Planerider (5e Class)

Planerider

A man is dropping from the sky in the middle of combat with a red dragon. He disappears momentarily, then reappears a moment later surrounded by water, which he hurls at the dragon.

An elf and her companions are backed up against a wall, facing a pair of Galeb Duhr. She concentrates, pulling herself into the Astral Plane, then repositions herself. When she returns, she is behind the elementals and distracts them with her Energy Blaster, allowing her friends to escape.

A crafty gnome has stolen a great treasure from a powerful god. To avoid his wrath, the gnome dives from realm to realm until the trail is lost.

Planeriders are beings with the power to travel between planes, and bring some of it with them.


Natural Traveller

Planeriders experience a strong desire to travel from a very young age. Staying in one place too long frustrates them. If their desire is extreme enough, their energy will manifest a way for them to become a wanderer in the ultimate sense: a wanderer of worlds.

Creating a Planerider

What gives your Planerider such a strong desire to travel? How do they plan on using their powers, now that they have them? When they stay in a place, what anchors them?

Quick Build

You can make a Planerider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma, then Constitution. Second, choose the Adventurer background.

Class Features

As a Planerider you gain the following class features.

Hit Points

Hit Dice: 1d10 per Planerider level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Planerider level after 1st

Proficiencies

Armor: Light Armor, shields, Planerider Suit
Weapons: Improvised weapons, Martial weapons, Bayard
Tools: None
Saving Throws: Dexterity or Charisma, and Wisdom or Intelligence
Skills: Choose Three from Acrobatics, Arcana, Nature, Perception, Insight, Investigation, Survival, Persuasion, Stealth.

Equipment

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

  • Weapons and armor are provided by your class features. The only thing you choose is it's color. It is mostly white and black, but has colored parts that can be of any one non-metallic color of your choice.
  • Explorer's pack

Table: The Planerider

LevelProficiency
Bonus
Interplanar Dip DamageSide-Along Planeride PassengersFeatures
1st+22d8/1d8-Planar Forces, Planerider Suit, Bayard
2nd+23d8/1d8-Interplanar Dip, Planar Affinity, Planeride
3rd+24d8/1d8-Planar Shadows
4th+24d8/2d8-Ability Score Improvement
5th+35d8/2d8-Interplanar Dip Improvement
6th+35d8/3d81Planar Affinity, Side-Along Planeride
7th+36d8/3d81Planerider Suit Improvement, Bayard Specialization
8th+37d8/3d82Ability Score Improvement
9th+47d8/4d82
10th+48d8/4d83Planar Affinity, Forced Planeride
11th+49d8/4d83Planerider Armor, Planar Loyalty
12th+410d8/4d84Ability Score Improvement
13th+510d8/5d84
14th+511d8/5d85Planar Affinity
15th+512d8/5d85World Wanderer
16th+512d8/6d86Ability Score Improvement
17th+613d8/6d86Planerider Armor Improvement
18th+614d8/6d87Plane Seeker
19th+615d8/7d87Ability Score Improvement
20th+616d8/8d88Jack-of-all-Realms, Powerful Planar


Planar Forces

Some of your Planerider features require your target(s) to make a saving throw to resist the features effects. In addition, you will gain access to certain spells as you level up. You require no material components for these spells, but most require you to be wearing your Planerider Suit. The saving throw and Modifier are calculated as follows: Save DC: 8 + Charisma modifier + proficiency bonus // Modifier: Charisma modifier + proficiency bonus

In addition, every plane has associated forces. The damage types of each plane as shown below applies to your other Planerider features.

Water | Acid, Cold
Fire | Fire
Air | Force, Lightning, Thunder
Earth | Bludgeoning/Piercing/Slashing, Force
Shadowfell | Psychic, Necrotic
Feywild | Psychic
Mechanus | Bludgeoning/Piercing/Slashing
Limbo | Force, Psychic
Upper Planes | Radiant
Lower Planes | Necrotic
Astral | Force, Psychic
Ethereal | Force, Psychic
Material | Bludgeoning/Piercing/Slashing

Planerider Suit

Not so much a physical suit as it is a manifestation of your latent planar abilities, your Planerider Suit is what gives you your features. You can call upon it or dismiss it as an immediate-action, and it will materialize as a perfect fit on your body (over your normal clothes, under cloaks). You gain no benefits from any armor you were wearing while using your Planerider suit. It provides an AC of 12 + Dexterity (this will go up as you gain Planerider levels). The suit provides you with clean air for one hour when necessary, and its air supply refills after a spending a minute with at least your head in contact with fresh air. Depending on the Plane you are in, your suit may provide you with a mobility equal to your walking speed. In the Astral Plane, Ethereal Plane, Plane of Air, Plane of Fire, and the Upper Planes you gain a fly speed. In the Plane of Water and other aquatic planes you gain a swim speed. In the Plane of Earth and other cavernous planes you gain a burrow speed. In the Lower Planes and Mechanus you gain a climbing speed. In Shadowfell and the Feywild your speed doubles. Your suit will provide other Plane-dependent features as you level up. If you are, for any reason, teleported to a plane hostile to your survival, your Planerider suit materializes instantly.

Bayard

Your main weapon in combat is your bayard. As a bonus action, you can materialize it in your hand and activate it or dismiss it. You can use a full round action to reconfigure it. You start with two configurations, and will gain more as you level up. In addition, your bayard's damage dice increase as you level up. Its damage type is typically radiant, but when you summon it or reconfigure it you can make it lightning or the damage type of your current plane instead. You may also use the damage type of your Planar Affinity. It does not benefit from the Extra Attack feature other classes may give you. It's damage is considered magical for overcoming resistance. At level 12 you may use a standard action to reconfigure it instead of a full round action.


Bayard Configuration - Standby

Your bayard is pretty much just a handle in this mode. It can attach to the waist of your Planerider Suit, and it has the effects of a weapon with the Returning property. If you drop your bayard in any other configuration, at the beginning of your next turn it will reconfigure to Standby Configuration, then return to your hand at the beginning of turn after.


Bayard Configuration - Energy Sword

Your bayard produces a long, glowing blade from its head. It has the finesse, versatile, and special properties. It does 1d6 (1d8 versatile) damage, which increases at level 8 (2d6) (2d8 versatile), and level 16 (3d6) (3d8 versatile). While using this configuration in one hand with the other hand free, you gain a +1 shield bonus, increasing to +2 at level 8, and +3 at level 16.


Bayard Configuration - Energy Hook

At level 3, you gain a new configuration for your bayard

Your bayard produces two short blades of energy, forming a triangular head. It has the finesse, light, and special properties. It does 1d4 damage, which increases by at level 8 (1d6), and level 16 (1d8). Once per turn, using this configuration, if you have advantage on your attack roll, you can add 1d6 to the damage dice. This sneak attack damage increases at level 8 (2d6), and level 16 (3d6). Its Earth/Mechanus/Material damage type is slashing.


Bayard Configuration - Energy Blaster

At level 5, you gain a new configuration for your bayard.

Your bayard can take the shape of a rifle. It has a range of 150/600, as well as the heavy, two-handed, and special properties. It requires no ammunition, but rather draws its energy from your connection with planar energy. It does 1d8+1 damage at 5th level, which increases at 8th level (1d8+2), and 16th level (2d8+3). Its Earth/Mechanus/Material damage type is piercing. As a bonus action while using this configuration, you may hide immediately after attacking as long as there is sufficient cover for you to hide.

Interplanar Dip

You can travel between realms, bringing energy with you. Starting at second level, you can dip into another plane and absorb energy of the plane's type as one action, then return on the next turn and release it as a second action. You can either choose to target one enemy within 50 ft, and make an attack using your Energy Burst Modifier, or you can release it on all enemies in a 10 foot radius, and all targets must make a save against your Planar Forces ability (ability depends on damage, refer to chart). The damage against a single target is 3d8, and the damage against multiple targets is 1d8 each (or half on a successful save). This will go up as you increase in Planerider levels. You can use this feature once, and can use it again after a short rest. At first level, you can only use this feature by traveling to one of the Elemental Planes. If a saving throw is required when leaving a Plane, such as in the Feywild and Shadowfell, you do not need to make the save when using this feature. You cannot use this feature when grappling, restrained, or incapacitated.

Planar Affinity

At second level, you gain your first Planar Affinity. Chose one of the Planes listed at the end of this class and gain its respective abilities. You choose another Plane at level 6, 10, and 14.

Planeride

At second level, you begin to be able to travel between planes. For an hour once per day, when you use this feature you can travel to another plane of your choice from the 2nd level Planar Affinity options as well as the Material Plane once per minute. At the beginning of every fifth minute, if you have not traveled within the last minute, you must travel again. If you do not, make a DC 5 Charisma saving throw, which increases by 5 every 5 minutes. On a success, you do not need to travel. On a fail, you are sent to a random plane and cannot travel back for another minute. After an hour is over, you remain on your current plane and cannot use this feature again until you complete a long rest. You must be wearing your Planerider Suit in order to use this feature, and you cannot deactivate your suit until the time is up.

Sleepride

Some people walk in their sleep, others talk. You travel realms. Whenever you go to sleep, roll a d20. On a 1, you wake up in a random plane. Depending on how deeply you were sleeping, you might Sleepride on rolls of up to 5. You have disadvantage on the roll if your sleep is magical.

Planar Shadows

As a result of your growing presence on the multiple planes, at level 3 you start to manifest a presence in all planes simultaneously. These ghosts of you mimic every action and movement you take, and are considered incorporeal. They cannot damage or be damaged unless summoned to your current plane, and can only be seen with the effects of Truesight or a similar ability. When you use Interplanar Dip, Planeride, or other plane traveling feature that doesn't transport you to a specific location, you swap places with the ghost of the plane you are traveling to. If you use Truesight, you can see through the eyes of any of your ghosts.

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.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Interplanar Dip Improvement

Starting at 5th level, you can use your Interplanar Dip feature as a single action in one turn. Also, you can now use this feature a number of times equal to your proficiency bonus.

Side-Along Planeride

Starting at level 6, you can bring one other willing creature with you when you Planeride. They must be touching you each time you travel (or, for multiple travelers, touching other travellers that are touching you), or they will remain on the Plane you left them on. For as long as the Planeride feature is in effect, they gain suits similar to yours but modified to fit whatever armor they are wearing. Their armor class and resistances don't change, but they gain the same movement speed and breathing time as you. They can sense whenever you are about to travel, and if they are within 5 feet of you (or another traveller touching you/within 5 feet of you) they can use their reaction to touch you (or the other traveler). The number of other willing creatures you can bring increases by one every other level, as shown on the chart.

Planerider Suit Improvement

Starting at level 7, your suit provides you with resistance to damage of the type of your current plane (other than the Material Plane) for as long as you are wearing the suit and are in the plane and up to 1 minute after you leave. If you already have resistance to a damage because of your Planar Affinity (but not other features/traits) this becomes immunity for that damage type. You may only benefit from one resistance (or immunity) from this ability). In addition, your Armor Class increases to 13+Dex.

Bayard Specialization

Your focus on one configuration of your Bayard has given you insight into its many uses. When you reach 7th level, you can choose one Bayard Specialization, detailed at the end of the class. This ability improves at 12th level, and again at 17th level.

Forced Planeride

Starting at 10th level, when you use your Planeride ability, you can bring one unwilling creature you are touching with you instead of any willing creatures. The creature must make a Charisma save against your Planar Forces DC. On a success, you travel without them. On a fail, they travel with you. While traveling with you, they gain all benefits a willing creature would get while Planeriding with you. The number of unwilling creatures you can bring increases to 2 at 13th level, 3 at 16th level, and 4 at 19th level.

Planerider Armor

At 11th level, your Planerider Suit has evolved, now looking more impressive and formidable. Your Armor class increases to 14+Dex. Whenever you are damaged, you gain resistance to that damage for 1 round.

Planar Loyalty

Also starting at 11th level, you may cast Planar Ally once and can do so again after a long rest.

World Wanderer

At level 15, you learn the Plane Shift spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it. In addition, you may use your Planeride feature a second time each day.

Planerider Armor Improvement

At level 17, your Planerider Suit reaches its peak potential. Your Armor Class increases to 15+Dex. Your Plane specific resistance (or immunity) lasts until you choose to change it, and you may benefit from two different resistances (or immunities) this way.

Plane Seeker

At level 18, you learn the Demiplane spell and can cast it once, and can do so again after a long rest. You must be wearing your Planerider Suit to cast it.

Jack-of-all-Realms

By level 20, you have journeyed to every plane and adventured to your heart's content. You gain the effects of all Planar Affinities available at 2nd level and one available at 10th level. You may not take the same Affinity twice. In addition, you may now use Interplanar Dip with any plane.

Powerful Planar

You are much more comfortable using your powers, and can do so more easily. At level 20 you can use any feature that has a limited number of uses twice as many times as specified, and have twice as many spell slots to use your spells with.

Bayard Upgrades

Level 7 Upgrades
Improved Energy Rifle: When using the Energy Rifle Configuration, your critical threat range increases to 19-20. This bonus stacks with other sources that increase your threat range.
Improved Energy Sword: When using the Energy Sword Configuration, you may add +2 to dmg and take -2 to atk bonus.
Improved Energy Hook: When using the Energy Hook configuration, you may add your ability modifier to the extra attack from wielding a weapon in two hands.
Level 13 Upgrades
Force Sight: When using your Energy Rifle configuration within its maximum range, you add +2 to your atk bonus and may see through up to 20 ft of material while concentrating on this ability.
Force Shield: Each time you make a successful attack while using the Energy Sword configuration, you may benefit from its shield bonus while wielding it in two hands for 1 round.
Force Stab: Each time you use a bonus action to attack while using the Energy Hook configuration, you may deal an extra 1d4+Cha modifier force dmg to your target, even if the attack misses. This extra damage does not trigger sneak attack damage.
Level 17 Upgrades
Planar Bullet: At level 17, you may add +2 to your damage when using the Energy Rifle configuration. In addition, you can utilize your connections with the planes to Planar Dip your bullets towards your target. Once per short rest you may make an attack from hiding without breaking stealth. You determine the plane your bullet travels though. On a miss, you may deal your Energy Rifle damage for that bullet normally. On a successful hit, you may spend a use of your Planar Dip ability to manifest it at the location of your bullet. Your bullet still does its normal damage, and on a critical both normal and Planar Dip damage are doubled.
Planar Parry: At level 17, you may add +2 to its shield bonus when using the Energy Sword configuration. In addition, you can utilize your connection with the planes to force a potential attacker to Planeride. Once per short rest, whenever an enemy attacks you with a melee attack, you may force them to make a save against your Planar Forces ability. On a successful save, the attacker misses, and you may push them 10 feet in any direction away from you. On a failed save, the attacker misses and is forced to Planeride in a random plane each round without the benefit of your Planar Suit ability for 1d6 rounds. At the end of this Planeride, the creature reappears in its original location and must make Wisdom save (DC=8+your Charisma Bonus+rounds it was Planeriding) or be confused for 1 minute.
Planar Strike: At level 17, you may add +2d6 to your sneak attack damage when using the Energy Hook configuration. In addition, you can utilize your connection with the planes to summon your Planar Shadows into existence on your current plane. Once per short rest, as a full round action, you may summon up to 2 different, random, Planar Shadow copies of you in any open space within 30 yards of you. These shadows last for 1 minute or until you stop concentrating on this ability. Each Planar Shadow has 1/2 (rounded down) your current hit points, their own round of actions, but is essentially you, has your stats, and acts on the same turn you do. If your either of your Planar Shadows are destroyed for any reason, you are stunned for 1d4 rounds, lose 1/4 of your max hit points (round up) and you are unable to travel to or summon from that Planar Shadow's plane for any reason for the 1 week.

Planar Affinity - Level 2

While Planeriders are true wanderers, they still feel drawn to certain realms more than others. Choose one of the Elemental planes. You gain the features listed in its section. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity. When using Planeride, you can travel to all 2nd level Planar Affinity options. At level 20 you gain one 8th level spell slot to cast your spells with.You regain these spell slots at the end of a long rest.

Plane of Fire
You learn Primordial (Ignan).
Your Planerider Suit gains a jetpack. You can use this to jump 30 ft, either vertically, horizontally, or in an arc, as a bonus action.
You gain resistance to Fire damage.
You learn the Control Flames cantrip.
You gain the effects of the Evasion feature only when the damage type is fire, or when you are in the Plane of Fire.
At level 10 you may cast Wall of Fire twice, and regain expended uses after a long rest.
At level 20 you may cast Incendiary Cloud using your 8th level spell slot.
Plane of Air
You learn Primordial (Auran).
Your Planerider Suit gains hover boots. You can use this to hover up to ten feet off the ground, and can move up to your normal walking speed. If you start hovering ten feet off the ground or less, then move over an area where the ground is lower (i.e. over a pit) you continue to move at that altitude until either you stop using this feature or your turn ends. If the latter, you will start to slowly drift down, 10 feet per turn. In the Plane of Air, you can continue to hover indefinitely.
You gain resistance to Lightning damage.
You learn the Thunderclap cantrip.
You gain the effects of the Evasion feature only when the damage type is lightning or when you are in the Plane of Air.
At level 10 you may cast Greater Invisibility twice, and regain expended uses after a long rest.
At Level 20 you may cast Control Weather using your 8th level spell slot.
Plane of Water
You learn Primordial (Aquan).
You gain a swim speed equal to your walking speed. Your Planerider Suit does not encumber you underwater.
You gain resistance to Acid damage.
You learn the Shape Water cantrip.
Your suit contains twice as much air that refills in the same amount of time.
You gain the effects of the Evasion feature only when the damage type is Acid or when you are in the Plane of Water, or underwater.
At level 10 you may cast Control Water Twice, and regain expended uses after a long rest.
At level 20 you may cast Tsunami using your 8th level spell slot.
Plain of Earth
You learn Primordial (Terran).
You gain a burrow speed equal to your walking speed.
You gain resistance to bludgeoning damage from nonmagical weapons.
You learn the Mold Earth cantrip.
You gain the effects of the Evasion feature only from bludgeoning damage, or when you are in the Plane of Earth.
At level 10 you may cast Stone Shape twice, and regain expended uses after a long rest.
At level 20 you may cast Earthquake using your 8th level spell slot.

Planar Affinity - Level 6

When you reach 6th level, you may choose another Planar Affinity, this one being from the Inner Planes. When using your Interplanar Dip feature, you can only use it to travel to the Elemental Plane you chose for your 2nd Level Planar Affinity or the Plane you chose for your 6th Level Planar Affinity. In addition, when using your Planeride feature, you can travel to Shadowfell and the Feywild as well.

Shadowfell
You learn Undercommon.
You gain proficiency in Survival and Stealth. If you are already proficient, double your proficiency bonus for these skills.
You gain resistance to Psychic Damage.
You gain Darkvision up to 120 ft while wearing your suit.
Your walking speed increases by 5.
You learn the Vampiric Touch, Feign Death, and Bestow Curse spells, and gain a number of 3rd Level Spell Slots to cast them with equal to your half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.
Feywild
You learn Sylvan.
You gain proficiency in Deception and Survival. If you are already proficient, double your proficiency bonus for these skills.
You gain resistance to Psychic damage.
You gain Darkvision up to 60 ft while wearing your suit.
Your walking speed increases by 10.
You learn the Friends cantrip, as well as the Enthrall and Haste spells, and gain a number of 3rd Level Spell Slots to cast them with equal to half your Charisma bonus +1 (minimum of 2). You regain these spell slots at the end of a long rest.

Planar Affinity - Level 10

At 10th Level, you are forced to take a side in the conflict of the multiverse, whether you like it or not. You must choose between Good and the Upper Planes or Evil and the Lower Planes. If you wish to choose Neutral, you may choose Chaos and Limbo or Order and Mechanus. Your alignment changes to match your choice. In addition, you can now use your Interplanar Dip feature to go to your 2nd, 6th, and 10th level Planar Affinities. In addition, when using your Planeride feature, you can travel to the Upper Planes, Lower Planes, Mechanus, and Limbo as well.

Upper Planes
You learn Celestial.
You gain a flying speed equal to your normal speed while wearing your Planerider Suit.
You gain resistance to Radiant damage and vulnerability to Necrotic damage (this overrides Planerider Suit resistance).
Your Planerider Suit starts looking more angelic. It becomes lighter in color, the black parts become silver or gold, it manifests a halo over the helmet, and it sprouts wings on the back matching the primary color of your suit.
You gain the Cleric's Channel Divinity feature, and can use it for the Preserve Life Channel Divinity, found in the Life Domain archetype of Cleric (PHB p60). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice before needing to rest.
You gain proficiency in Religion and Medicine. If you are already proficient, double your proficiency bonus for these skills.
While wearing your Planerider Suit, you have advantage on Charisma checks against Celestials.
Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.
While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Lower Planes, chosen at random.
At level 14 you can cast Divine Word once, and can do so again after a long rest. This does not double at level 20.
Lower Planes
You learn Infernal and Abyssal.
You gain a climbing speed equal to your normal speed.
You gain resistance to Necrotic damage and vulnerability to Radiant damage (this overrides Planerider Suit resistance).
Your Planerider Suit starts looking more demonic. It becomes darker in color, the white parts become black, it grows horns on the helmet and spikes everywhere else, and it grows claws on the fingers.
Whenever you take damage from a melee attack while wearing your suit, the attacker takes 1d4 piercing damage. As an attack or bonus action, you may use your claws for a melee attack, dealing 1d6 slashing + 1d6 necrotic damage on a hit.
You gain the Cleric's Channel Divinity feature, and can use it for the Touch of Death Channel Divinity, found in the Death Domain archetype of Cleric (DMG p97). You can use it once, and can do so again after a short or long rest. At level 18 you can use it twice per rest.
You gain proficiency in Stealth and Survival. If you already have proficiency in these skills, add half your proficiency again. If you took Shadowfell as your 6th level Planar Affinity, double your profiency bonus for these skills.
While wearing your Planerider Suit, you have advantage on Charisma checks against Fiends and Devils.
Choose a god with an alignment matching your own. You must serve this god as would a cleric. You do not need to pray or worship, but you must bear their symbol and answer their call. When using your Planeride feature, you can sense where your god is and travel there instead of just swapping with your ghost.
While using your Planeride or Sleepride feature, if you fail the Charisma save and are sent to a random plane, you are sent to one of the Upper Planes, chosen at random.
At level 14 you can cast Finger of Death once, and can do so again after a long rest. This does not double at level 20.
Mechanus
You cannot take this Planar Affinity if you are Chaotic. Otherwise, your alignment becomes Lawful if it is not already.
You learn Modron.
Your Planerider Suit starts looking more mechanical. Bronze gears are constantly in motion in various parts. In addition, your suit now has headlights, which project bright light in a 30 ft cone in whichever direction you are facing, and dim light for an additional 30 ft. You can turn it on or off as a free action just by thinking it.
You gain proficiency in Arcana and Tinker's tools. If you are already proficient in these skills, double your proficiency bonus.
Modrons that are not rogue are not hostile towards you and never can be, unless ordered to by Primus. You can try to hack a Duodrone, giving you complete control over it. You must spend ten minutes working with your tinker tools, at the end of which you make a DC 15 tinker's tools check. On a fail, the Duodrone becomes a rogue modron and is hostile towards you. On a success, it and two Monodrones under it become your servants and will follow all of your commands as if by a Dominate Beast spell. They continue to follow you until they are all destroyed. You can only have one Duodrone following you at a time. If any Modrons under your command are destroyed, all Modrons under their command go rogue and become hostile towards you.
At 15th Level you can hack a Tridrone instead, giving you control over three Duodrones and six Monodrones. You can only have one Tridrone under your command at a time.
At 20th Level you can hack a Quadrone instead, giving you control over four Tridrones, twelve Duodrones, and twenty four Monodrones. You can only have one Quadrone under your command at a time.
You do not serve Primus, but he expects your cooperation. He allows you free access to his realm, and may occasionally ask favors of you, and grant some in return.
When the gears of Mechanus complete 17 cycles once every 289 years, Primus sends a vast army of Modrons across the Outer Planes. If you are alive, you must join this mission.
If you die while wearing your Planerider Suit, your suit continues working. You gain temporary hit points equal to half your maximum hit points. You lose all racial traits and gain those of Warforged. Your suit becomes part of your body and may not be removed. After finishing your immediate objective, you become a Lawful Neutral NPC under the command of Primus. Spells to resurrect you will automatically fail unless Primus allows it.
Limbo
You cannot take this Planar Affinity if you are Lawful. Otherwise, your alignment becomes Chaotic if it is not already.
You learn Deep Speech and Slaadi.
Your Planerider Suit begins to look... Chaotic. The white and black parts turn a purple hue, and the colors seem to swirl together.
You gain proficiency in Medicine and Insight. If you are already proficient in these skills, double your proficiency bonus.
You can cast Hold Monster once per day.
You serve no one. Your Wisdom score increases by 2.
You have advantage on Charisma and Wisdom checks involving Limbo natives, such as Gith and Slaad.
You can cast Telekinisis once per minute. This doubles at level 20.
At level 14 you can cast Dominate Monster once, and can do so again after a long rest. This does not double at level 20.
If you die while wearing your Planerider Suit, you rip a hole in the fabric of the universe. A gate to the Astral Plane is opened centered on your chest, sucking you and all creatures within 15 feet through to a random location on the Astral Plane. The gate is one-way only and can't be reopened.

Planar Affinity - Level 14

Your most powerful Planar Affinity comes from the most powerful planes. Choose one between the Astral Plane, the Ethereal Plane, and the Material Plane. You gain the features listed in its section. You can now use your Interplanar Dip for your 2nd, 6th, 10th, and 14th level Planar Affinities. In addition, when using your Planeride Feature, you may now travel to any plane.

Astral Plane
You learn two languages of your choice.
You gain immunity to Psychic damage.
You may cast Astral Projection or Imprisonment once a week. At level 20 this becomes once a day instead of doubling.
You may cast Dominate Person twice, and regain expended uses after a long rest.
You gain proficiency in Wisdom saving throws.
Your Charisma increases by 2, to a maximum of 22.
Ethereal Plane
You learn two languages of your choice.
You gain resistance to Force damage.
You may cast Time Stop once a week. At level 20 this becomes once a day instead of doubling.
You may cast Teleport once, and can do so again after a long rest.
You gain proficiency in Charisma saving throws.
Your Constitution increases by 2, to a maximum of 22.
Material Plane
You learn two languages of your choice.
You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.
You may cast Wish once a week.
You may activate or deactivate Truesight as a bonus action.
You gain proficiency in Intelligence saving throws.
Your Dexterity increases by 2, to a maximum of 22.

Multiclassing


Prerequisites. To qualify for multiclassing into the Planerider class, you must meet these prerequisites: Dex 13 and Cha 13

Proficiencies. When you multiclass into the Planerider class, you gain the following proficiencies: Planerider Suit, Bayard, 1 skill from the Planerider skill list.



Back to Main Page 5e Homebrew Classes

gollark: So it wouldn't be useful to answer if this particular thing is gollark.
gollark: Broadly speaking, all is gollark, I mean.
gollark: ALL is gollark.
gollark: That's... awful?
gollark: Transport?
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