To see new vistas over every horizon. To brave threats of land and beast. To believe in something so much that it changes reality. Those that become adventurers are a rare breed, but those that walk planar roads are even more unique.
Heroes from the Prime Material are capable at exploring the planes, some select few learn skills especially suited to traveling the planes and their travels become legends that change reality.
The Planar Adventures series highlights aspects that make planar campaigns different, while adding new rules to make them unique.
New Barbarian Subclass: Path of the Great Test
Great warriors test themselves against the most powerful beasts and challenges in the world. For some though, one world is not enough. Those barbarians who feel constrained by the limits of one world, take to the planes and embrace the Great Test: to travel to every plane and pit themselves against the most dangerous trials each reality has to offer. The most devoted seek to travel to every layer and realm of the planes in hopes of creating a legend that will echo across the planes.
Starting when you choose this path at 3rd level, you begin to write your legendary story. Once each time you rage, you can designate one creature that you can see as a rival worthy of your legend. The first time on each of your turns that you hit your rival with a weapon attack, you deal extra psychic damage equal to 1d6 + your Charisma bonus. At 11th level the damage increases to 2d6 + your Charisma bonus.
Beginning at 3rd level, you gain advantage on saving throws against planar environmental hazards, such as extreme temperatures, lack of air, or gravitational abnormalities.
At 6th level when you enter a rage, choose from acid, cold, fire, lightning, poison, or thunder. You gain resistance to that type of damage until your rage ends. When your rage ends, if you have not taken any damage of the chosen type while raging, you regain hit points equal to 1d6 + half your barbarian level.
Legend of the Planes
By 10th level, the story of your progress in the Great Test has spread far and wide, and you can step anywhere your legend has been heard. You gain the ability to cast plane shift without using a spell slot. If you have previously visited the plane that you intend to travel to, you do not need a material component to cast the spell. You use Charisma as your spellcasting ability for this spell. Once you use this ability, you cannot use it again until you finish a long rest.
At 14th level, no foe can stand before you. Once while raging, as a reaction, you can cast banishment without using a spell slot upon a single create that you hit with a melee weapon attack. You use Charisma as your spellcasting ability for this spell. Once you use this ability, you cannot use it again until you complete a long rest.
New Cleric Subclass: Philosophist
Not all clerics are faithful to a deity. A rare few seek comfort in the systematic study of fundamental questions of existence. By exploring the abstract qualities of reality and the place of sentient life within it, the philosophist seeks the power to remold the planes through belief in an ideology.
Beginning at 1st level you develop the core ideology underlying your beliefs. The nature of your philosophy grants you domain spells at the cleric levels listed. Describe your belief in reality:
- 1st level: Does your philosophy center on (a) self, (b) others, or (c) the natural world? Gain (a) mage armor, (b) charm person, or (c) entangle as a domain spell.
- 3rd level: Does your philosophy focus on (a) peace, (b) violence, (c) knowledge, or (d) balance? Gain (a) hold person, (b) spiritual weapon, (c) detect thoughts or (d) pass without trace as a domain spell.
- 5th level: Does your philosophy seek to (a) grow, (b) decrease, or (c) balance the focus of your philosophy? Gain (a) conjure animals, (b) counterspell, or (c) nondetection as a domain spell.
- 7th level: Would the average person consider your philosophy to be (a) good, (b) neutral, or (c) evil? Gain (a) death ward, (b) greater invisibility, or (c) blight as a domain spell.
- 9th level: Do you learn about your philosophy by (a) self-reflection, (b) reading or training, or (c) experiencing reality? Gain (a) dream, (b) legend lore, or (c) scrying as a domain spell.
At 1st level you begin to understand the nature of the planes. You gain proficiency in two of the following skills: Arcana, History, Insight, Nature, Perception, or Religion. If you choose a skill that you are already proficient with, double your proficiency bonus for any ability check you make with the chosen proficiency.
Channel Divinity: Charismatic Believer
Starting at 2nd level, you can use your Channel Divinity to hold the attention of others. As an action, you present your holy symbol while exposing your philosophy, and each creature of your choice that can see and hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw.
Power of Belief
At 6th level, your belief in your philosophy is so overpowering that you don’t believe anything can keep you from fulfilling your goals. As a reaction when you fail a saving throw, you may choose to reroll. You must keep the second number. You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses of it when you finish a long rest.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level you are able to make reality conform to your belief in what it should be. When you cast a spell of 8th level or higher, you can add one of the following effects to the spell:
- You create one object of up to 1,000 gp in value that isn’t a magic item. The object can be no more than 30 feet in any dimension, and it appears in an unoccupied space you can see on a solid or liquid surface within 30 feet. The object lasts for 10 minutes before disappearing.
- You allow up to five creatures that you can see to regain hit points 5d8 + your Wisdom bonus, and end the blinded, deafened, paralyzed, or poisoned condition upon them.
- You grant up to five creatures that you can see resistance to a damage type you choose for 1 minute.
- Five creatures you can see may choose to teleport up to 30 feet as a reaction.
- You infuse five creatures that you can see with great luck or skill. Each creature gains a d10 that it can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes within 1 minute. The creature can wait until after it rolls the d20 before deciding to use the die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost.
- You duplicate the effect of any spell of 2nd level or lower.
Once you have used this ability, you cannot use it again until you complete a long rest.