Plane Controller (5e Class)

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Plane Controller


Plane Controllers, well, they control the known planes of the D&D multiverse. They can cast spells and they can use Energy from the planes.


Creating a Plane Controller


Quick Build

You can make a <!-Plane Controller-> quickly by following these suggestions. First, <!-Wisdom-> should be your highest ability score, followed by <!-Charisma->. Second, choose the <!-Acolyte-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Plane Controller you gain the following class features.

Hit Points

Hit Dice: 1d8 per Plane Controller level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Plane Controller level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Rapiers and Tridents
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose four from Arcana, History, Insight, Investigation, Medicine, Perception, Persuasion and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a trident or (b) a rapier or (c) any simple weapon
  • (a) a priest's pack or (b) a scholar's pack
  • Leather armor and an arcane focus
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Plane Controller

LevelProficiency
Bonus
Energy PointsFeaturesCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+23Spellcasting, Energy Points, Plane Path32
2nd+23Slot Restoration33
3rd+23Signature Spell342
4th+23Ability Score Improvement443
5th+35Planar Summoning4432
6th+35Plane Path Feature4433
7th+3544331
8th+35Ability Score Improvement44332
9th+47443331
10th+47Plane Path Feature543332
11th+475433321
12th+47Ability Score Improvement5433321
13th+5954333211
14th+59Plane Path Feature54333211
15th+59543332111
16th+511Ability Score Improvement543332111
17th+6115433321111
18th+611Plane Shifting5433331111
19th+613Ability Score Improvement5433332111
20th+613Change Fate5433332211

Spellcasting

Cantrips

At 1st level, you know three cantrips of your choice from the Plane Controller spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Plane Controller table.

Preparing and Casting Spells

The Plane Controller table shows how many spell slots you have to cast your Plane Controller spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Plane Controller spells that are available for you to cast, choosing from the Plane Controller spell list. When you do so, choose a number of Plane Controller spells equal to your Wisdom modifier + your Plane Controller level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your Plane Controller spells. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a Plane Controller spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Plane Controller spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Energy Points

At 1st level, you 3 gain energy points. Energy points will be used for planar abilities.

Plane Paths

At 1st level, you chose a path based on your alignment. Choose between:

Path of Mount Celestia (LG)

Path of Bytopia (NG, LG)

Path of Elysium (NG)

Path of The Beastlands (NG, CG)

Path of Arborea (CG)

Path of Ysgard (CN, CG)

Path of Limbo (CN)

Path of Pandemonium (CN, CE)

Path of The Abyss (CE)

Path of Carceri (NE, CE)

Path of Hades (NE)

Path of Gehenna (NE, LE)

Path of The Nine Hells (LE)

Path of Acheron (LN, LE)

Path of Mechanus (LN)

Path of Arcadia (LN, LG)

Path of the Healer (all)

All are detailed at the end of the class description. Your choice grants you features at 6th level and again at 10th and 14th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slot Restoration

Starting from 2nd level, when you finish a short rest, you can use a maximum of a third (rounded down) of your hit points to restore your spell slots. When added, the spell slots levels must equal to or less than what you rolled on the dice.

Signature Spells

At 3rd level, every time you get a spell from a new spell level (e.g. at 5th and 7th level), choose a spell from that spell level. Instead of spending a spell slot, you can expend a number of energy points equal to the spell's level

Plane Shifting

At 18th level, you can cast Banishment and Plane Shift three times without expending a spell slot.

Once you use this feature, you can't use it again until you finish a long rest.

Change Fate

When you reach 20th level, you can use a number of energy points to add to a roll. Additionally, you can use a number of energy points to subtract to a roll. If the final result is 20, it counts as a natural 20.

Path of Mount Celestia

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Travel Between Planes

Starting from 10th level, as an action you can travel to Mount Celestia and back to the Material plane.

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Path of Bytopia

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Travel Between Planes

Starting from 10th level, as an action you can travel to Bytopia and back to the Material plane.

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Path of Elysium

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Travel Between Planes

Starting from 10th level, as an action you can travel to Elysium and back to the Material plane.

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Path of The Beastlands

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Travel Between Planes

Starting from 10th level, as an action you can travel to Beastlands and back to the Material plane.

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Path of Arborea

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Travel Between Planes

Starting from 10th level, as an action you can travel to Arborea and back to the Material plane.

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Path of Ysgard

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Travel Between Planes

Starting from 10th level, as an action you can travel to Ysgard and back to the Material plane.

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Path of Limbo

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Travel Between Planes

Starting from 10th level, as an action you can travel to Limbo and back to the Material plane.

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Path of Pandemonium

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Travel Between Planes

Starting from 10th level, as an action you can travel to Pandemonium and back to the Material plane.

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Path of The Abyss

You can call on the power of the Endless Demon Realms for power.

Demonic Attributes

At level 1, you can spend an energy point gain resistance against fire damage and cold damage and deal 1d8 more fire damage with your attacks.

Hoards of the Abyss

At level 3, you can summon creatures of the demon type who´s total challenge ratings are equal to half your level rounded up. (A level 4 your can summon 2 Quasits, or 8 Dretch, or 1 Quasit and 4 Dretch) These demons are under your control for one minute before they are pulled back to the Abyss. Once per Long rest.

Abyssal Corruption

At level 10, as long you are on the material plane you can cause Abyssal qualities to corrupt the land in a 100 foot radius around you. Plants will turn black and change, water will change to blood, bones will liter the landscape. All creatures(except demons) in this corrupted area take 2d8 necrotic damage at the start of there turn. After 20 minutes the area will slowly turn back to normal.

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Path of Carceri

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Travel Between Planes

Starting from 10th level, as an action you can travel to Carceri and back to the Material plane.

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Path of Hades

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Soul Aura At level 1, you have a small aura of souls from Hades surrounding you. When an enemy comes within 5 feet of you, they take a Wisdom save of 8+Proficiency+Wisdom. If they fail they are Frightened of you and take D4 damage at the beginning of every turn they remain in your aura.

Travel Between Planes

Starting from 10th level, as an action you can travel to Hades and back to the Material plane.

Yugoloth

At 14th level, you learn to comunicate with the beasts living in the plane of Hades. as an action, you can summon or transform into a Yugoloth of your choice (you can later use an action to transform back to your original self). The Yugoloth you summoned disappears when you summon another Yugoloth or when you're out of combat.

Path of Gehenna

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Travel Between Planes

Starting from 10th level, as an action you can travel to Gehenna and back to the Material plane.

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Path of The Nine Hells

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Travel Between Planes

Starting from 10th level, as an action you can travel to The Nine Hells and back to the Material plane.

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Path of Acheron

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Path Spells

Your Path grants you spells to add to your spell list.

Level Spells
1st level Bomming Blade[1], Green Flame Blade[2], mage armor, shield
3rd level flame blade, Shadow Blade[3]
5th level crusader's mantle, Elemental Weapon[4]
7th level fire shield, Staggering Smite[5]
Bonus Proficiencies

At 1st level, you have proficiency with all armor and all weapons.

Energy Weapons

Starting from 1st level, you can spend energy points to create weapons. These weapons vanish if you spend energy points to create more weapons or when you are not in combat.

Energy Points Spent Weapon Created
1 A weapon that deals 1d6 damage
2 A weapon that deals 1d8 damage
3 A weapon that deals 1d10 damage
4 A weapon that deals 2d6 damage
5 A weapon that deals 1d12 damage
6 A weapon that deals 2d8 damage
7 A weapon that deals 1d20 damage
8 A weapon that deals 2d12 damage
Fighting Style

At 1st level, you need to choose a fighting style from these options:

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack

When you reach 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Energy Attacks

At 6th level, you can spend energy points to gain features.

Energy Points Spent Features
3 You gain advantage on your next attack roll
5 Attack again
7 Add 3d8 to the damage
Travel Between Planes

Starting from 10th level, as an action you can travel to Acheron and back to the Material plane.

Improved Critical

At 14th level, when you roll a natural 20, you can roll the amount of dice three times instead of two.

Path of Mechanus

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Travel Between Planes

Starting from 10th level, as an action you can travel to Mechanus and back to the Material plane.

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Path of Arcadia

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Travel Between Planes

Starting from 10th level, as an action you can travel to Arcadia and back to the Material plane.

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Path of the Healer

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<!-Class Feature->

At 1st level, you can spend energy points to restore hit points to a willing creature within 15 feet of you equal to 1d4x(energy points spent +2)

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Plane Controller Spell List

Cantrips

blade ward, chill touch, control flames[6], create bonfire[7], dancing lights, encode thoughts[8], fire bolt, frostbite[9], guidance, gust[10], infestation[11], light, lightning lure[12], mage hand, mending, message, minor illusion, mold earth[13], on/off[14],prestidigitation, produce flame, shape water[15], thaumaturgy, thunderclap[16], toll the dead[17], true strike

1st Level

<!-1st level spell list->

2nd Level

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3rd Level

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4th Level

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5th Level

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6th level

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7th Level

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8th Level

<!-8th level spell list->

9th Level

astral projection, foresight, gate, imprisonment, Invulnerability[18], mass heal, Mass Polymorph[19], meteor swarm, prismatic wall, Psychic Scream[20], shapechange, storm of vengeance, time stop, true polymorph, wish

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



Back to Main Page 5e Homebrew Classes

  1. p.142 Sword Coast Adventurer's Guide
  2. p.143 Sword Coast Adventurer's Guide
  3. p.164 Xanathar's Guide to Everything
  4. p.237 Player's Handbook
  5. p.278 Plater's Handbook
  6. p.152 Xanathar's Guide to Everything
  7. p.152 Xanathar's Guide to Everything
  8. p.47 Guildmasters' Guide to Ravinca
  9. p.156 Xanathar's Guide to Everything
  10. p.157 Xanathar's Guide to Everything
  11. p.158 Xanathar's Guide to Everything
  12. p.143 Sword Coast Adventurer's Guide
  13. p.162-163 Xanathar's Guide to Everything
  14. Unearthed Urcana
  15. p.164 Xanathar's Guide to Everything
  16. p.168 Xanathar's Guide to Everything
  17. p.169 Xanathar's Guide to Everything
  18. p.160 Xanathar's Guide to Everything
  19. p.160-161 Xanathar's Guide to Everything
  20. p.163 Xanathar's Guide to Everything
gollark: Since that would alter the GEORGE councill.
gollark: 6) might override that, actually.
gollark: Maybe we should fix that loophole.
gollark: 6) supersedes it in some cases, but it was wisely written to not allow bylaw alteration without unanimous agreement.
gollark: > 4) this set of bylaws can be modified by the council with unanimous agreement
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