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Planeshifter

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

Creating a Planeshifter Quick Build


You can make a planeshifter quickly by following these
Your past is as important as your present and future. While suggestions. First, your highest ability score should be your
some adventurers may merely take spells as a hobby or study Constitution, which determines your hit points and acts as
it as a career, you are one with the magic arts. Nobody your spellcasting ability. Your next highest ability score
granted you this power, there is no greater being that is should be Dexterity, as that determines your armor class and
spoon-feeding you your magic. You, one way or another, assists in your melee encounters.
merged with the arcane and became one with it. You always
have one foot in the Material Plane and another on a separate
plane. Class Features
What cosmological plane of existence did you merge with? As a planeshifter, you gain the following class features.
Were you alone when this occurred, or did someone else
witness the event? Was it purposeful or accidental? Did you Hit Points

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

Saving Throws: Constitution, Intelligence

Skills: Choose two from Acrobatics, Arcana, Insight,

Investigation, Nature, Perception, and Survival

Equipment Extraplanar Affinity


You start with the following equipment, in addition to the At 1st level, your corporeal form has been morphed with a
equipment granted by your background: cosmological plane of your choice: the Abyssal Plane, the
(a) any simple weapon or (b) rapier (if proficient) Astral Plane, Celestial Plane, Elemental Plane, Ethereal
(a) a component pouch or (b) an arcane focus Plane, Nine Hells, or the Shadow Plane; each of which is
(a) an explorer's pack or (b) a scholar's pack detailed at the end of the class description. Your choice
(a) leather armor or (b) scale mail (if proficient) grants you features at 1st level, and again at 6th, 10th, 14th,
and 20th level.
Pact Magic
At one point in your life, your physical body merged with a Cosmological Tear
cosmological plane of existence. That plane grants you your At 2nd level, you can tap into the cosmological plane within
ability to cast spells. you to cast more spells, at the expense of weakening your
physical form.
Cantrips With this feature, you can choose to cast a spell without
You know three cantrips of your choice from the planeshifter expending a spell slot in exchange for losing hit dice. Before
spell list. You learn additional planeshifter cantrips of your you cast a spell in this way, expend a number of hit dice equal
choice at higher levels, as shown in the Cantrips Known to the level of the spell. You may then cast the spell without
column of the Planeshifter table. expending a spell slot. When you cast a spell in this way, it
does not have to be at the highest level, but it can not be of a
Spell Slots higher spell level than you can cast in this class.
The Planeshifter table shows how many spell slots you have
to cast your planeshifter spells of 1st through 5th level. The Dynamism of the Rifts
table also shows what the level of those slots is; all of these Starting at 3rd level, you can use the power from your plane
spell slots are the same level. To cast one of your planeshifter to create effects other than spells. These abilities are fueled
spells of 1st through 5th level, you must expend a spell slot. by a resource known as Rift Points.
You regain all expended Pact Magic spell slots when you Rift Power. You learn a number of rift powers of your
finish a short or long rest. choice equal to your proficiency bonus. Your rift power
For example, when you are 5th level, you have two 3rd-level options are detailed at the end of the class description. You
spell slots. To cast the 1st-level spell witch bolt, you must can change one of your rift powers each time you gain a level
spend one of those slots, and you cast it as a 3rd-level spell. in this class. If a rift power has prerequisites, you must meet
Spells Known of 1st Level and Higher all of them in order to take that rift power.
At 1st level, you know two 1st-level spells of your choice from Rift Points. You have a number of rift points equal to your
the planeshifter spell list. level. If you do not have enough current rift points to use a rift
The Spells Known column of the Planeshifter table shows power, you are unable to use that rift power. You regain all
when you learn more planeshifter spells of your choice of 1st- expended rift points upon finishing a long rest.
level and higher. A spell you choose must be of a level no Saving Throws. If a rift power requires a saving throw, the
higher than what's shown in the table's Slot Level column for saving throw is equal to 8 + your proficiency bonus + your
your level. When you reach 6th level, for example, you learn a Constitution modifier.
new planeshifter spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can Mystic Arcanum
choose one of the planeshifter spells you know and replace it At 11th level, your connection to your cosmological plane
with another spell from the planeshifter spell list, which also grants you additional magical power. Choose one 6th-level
must be of a level for which you have spell slots. spell from the planeshifter spell list as this arcanum.
You can cast your arcanum spell once without expending a
Spellcasting Ability spell slot. You must finish a long rest before you can do so
Constitution is your spellcasting ability for your planeshifter again. You can not use your Cosmological Tear ability to cast
spells, so you use your Constitution whenever a spell refers to one of these spells.
your spellcasting ability. In addition, you use your At higher levels, you gain more planeshifter spells of your
Constitution modifier when setting the saving throw DC for a choice that can be cast in this way: one 7th-level spell at 13th
planeshifter spell you cast and when making an attack roll level, one 8th-level spell at 15th level, and one 9th-level spell at
with one. 17th level. You regain all uses of your Mystic Arcanum when
Spell save DC = 8 + your proficiency bonus + your you finish a long rest.
Constitution modifier
Spell attack modifier = your proficiency bonus + your
Constitution modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
planeshifter spells.

Planar Rejuvenation Violent Blessing


At 10th level, you reap the souls of those you slay, feeding
At 18th level, you can draw strength from your plane more your power. Whenever a hostile creature dies within 60 feet
often. You regain half of your rift points (rounded down) on a of you, you can use your reaction to consume its soul,
short rest. allowing you to regain an expended rift point. When you do
so, you also gain an amount of temporary hit points equal to
Extraplanar Affinities half your planeshifter level.
You can use this feature a number of times equal to your
In the cosmology of the World Tree, there are over a dozen proficiency bonus, and regain all expended uses upon
planes of existence that have been detailed. When you came finishing a long rest.
into contact with one, it changed you forever. Your newfound
spellcasting is derived from this plane, but that's not all. This Overthrow the Strong
plane has granted you special abilities; abilities that no other At 14th level, your will to eradicate your foes starts to
plane can grant you. overcome you, as you coat your melee weapon attacks with
the negative energy of the Abyss. Once on your turn, when
Abyssal Plane you hit with a melee weapon attack, you can spend rift points
You have merged with the Abyss. This infinitely layered plane to add necrotic damage to it. Your attack deals an additional
is the birthplace of demons. Despite who you may be, a d6 necrotic damage per rift point expended, however you can
constant chaotic evil voice constantly scratches at your spend no more than 5 rift points at a time with this ability.
throat. It urges you to become stronger by slaying those who Tortured Foes
stand above you. Whether or not you listen to it, it never At 20th level, you have learned to infect your foes with the
relents. You may feel constantly tortured and attacked by this mind-torturing powers of the Abyss. Whenever you land a
voice. Alternatively, you may thrive upon it and use it to melee weapon attack on a hostile creature, you can force the
empower yourself. target to make a Constitution saving throw against your spell
Abyssal Magic save DC. If the target fails, you can choose one of the
The Abyssal Plane grants you additional spells known at the following effects to inflict:
planeshifter levels listed in the Abyssal Plane Spells table. The target can not regain hit points for 1 minute
Each of these spells counts as a planeshifter spell for you, but The target suffers disadvantage on all saving throws and
it doesn't count against the number of planeshifter spells you attack rolls until the end of your next turn
can know. The target can not cast a spell until the end of your next
Abyssal Plane Spells
turn
Planeshifter You can not have more than one of these effects on the
Level Spells same target at a given time. Once a creature fails its saving
1st booming blade, cause fear, inflict throw against this feature, you can not use it again until you
wounds finish a short or long rest, unless you expend 2 rift points to
3rd mirror image, shadow blade
do so.
5th summon lesser demon, vampiric touch
7th summon greater demon, wall of fire
9th danse macabre, enervation

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.

Astral Plane Timeless


At 1st level, time ceases to have any effect on you. You no
You have merged with the Astral Plane. This plane is almost longer age and magic can not age you; and you do not require
completely barren, serving no real purpose other than as a food, water, nor sleep. You still require 8 hours for a long rest,
graveyard for deceased gods. Time flows here, but its effects but you remain aware and can perform light work for the
are severely hindered, making a thousand years have no more duration.
effect on a mortal body than a normal day. There is no gravity,
but spells and spell-like abilities are quickened within this Astral Knowledge
plane. Also at 1st level, you are innately knowledgeable of the Astral
Plane. You can add twice your proficiency bonus to any check
Astral Magic made relating to recalling information about the Astral Plane
The Astral Plane grants you additional spells known at the or its inhabitants.
planeshifter levels listed in the Astral Plane Spells table.
Each of these spells counts as a planeshifter spell for you, but Weightless
it doesn't count against the number of planeshifter spells you At 6th level, you can immerse yourself or an ally in the energy
can know. of the Astral plane. As an action, you can grant yourself or a
Planeshifter Level Spells friendly creature within 5 feet of you flying speed equal to
your movement speed and the ability to hover for 1 minute.
1st feather fall, magnify gravity You can use this ability a number of times equal to your
3rd levitate, silence proficiency bonus, and regain all expended uses upon
5th fly, speak with dead
finishing a long rest.
7th death ward, freedom of movement Directional Gravity Well
9th far step, temporal shunt At 10th level, you can change the directional gravity of an
area. As an action, you can choose a 20-foot radius, 20-foot

tall cylindrical area within 100 feet of you. You can choose

whether this cylinder pulls creatures within its area upwards

or downwards when you use this ability. All creatures in the

area must make a Wisdom saving throw against your spell

save DC. On a failed save, all affected targets either float 20

feet into the air or are anchored to the ground. Regardless, a

target is grappled and restrained. An affected target can make

a Wisdom saving throw at the end of each of its turns,

breaking free of the gravity well on a successful save.

This ability lasts for 1 minute, until you lose concentration

as if you were concentrating on a spell, or you use an action

to dismiss it. You can use this ability twice per long rest.

Quickened Cantrip

At 14th level, you've tapped into the magical energy of the

Astral Plane. Whenever you cast a cantrip on your turn, you

can use your bonus action to cast an additional cantrip with a

casting time of 1 action.

You can use this ability a number of times equal to your

proficiency bonus, and regain all expended uses upon

finishing a lon rest.

Dreadnought Ambush

At 20th level, you can temporarily create a rift of the Astral

Plane on your current plane of existence, summoning the

mightiest monstrosity that dwells within: the Astral

Dreadnought. As an action, you can choose a 60-foot radius

that you can see. When you do so, you create a rift of the

Astral Plane, through which an Astral Dreadnought emerges.

The Astral Dreadnought can not leave the 60-foot radius,

however it can reach beyond it with its attacks. The

dreadnought takes its turn after yours, using its stat block as

presented in Mordenkainen's Tome of Foes, and attacks the

creatures closest to it. It is not friendly to you nor your allies.

The dreadnought remains for 3 rounds, unless it is slain,

you are incapacitated, or you dismiss it as an action. You can

use this ability once per long rest.

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

You have merged with the Ethereal Plane. It is one of the

transitive planes, meaning that it serves primarily as a

method of travelling between major planes. It coexists with

the Material Plane, as it is almost exactly the same except

individuals can pass through solid objects and other

creatures.

Ethereal Magic

The Ethereal Plane grants you additional spells known at the

planeshifter levels listed in the Ethereal Plane Spells table.

Each of these spells counts as a planeshifter spell for you, but

it doesn't count against the number of planeshifter spells you

can know.

Planeshifter

Level Spells

1st feather fall, mage armor

3rd misty step, spider climb

5th blink, fly


7th freedom of movement, leomund's secret

chest

9th telekinesis, steel wind strike

Ethereal Sight

At 1st level, your vision is amplified. You gain darkvision out

to 60 feet. If you already have darkvision, the range extends

by 30 feet.

Additionally, you can see into the Ethereal Plane out to 10

feet. Lastly, you gain advantage on Wisdom (Perception)

checks made to locate hidden creatures.

Ethereal Knowledge

Also at 1st level, you are innately knowledgeable of the

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.

Devilish Ally Actions


At 6th level, your connection to the Nine Hells catches the Sting (Bite in Beast Form). Melee Weapon Attack:
attention of an archdevil, who grants you a permanent imp your spell attack modifier to hit, reach 5ft., one
ally. This imp scales in power as you gain levels in this class, target. Hit 1d6 + your proficiency bonus piercing
as shown in the accompanying stat block. damage, and the target must make a DC 11 + your
The imp is friendly to you and your companions, and obeys proficiency bonus Constitution saving throw, taking
your commands. In combat, the imp shares your initiative an additional 1d4 + your proficiency bonus poison
count, but it takes its turn immediately after yours. The only damage on a failed save, or half as much on a
action it takes on its turn is the Dodge action, unless you take successful one.
a bonus action to command it to take another action. If you Invisibility The imp magically turns invisible until it
are incapacitated, the imp can take any action of its choice. attacks or until its concentration ends (as if
If the imp dies, it is replaced by a new one after a long rest. concentrating on a spell). Any equipment the imp
wears or carries is invisible with it.
Fiendish Collaboration
At 10th level, you and your imp have become more intwined.
You and your imp can now communicate telepathically with Hellish Sacrifice
each other out to 120 feet. At 20th level, you can command your imp to make the
Additionally, whenever your imp deals damage to a ultimate sacrifice. As an action, you can force your imp to
creature, you can use your reaction to cast a cantrip with a explode. Every creature of your choice in a 20-foot radius
casting time of 1 action against that same creature. must make a Dexterity saving throw against your spell save
Spawn of the Devil DC. On a failed save, a target takes 15d10 fire damage and is
At 14th level, the infernal power of the Nine Hells has knocked prone. On a successful save, a target takes half
corrupted your cells, granting you more power. You gain damage and is not knocked prone. This features ignores both
immunity to fire damage. resistances and immunities to fire damage.
Additionally, all of your spells ignore fire resistance. Once you use this feature, your imp is dead, and this
feature can not be used again until after a long rest.

Molded in Darkness

At 1st level, your connection to the Shadowfell has improved

your ability to see in the dark. You gain darkvision out to 300

feet.

Shadow Knowledge

Also at 1st level, you are innately knowledgeable of the

Shadow Plane. You can add twice your proficiency bonus to

any check made relating to recalling information about the

Shadow Plane or its inhabitants.

Persistence of Darkness

At 6th level, you can manipulate darkness to stomp out the

light. You gain resistance to fire and radiant damage.

Additionally, as an action, you can extinguish all nonmagical

fires and light that you can see within 120 feet of you.

Nowhere to Hide

At 10th level, no amount of darkness can hide your foes from

you. You can now see through magical darkness out to the

range of your darkvision.

Bane of the Light

At 14th level, you can weaken fiery spells and magical light,

while empowering your shadow spells. Whenever a creature

that you can see casts a spell that emits magical light, deals

fire damage, or deals radiant damage, you can use your

reaction to impose disadvantage on the attack roll. If the spell

requires a saving throw, you can grant all allies that you can

see within its range resistance to that instance of damage.

Additionally, whenever you cast a necromancy spell or a

spell that creates magical darkness, you can double its

duration, if it has a duration longer than instantaneous. If it

instead deals damage, you can add your Constitution

modifier to the damage roll. If it both deals damage and has a

duration longer than instantaneous, you choose which benefit


to add.
Shadow Plane You can use each of these features a number of times equal
You have merged with the Shadow Plane. The Shadowfell is to your proficiency bonus, and regain all expended uses upon
a place of black. There are no colors nor light; no sun, moon, finishing a long rest.
and no stars. It's similar to the Ethereal Plane in that it
shares general geographic properties with the Material World of Darkness
Plane, except everything has a much darker, more macabre At 20th-level, you can manifest the Shadowfell in a certain
tone to it. Buildings may appear abandoned or destroyed area, wreaking havoc upon your foes within. As an action, you
while frequent earthquakes would shake the ever-changing can create a 30-foot wide and 30-foot tall sphere in an area
landscape. It is no place for the weary. you can see. When you do, the area is covered in magical
darkness and is difficult terrain. All creatures inside the
Shadow Magic sphere who can not see through magical darkness are
The Shadow Plane grants you additional spells known at the blinded. If they have it, all hostile creatures within range of
planeshifter levels listed in the Shadow Plane Spells table. the sphere lose their resistance to necrotic damage, and if
Each of these spells counts as a planeshifter spell for you, but they are immune to necrotic damage, it is lessened to
it doesn't count against the number of planeshifter spells you resistance. Lastly, any hostile creature who ends its turn
can know. inside the sphere suffers 3d10 necrotic damage.
This feature lasts for 1 minute, until you are incapacitated,
Planeshifter Level Spells or you dismiss it as an action. You can use this feature twice
1st dissonant whispers, silent image per long rest.
3rd darkness, shadow blade
5th spirit shroud, summon shadowspawn
7th phantasmal killer, shadow of moil
9th creation, enervation
Rift Powers Prerequisite: 5th level

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

Cost: 2 rift points


Cost: Varies

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

Cost: 2 rift points

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

Cost: 2 rift points


As an action, you can grant yourself or an ally within 30 feet
As an action, you can create a rift with a 20-foot radius out to of you an amount of temporary hit points equal to twice the
60 feet. Creatures in the area must succeed on a Strength amount of rift points you use for this ability.
saving throw or be pulled into the center of it and knocked
prone. Stunning Blast
Prerequisite: 8th level

Hurl Flame Cost: 3 rift points

Prerequisite: Nine Hells, 10th level


As an action, you can fire a surge of energy out to 60 feet
Cost: 2 rift points
which encapsulates your target. The target must succeed on
As an action, you can use your spell attack to throw a a Wisdom saving throw or be stunned until the start of your
superheated flame at a target out to 60 feet. On a hit, it deals next turn.
3d6 fire damage. This attack ignores fire resistance. This rift power can be quickened for an additional cost. If
This rift power can be quickened for an additional cost. If you spend 4 rift points to cast this ability, you can use it as a
you spend 3 rift points to use this ability, you can use it as a bonus action.
bonus action.
Summon Entity
Magic Resistance Prerequisite: 9th level

Prerequisite: 14th level


Cost: 8 rift points

Cost: 5 rift points


As an action, you can summon a creature from the
As a bonus action, you can grant yourself advantage on saving cosmological plane associated with your subclass. This
throws against spells and other magical effects for 1 minute. creature rolls its own initiative and is friendly to you and your
allies. It lasts for 1 hour, until you lose your concentration as
Necrotic Thorns if concentrating on a spell, it dies, you use this ability again, or
Prerequisite: Abyssal Plane, 8th level
you are incapacitated. The entities you can summon are as
Cost: Varies
follows:
As an action, you can cover yourself in an abrasive darkness. Abyssal Plane: bearded devil
Whenever a creature within 5 feet of you hits you with a Astral Plane: githyanki warrior
melee attack, that creature suffers a number of d8s of Celestial Plane: pegasus
necrotic damage equal to half the amount of rift points Elemental Plane: flail snail
(rounded down) used for this ability.. This effect lasts for 1 Ethereal Plane: phase spider
minute. Nine Hells: hell hound

Shadow Plane: shadow demon

Planeshifter Spells

Cantrips (0 Level) Augury 4th Level Teleportation Circle


Chill Touch Darkness Arcane Eye Wall of Force
Control Flames Enhance Ability Banishment
Create Bonfire Enthrall Blight 6th Level
Fire Bolt Flame Blade Compulsion Arcane Gate
Guidance Hold Person Death Ward Conjure Fey
Light Invisibility Dimension Door Forbiddance
Mind Sliver Knock Gravity Sinkhole Globe of Invulnerability
Minor Illusion Lesser Restoration Greater Invisibility Gravity Fissure
Ray of Frost Levitate Phantasmal Killer Planar Ally
Thaumaturgy Misty Step Private Sanctum True Seeing
Thunderclap Pass Without Trace Resilient Sphere
Ray of Enfeeblement Vitriolic Sphere 7th Level
1st Level Shatter Crown of Stars
Absorb Elements Spider Climb 5th Level Dream of the Blue Veil
Armor of Agathys Antilife Shell Forcecage
Bane 3rd Level Antimagic Ray Plane Shift
Burning Hands Blink Cone of Cold Sequester
Detect Evil and Good Counterspell Contact Other Plane Teleport
Detect Magic Dispel Magic Dispel Evil and Good
Guiding Bolt Fireball Dream 8th Level
Hideous Laughter Glyph of Warding Greater Restoration Dark Star
Magic Missile Haste Hallow Demiplane
Protection from Evil and Hypnotic Pattern Immolation Reality Break
Good Magic Circle Legend Lore
Sanctuary Remove Curse Modify Memory 9th Level
Thunderwave Slow Negative Energy Flood Blade of Disaster
Witch Bolt Summon Undead Planar Binding Gate
Tongues Scrying Ravenous Void
2nd Level Wind Wall Synaptic Static

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.

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