and can only use this feature once per concentration.
that range for 10 minutes. This costs a number of rift points
equal to the number of individuals to whom you grant this Gravitational Redirection
ability. Prerequisite: Astral Plane, 5th level
Empowered Healing As an action, you can choose a willing creature that you can
Cost: 3 rift points
see within 60 feet of you. When you do, you can move that
As an action, you can heal yourself or an ally within 5 feet of creature 20 feet in any direction of your choice.
you an amount equal to three times your level. This rift power can be used reactively for an additional
This rift power can be quickened for an additional cost. If cost. When the willing creature takes damage, you can spend
you spend 5 rift points to use this ability, you can use it as a 3 rift points to use this ability as a reaction.
bonus action.
Empowered Strike
Gravitational Rift Planar Shield
Prerequisite: 5th level
Cost: Varies
Planeshifter Spells
Art Credits
Planeshifter Unique Spells In order of appearance:
Forwardguard by ogilvie
Antimagic Ray Starset by Cashile
5th-level enchantment Bella 1 by maratarslanov
Casting Time: 1 action Sol Spellslinger by Andantonius
Range: 60 ft Celestial Warrior Elite by Carlos-Quevedo
Components: V, S Elemental Summoner by BillCreative
Duration: Concentration, up to 1 minute Exellero by Natalya Demidchick
Rise of the Half-blood Elf by Rayden Chen
You project an invisible ray from your fingers. Make a Ice Dungeon-kingkostas2018 by kingkostas
ranged spell attack against a target you can see within range.
On a hit, the target then functions as if it were contained in an
antimagic field. For the duration, the target can not use spells,
nor can any spells be used against it.