The Planeswalker Version 0.1 Build a Deck Ignite the Spark Achieve Greatness

Planeswalker A literal firey-haired youth brands the scene of her latest bout of pyromania -- after the fourth time leaving a place engulfed in flames, she decided to just go ahead and make it her thing. A group of adventurers marvel as their odd friend strains to conjure a single, tiny, jet-black flower petal that nonetheless pulses with raw magical energy. Hard to imagine, they muse, such a lovely flower inspiring such greed. A sallow half-machine raises one hand. In response, rivulets of black oil streak out across the waste, animating a legion of nearby corpses. "Life is ephemeral," they chant. "Phyrexia is eternal." Planeswalkers are defined by their Spark -- a font of power that allows them to draw from vast amounts of a cosmic energy known as Mana. Each Planeswalker devotes themselves to and defines themselves by one or more of the five "colors" of Mana -- White, Blue, Red, Black, and Green. The Spark is not good or evil, nor are any of the five colors . Planeswalkers of all backrounds and devotions are capable of great heroism and unparallelled villainy. In a moment of great duress, or even in the seconds before death, your character ignited the long-dormant Planeswalker's Spark within themselves. Now they must contend with the power they now wield, as well as the great burdens placed upon them by such power. Creating a Planeswalker When creating a Planeswalker character, think about the incident that initially triggered your character's spark. Were they about to be executed? Were they about ot have their lives ruined? Did they come upon a vast epiphany that unlocked their powers? Think about this, as well as how to tie it and your character's Color Devotion into their personality. What colors of Mana a Planeswalker can wield is generally tied to what kind of person they are, and what their personal philosophy is. A passionate individual who likes to flaunt authority is most likely to be Red, for instance. Someone who prides themselves on their intellect or calm demeanor would likely be Blue. And so on. These aren't binding rules, obviously. The defining trait of the Planeswalker Spark, the thing that makes it so exciting, is the idea that it can bloom in anyone, anywhere. Make a calm, rational Red Planeswalker. Make an evil, bloodthirsty White user. Who your character is, and why they are devoted to the colors they are, are entirely up to you! Quick Build You can make a planeswalker quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution. Second, choose the sage background. Background: "Chandra Walks the Planes" by razwit on DeviantArt

The Planeswalker Level Proficiency Bonus Features Spell Die Mana / Per Turn Summoned Creatures 1st +2 Library, Devotion, Mana d4 1/1 1 2nd +2 Signature Spell (1 CMC) d4 2/1 1 3rd +2 -- d4 3/1 2 4th +2 Ability Score Improvement d6 4/1 2 5th +3 Devotion Feature d6 5/1 2 6th +3 -- d6 6/2 2 7th +3 -- d6 7/2 3 8th +3 Ability Score Improvement d8 8/2 3 9th +4 Signature Spell (2 CMC) d8 9/2 3 10th +4 Devotion Feature d8 10/2 3 11th +4 -- d8 11/2 4 12th +4 Ability Score Improvement d8 12/3 4 13th +5 -- d10 13/3 4 14th +5 Signature Spell (3 CMC) d10 14/3 4 15th +5 Devotion Feature d10 15/3 4 16th +5 -- d10 16/3 5 17th +6 -- d12 17/3 5 18th +6 Signature Spell (4 CMC) d12 18/4 5 19th +6 Ability Score Improvement d12 19/4 5 20th +6 Planeswalk, Devotion Feature d12 20/4 5 As you may have guessed by now, playing a Planeswalker requires you to have a deck of 40 Magic: the Gathering cards (60 if you want to use land cards to track your Mana) to make up your character's Library. Shuffling, drawing, and playing these cards are a vital aspect of playing the class. As this is not an official publication licensed by Wizards of the Coast, we don't see any problem with using proxies or stand-ins, so long as they can be used identically to normal Magic cards. You may also choose to use an online application to simulate a deck. That's fine too -- so long as the cards act like cards, it doesn't really matter how you do it! . Class Features As a planeswalker, you gain the following class features. Hit Points Hit Dice: 1d6 per planeswalker level

1d6 per planeswalker level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per planeswalker level after 1st Proficiencies Armor: None

None Weapons: Daggers, shortswords, slings, quarterstaffs, light crossbows

Daggers, shortswords, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Perception, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a dagger, (b) a shortsword, or (c) a quarterstaff

(a) a sling and 20 bullets, or (b) a light crossbow and 20 bolts

(a) a dungeoneer's pack or (b) an explorer's pack

Library The Planeswalker Spark allows you to draw on the knowledge of the planes through deep contemplation and your connection to Mana. With this knowledge, you can knit Mana together into magical effects such as Sorceries and Enchantments, as well as create life in the form of summoned Creatures who obey your every command. A Planeswalker can keep the mental invocations needed for up to 40 effects at once. This is represented in your Library, which you create at first level using a deck of 40 Magic: the Gathering cards. The rules for retrieving cards is identical to Magic -- you create and shuffle your deck at the start of the game or end of a Long Rest, then draw 7 cards. You can draw a card at the start of your turn if you have fewer than 7 in your hand. Library Spells. Using cards from your Library greatly resembles traditonal spellcasting. Intelligence is your spellcasting ability for the Planeswalker class, and it is used to make Spell Attacks and determine the DC for Saving Throws from Library spells. Library spells all require Verbal and Somatic components. The intricate functions of the Library, as well as the ways in which Magic cards translate into the world of Dungeons and Dragons, is thoroughly detailed in the Appendix of the Planes at the bottom of this document. Devotion At 1st level, you devote yourself to a specific subset of the colors of Mana available to you. Your Devotion will determine the color of Mana in your Mana Pool, as well as some specific abilities unique to that Devotion. You may choose to become a Purewalker, Guildwalker, Multiwalker, or Nullwalker, all detailed at the end of the class description. Your choice grants you features at 1st level, and again at 5th, 10th, 15th, and 20th level. Mana Your abilities are fueled by your Mana Pool. Each point of Mana has one of the five colors. If keeping track of the colors of your spent and remaining Mana proves difficult, we recommend using corresponding Magic: the Gathering basic land cards as tokens for each point. You regain a set number of Mana points at the start of your turn. You can choose what color each point of Mana is, so long as you are missing as many points of Mana in that color as you wish to regain. Your Mana Pool's maximum capacity and the number of points you regain is shown in the Mana/Per Turn column of the Planeswalker table. Signature Spell At 2nd level, you've memorized a specific spell to the point where casting it becomes instinctual, rather than intellectual. Choose one card in your Library with a maximum Converted Mana Cost of 1. You treat that card as though it were in your hand at all times, and can cast it without playing a card. You can change your Signature Spell during a Long Rest. The maximum CMC of your Signature Spell increases to 2 at 9th level, 3 at 14th level, and 4 at 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 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. Planeswalk At 20th level, you've achieved ultimate mastery over the interconnected planes of existence, and can travel between them at will. As an action, you can cast Gate or Plane Shift without expending any material components. Once you cast either spell using this feature, you cannot do so again until you complete a Short or Long Rest. Devotions In the planes of Magic: the Gathering, Mana is tied to the land, with specific colors congregating in specific climates and regions. In the world of Dungeons and Dragons, Mana is present in equal amounts in all things, suffusing the world, providing an easily-tapped, if not overabundant, font of power. A Planeswalker's Devotion covers many things -- their philosophy on life, their personality, and of course the color of Mana they are most attuned to. When you choose your Devotion at 1st level, it determines what colors of mana you will be allowed to use for the extent of your Planeswalking career. Incredible circumstances may be able to change your Devotion, but such an event is neither common nor pleasant. Purewalker Purewalkers embody the undiluted power of a single color of Mana. While relatively limited in their selection of spells, Purewalkers' narrow focus allows them to bring out intense effects within that selection's purview. Purewalkers excel at getting the most potential out of their single color, though they are indeed vulnerable to threats their chosen color is unable to effectively deal with.

Pure White - The Brightwalker White is the color of law and order, of harmonious cooperation and ruthless efficiency, of fascism and iron-fisted control. White mana connotes a Lawful alignment, and congregates in places of regular geometry, subject to overwhelming routine, such as unspoiled grassland, urban streets, and the surfaces of airless worlds. Such areas are known to Planeswalkers as "Plains." White is allied with Blue and Green for their respect of order and community. It is opposed to Black and Red for what it perceives and selfishness and deliberate flaunting of its most cherished institution -- the law. Pure Blue - The Lorewalker Blue is the color of intellect and cold reason, of careful planning and dispassionate triage, of second and third and fourth plans. Blue mana is innately Neutral, most easily drawn forth from isolated, calm areas, such as unpopulated beaches, meditation chambers, and mountain peaks. Planeswalkers know them collectively as "Islands." Blue is allied with White and Black for their respective love of ordered systems and willingness to do what must be done. It is opposed to Red and Green for their willful ignorance of hard knowledge in favor of passion and instinct. Pure Black - The Deathwalker Black is the color of power at a cost, of selfishness and amorality, of unfettered ambition and unwillingness to compromise. Black Mana is Evil, though it is often used for heroic ends. It is found in places that conceal, whether this be fog banks, thick bogs, or lonely graveyards shrouded in mystery. Planeswalkers refer to these places as "Swamps." Black is allied with Blue and Red out of respect for their sometimes self-serving nature. It is opposed to White and Green, as one advocates for the group's welfare over the individual, while the other preaches against breaches of natural law. Pure Red - The Flamewalker Red is the color of passion and emotion, of action and reaction, of thoughtless destruction and unintended consequences. Red mana is naturally Chaotic, and is found most abundantly in places of great upheaval, such as fault lines, volcanoes, and the surfaces of stars. Planeswalkers dub Red-Mana-rich locations "Mountains." Red is allied with Black and Green - one seeks out the power to do what it wants, unbound by law, while the other goes with its gut instinct almost to a fault. It is opposed to White and Blue, as they decry its free spirit in favor of claustrophobic laws and regulation. Pure Green - The Grovewalker Green is the color of nature and growth, of primal strength and natural law, of unthinking rage and bestial force. Green mana is innately Good, though it can easily be turned to evil ends. Green mana is found in places of growth and abundant life, such as woodland glades, insect colonies, and fungal blooms. These nodes of Green Mana are known as "Forests." Green is allied with White for its adherence to laws and ability to promote harmony. In Red it sees a kindred, primal spirit. Its enemies are Blue and Black, for what it sees as desecration of natural law and firm opposition to the way of things Green advocates for.

Pure Mana As a Purewalker, you automatically gain one of your chosen color of mana every time you gain a level. Mana Surge At 1st level, you can channel pure mana of your color into your being as a bonus action. Add one mana of that color. You create an additional effect depending on the color. White. Create a 1/1 White Knight creature token. Blue. Look at the top card of your library, then put it on the top or bottom of your library. Black. Shuffle a card from your graveyard into your library. Red. Cast Fire Bolt. Green. Put a +1/+1 counter on target creature. You can use this feature a number of times equal to your Intelligence modifier (Minimum 1). Mana Acolyte At 5th level, your manipulation of mana has shifted to better accomodate your color's prime philosophy. You gain a benefit based on what color you have chosen. White. You can maintain concentration on two Enchantments at once. Blue. You gain proficiency in Perception, or expertise if you already had proficiency. Black. You have advantage on death saving throws. Red. Whenever you cast a Sorcery or Instant that deals damage, add 1 to that card's printed damage. Green. Add 1 to your maximum summoned creatures. Mana Synthesis At 10th level, you have gained the ability to weave mana together to restore lost memories and repair broken constructs. As an action, you can spend double a card's mana cost to shuffle it into your library from the Graveyard, or put it into your Graveyard from Exile. Mana Resurgence At 15th level, you can dip into a hidden wellspring of pure mana hidden from most. When you drop to zero mana, you can choose to tap into this wellspring. If you do, you are Paralyzed until the start of your next turn as pure magical power floods your body. After the paralysis ends, your entire Mana Pool is refilled. You cannot use this feature again until you complete a Long Rest. Mana Mastery At 20th level, you have surpassed all limitations of spellcasting through your devotion and intense focus. You gain the following benefits: You treat your Library as your hand.

You can shuffle a card that has been in your Graveyard for more than an hour into your Library for free.

As an action, you can spend 5 mana to give all your spells Flash until the start of your next turn.

Double the range of your Sphere of Influence.

Add 1 to your maximum summoned creatures. Guildwalker Whether by intent or by chance, a Guildwalker adheres to the philosophy of one of the ten guilds of the city-plane of Ravnica. Each of the guilds plays an integral part in the city's function, and each maps to one of the ten possible two-color combinations of mana. Guild Mana At 1st level, choose one of your guild's colors. You gain one mana of that color. Every level afterward, the color of mana you gain alternates between the two. Color Shift At 10th level, the mana you wield becomes flexible in its alignment. You can spend mana of one of your guild's colors as though it were the other color. You can shift a total number of mana points this way equal to your Proficiency Bonus plus your Intelligence modifier (minimum 4). You regain all uses of this feature after completing a Short or Long Rest. Hybridized Mana At 20th level, you have brought both halves of your guild's philosophy into total alignment. Any mana you have of one of your guild's colors can now count as either color. In addition, any time you cast a card with both of your guild's colors, roll a d20. On a 20, you regain one use or charge of your guild's 15th level ability.

Azorius (White / Blue) The High Judges. The Azorius Senate is the binding force that keeps Ravnica from plunging into chaos, though its impenetrable beuraucracy may produce more suffering than it prevents. Azorius magic focuses on the enforcement of law and suppression of disorder. Indict. At 1st level, you gain the ability to call down a divine snap judgement. As a reaction to a creature within your Sphere of Influence taking damage, you can call down a bolt of light to strike the attacker. This bolt functions as the spell Sacred Flame, but with a damage die of d10 instead of d8. Detain. At 5th level, you can enforce your will on the chaos of the battlefield. As an action, you can spend two mana to target a creature within your Sphere of Influence and force it to make a Dexterity saving throw. On a failure, it is encased in a cage of light. While in this cage, it is Incapacitated and its speed is zero. You must maintain Concentration to keep the cage up. At the start of each of your turns, you may spend another two mana to maintain the cage. If you don't, the cage vanishes and the creature is freed. Verdict. At 15th level, your memoriziation of the legal code of Azorius allows you to recite a lengthy arraignment against a creature that has dealt damage to you or your summoned creatures in the past minute. You can read the Verdict as an action. The target creature must make a Charisma saving throw or suffer 6d10 Psychic damage and be Incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and is not Incapacitated. You can use Verdict three times, and you regain all uses upon finishing a Long Rest. Orzhov (White / Black) The Church of Deals. The Orzhov Syndicate may have once been a true faith, but it is now the heart of corruption within Ravnica, worshiping only profit and power. Orzhov magic focuses on domination and subjugation. Extort. At 1st level, you are already adept at taking what you want from your enemies. whenever you cast a spell, you may force a creature within your Sphere of Influence to make a Constitution saving throw. On a failure, that creature takes 1d6 Necrotic damage and you regain half that many hit points. Exploit. At 5th level, you have mastered the Orzhov magics of unlife, to the point where their use becomes second nature. Whenever a creature within your Sphere of Influence is reduced to 0 hit points, you can pay two mana to create a 2/2 white and black Thrull creature token where that creature died. Excogitate. At 15th level, you have learned to make use of the opportunity brought about by loss of life. When a creature within your Sphere of Influence is reduced to 0 hit points, you can use your reaction to search your library for any card and put it into your hand, then shuffle your library. You can use Excogitate three times, and regain all uses after finishing a Short or Long Rest. Dimir (Blue / Black) The Unseen. House Dimir is a mercenary guild of secrets and spymasters whose very existence is unknown to Ravnica at large -- many of its own members are not aware of their own true allegiance. Dimir magic focuses on manipulation, obfuscation, and resourcefulness. Cipher. At 1st level, you are already deft at working through others. As an action, you can cipher a Sorcery or Instant of 1 converted mana cost onto another creature within your Sphere of Influence, summoned or not. When that creature deals damage, you can use your reaction to cast the ciphered spell, treating that creature as the spell's origin point. For the purposes of that spell, your Sphere of Influence is centered on the ciphered creature. The mana cost limit of Cipher increases to 2 at 10th level and 3 at 15th level. You can only have one spell ciphered onto a single creature at a time. Transmute. At 5th level, you are able to shift less-than-ideal scenarios to your advantage. As an action, you can spend two mana and either sacrifice a permanent you control or put a card from your hand into your Graveyard. You then search your library for a card with the same converted mana cost as that card and put it into your hand. Enshroud. at 15th level, you have mastered the arts of concealment and subtlety. You can give yourself or a creature you control the effect of the following spells, requiring no verbal components. You must cast the spell, spending the casting time and maintaining concentration if required. You have five charges with which to cast these spells, and regain all charges after a long rest. Misty Step (1 charge)

Blur (2 charges)

Invisibility (3 charges)

Izzet (Blue / Red) The Magewrights. The Izzet League is a guild of civic works and mad science, responsible for both great leaps forward in practical engineering and insane, destructive experiments. Izzet magic focuses on ingenuity and innovation in destructive power. Overcharge. At 1st level, you have already thrown caution to the wind when wielding mana. You can cast a single spell from your hand for free. After its duration ends, exile it instead of putting it in the graveyard. You may not Overcharge another spell until you complete a Short or Long Rest. Replicate. At 5th level, you have made strides in stretching your mana to produce as much of an effect as possible. If your Signature Spell is a Sorcery or Instant, you can pay two mana to copy it after casting it once. The copy may have the same target or a different target. Overload. At 15th level, you have taken the Izzet mantra to heart -- "More Power Solves Any Problem." After casting a Sorcery or Instant, you may pay that spell's mana cost again and roll a d6. Copy the spell that many times. You must designate a different target or set of targets for each copy. You can use Overload three times, and regain all uses after a Long Rest. Rakdos (Black / Red) The Thrill-Killers. The Cult of Rakdos is a league of both butchers and beauticians, killers and caterers. Responsible for Ravnica's entertainment industry, the Cult places a premium on pleasure for the individual, leading to short attention spans and even shorter life expectancy. Rakdos magic focuses on short term gain with little regard for long-term disadvantage. Pyrotechnics. At 1st level, you already enjoy pranks a little too much. As an action, you can cause one of your summoned creatures to explode. This kills the creature and forces all creatures within 5ft. to make a Dexterity saving throw or take 1d10 Fire damage, taking half as much on a success. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. Hellbent. At 5th level, you have embraced the Rakdos philosophy of enjoyment over sanity. As an action, you can pay 2 mana to burn your Library from your mind, exiling all cards in your hand and preventing you from drawing cards. You and all of your summoned creatures get +2/+0 and have Haste. You may pay 2 more mana to end this effect, returning your hand from exile and allowing you to draw cards again. Unleash. At 15th level, you have become capable of throwing aside all hesitation to grasp power, however short-lived. As an action, you can discard a card with X converted mana cost from your had to activate one of the following effects. You may exile that card instead to activate two effects, or trigger one effect twice. You can use Unleash three times, and regain all uses after a Long Rest. Cast Fireball at X th level (Minimum CMC 3, maximum 9).

th level (Minimum CMC 3, maximum 9). You gain X d6 temporary hit points.

d6 temporary hit points. Target creature gains + X /+0 until end of turn.

/+0 until end of turn. Return a card with X converted mana cost or less from the graveyard to your hand. Exile it after casting if it's an Instant or Sorcery. Exile it at the end of your turn if it's a permanent or if you have not cast it. Golgari (Black / Green) The Swarm. Though the massive guild of Golgari is Ravnica's agricultural powerhouse, it is entrenched deep in the tangled cycle of life and death, populated by plants and undead working vine-in-arm. Golgari magic focuses on growth, death, and the power to be gained from the interplay between them. Dredge. At 1st level, you are familiar with the Golgari concept of equivalent exchange -- to restore, you must give in equal measure. Whenever you would draw a card, you can instead discard that card and retrieve another card of equal or lesser Converted Mana Cost from your Graveyard. Recycle. At 5th level, you have come to understand how death might be substituted for life under the right circumstances. If one of your summoned creatures would die, you can use your reaction to pay 2 mana and immediately restore half its hit points. You must put a -1/-1 counter on that creature. It cannot benefit from this ability if it dies again. Consume. At 15th level, you are capable of harvesting the mana from your creations, alive or dead. As an action, you can sacrifice one of your summoned creatures. Choose one effect from the list below based on that creature's colors. You can use Consume three times, and regain all uses after a Long Rest. If the sacrificed creature is Green, you may restore (CMC)d6 hit points to a creature within your Sphere of Influence, or put (1/2 CMC) +1/+1 counters on a creature.

If the sacrificed creature is Black, you may force another creature within 30 feet of it to succeed on a Constitution saving throw or take (CMC)d10 Necrotic damage.

Gruul (Red / Green) The Savage Tribes. The Gruul Clans are a loosely affiliated band of barbarians, once charged with maintaining wild places that no longer exist. Without a reason for being, they now exist outside Ravnica's systems and express nothing but hatred for the other guilds. Gruul magic focuses on rage, savagery, and unthinking destuction. Enrage. At 1st level, you are able to incite greater ferocity in others. As an action, you can spend 1 mana to deal your spell die in Psychic damage to a target creature. An unwilling creature may make a Constitution saving throw to avoid this damage. If it takes the damage, you put a +1/+1 counter on it. Ignite. At 5th level, the underlying rage in your creatures threatens to burst out at any moment. You can spend 2 mana after casting a creature to wreathe it in incandescent flame, or as an action to do so to a creature you have already summoned. An Ignited creature has +3/+0, but deals your spell die in Fire damage to any creature that ends its turn within 5 feet of it, and to itself at the end of each of your turns. An Ignited creature cannot be put out until it dies. Incite. At 15th level, you have gained a true understanding into the righteous anger of the outsider clans. As an action, you can mark a creature within your Sphere of Influence. That creature must succeed on a Charisma saving throw or be seared with a bright, burning brand. Creatures that can see this brand can use a bonus action to move up to their speed towards the branded creature and make a weapon attack against it. You can use Incite three times, and regain all uses after a Long Rest. Boros (White / Red) The Regiment of Heroes. The angel-led Boros Legion is the police force of Ravnica, maintaining order through force of arms and a bold spirit. The Legion values order and valor, and places a high value on the duty of the individual. Boros magic focuses on both preventing harm and pacifying threats. Recruit. At 1st level, you are familiar with the most vital part of Boros tactics: never fight alone. As an action or bonus action, you can pay 1 mana to create a 1/1 white and red Soldier token. You cannot have more recruits summoned than your maximum number of summoned creatures. Battalion. At 5th level, you have become familiar enough with military strategy to coordinate group maneuvers. As an action, you can spend 2 mana to order a number of your summoned creatures to make one of the following maneuvers. This counts as that creature's action for this turn. Two creatures may make a Pincer Maneuver. They both make a weapon attack against the same creature. If the first attack hits, the second gains advantage to hit.

A group of three or more creatures, each within 5ft. of at least two others, may enter Phalanx Formation. Until the start of your next turn, they gain +2 AC and Vigilance and have advantage on saving throws to avoid being moved.

Any number of creatures may form a Battle Line. They may move up to their speed to form a continuous line. Each creature in the line gets +1/+0 until the line is broken by one creature being more than 5ft. away from at least one othe creature in the line. Reinforcement. At 15th level, you have achieved the pinnacle of battlefield command. As an action, you can create a token that's a copy of a creature you control. That token is exiled at the start of your next turn. You can use Reinforcement three times, and regain all uses after a Long Rest. In addition, add 2 to your maximum number of Recruits. You can designate up to two Recruits to have no maximum summon duration. Selesnya (White / Green) The Council of Unity. Described as both a harmonious spiritual organization and a sinister brainwashing cult, the Selesnya Conclave preserves Ravnica's urban parks and quells dissension between guilds, though their methods are suspect at best, involving ritual assassins and overt mind control. Selesnya magic focuses on cooperation, control, and the promotion of the "Greater Good." Convoke. At 1st level, you share a deeper connection to your creatures than most. You can tap a creature you control to add one mana of one of its colors. You may only use this ability once per creature. Populate. At 5th level, you understand the highest value of the Conclave -- more of the same. As an action, you can spend 2 mana to copy a token creature you already control. Replicate. At 15th level, you have grown adept at expanding the forces of the Greater Good, that greater good being your own. As an action, you can create a token that's a copy of a nontoken creature you control or have in your hand. You can use Replicate three times, and regain all uses after a Long Rest.

Simic (Blue / Green) The Biomancers. The Simic Combine makes up Ravnica's medical field when they aren't conducting strange genetic experiments and tinkering with the essence of life itself. From their laboratories in Ravnica's vast underground oceans, the Simic strive to improve on nature through means both arcane and technological. Simic magic focuses on alteration and amplification of strength. Graft. At 1st level, you are capable of transferring power between creatures -- either through shifting essence or magically rearranging the distribution of body parts. As an action, you can move any number of +1/+1 counters from one creature to another. Evolve. At 5th level, you are not merely satisfied with the basic form of your creatures. Anything can be improved. When you summon a creature, you can pay 2 mana to add one of the following adaptations to it: Wings give the creature Flying.

Dragonsblood gives the creature +1/+1.

Acid spray glands give the creature Reach and make its attack ranged if it wasn't already.

Gills give the creature a swim speed equal to its base speed and the ability to breathe underwater.

An extra head gives the creature advantage on Perception checks and immunity to being surprised.

Tentacle arms give the creature advantage on checks made to start or maintain a grapple. Meld. At 15th level, you have made a breakthrough in the field of fashioning biological horrors. As an action, you can Meld two summoned creatures into one -- the resulting creature is a Monstrosity with all passive and activated abilities of the melded creatures. Its size is one size larger than the bigger of the melded creatures. Choose Power or Toughness. The Monstrosity adds the higher of the melded creatures' respective values and half the lesser for the value you choose, and subtracts the same for the other value. You cannot use Meld while you already control a Monstrosity. Meld may be used three times, and you regain all uses after a Long Rest. Top right: "MTG Color Wheel - Clean Final" by Shin-Ian on DeviantArt Multiwalker Some Planeswalkers do not shackle themselves to the philosophy of a single color or guild. Though some may criticize them for lack of focus, the wider range of mana such Planeswalkers have access to grants them unparallelled flexibility and versatility. Some planeswalkers devote themselves to a color and its two allies, marking out a segment on the color wheel. These are known as Shardwalkers, after the shards of the shattered plane of Alara. Others choose one color and its two opposing colors, dividing the wheel in half. These are known as Clanwalkers, after the warring clans of the plane of Tarkir. Planeswalkers that define themselves only by the one color they choose not to use are known as Forewalkers, and the truly mad souls who manipulate all five colors at once are called Omniwalkers. Prismatic Mana As a Multiwalker, you do not gain colors of mana in a set order. You can choose to add any color of mana when you level up, but you may not choose a color if you have less of any of your other colors. Unrefined Blast At 1st level, you already know that the most flexible form of spellcasting is flinging a mass of raw mana at an unfriendly monster. As an action, you can pay a card's mana cost and discard it rather than cast it. Make a ranged spell attack against a creature within your Sphere of Influence. On a hit, that creature takes a number of your spell die equal to that card's Converted Mana Cost in damage. The damage type depends on the spell's color. If the spell had multiple colors, choose one of them. Color Damage Type White Radiant Blue Cold Black Necrotic Red Fire Green Acid

Power Infusion At 5th level, you have learned how to bring out the strengths of your disparate summoned minions. As a bonus action, you can designate one of your summoned creatures and spend one mana sharing a color with that creature. Until the start of your next turn, that creature gains a property based on what color mana you spent. Color Effect White Indestructible Blue Flying Black Menace Red Haste Green +1/+1 Lattice Disassembly At 10th level, you are able to unmake mana constructs and immediately repurpose them into something new. Rather than pay a card's mana cost, you can sacrifice a permanent you control with the same converted mana cost. You may treat the new spell as though it originated from the sacrificed permanent's location. Improvised Casting At 15th level, you have begun to experiment with blending mana and more traditional spellcasting. As an action, you can spend three mana. The spell produced will make an attack against a creature within your Sphere of Influence, dealing damage and causing a negative effect lasting until the start of your next turn if successful. The attack's form, damage, and effects all depend on the color(s) of mana used -- each mana determines one facet of the spell. Color Attack Damage Effect White DEX save negates (1/2 level)d8 Radiant Incapacitated Blue WIS save negates (INT mod)d12 Cold Stunned Black CON save negates (1/2 Level)d8 Necrotic Poisoned Red Melee spell attack (INT mod)d12 Fire Disadvantage on weapon attacks Green Ranged spell attack (Proficiency)d10 Acid Speed halved Mastermind At 20th level, you are truly prepared for anything. You gain the following benefits so long as you have at least 1 card not in the Graveyard or Exile: You draw 2 cards at the start of your turn instead of 1.

Your Sphere of Influence is doubled in size.

Increase your maximum summoned creatures by 2.

You regain an additional point of mana per round.

Once per Long Rest, you can name a card in your library (not in your hand) and cast a copy of that card. Nullwalker Outside of the five-color paradigm are the enigmatic Nullwalkers, who pledge no allegiance to any creed and act entirely on their own. Nullwalkers draw their power nto from any of the five "lands" noted above, but from barren places with no life and no activity to provide a tinge of color. These places are known as "Wastes" and are typically passed over by traditional Planeswalkers. Nullwalkers, having no easily-identifiable goals or motives, could simply be enthusiasts for typically color-devoid artifice and technology... or they could be servants of the Eldrazi, a pantheon of reality-consuming eldritch gods. When you choose this Devotion, choose Artifice or Eldrazi. These determine where your studies will take you. Null Mana As a Nullwalker, you automatically gain one colorless mana every time you gain a level. By itself, colorless mana cannot be used to pay for most spells, though some require it specifically. Null Weave At 1st level, you have begun to dabble in the art of forming colorless mana into small boons. Artifice. As an action, you can spend 1 mana to create a colorless artifact equipment token with Equip 1. You choose its form and which of the following effects it grants the equipped creature: +1/+0, +0/+1, +1 AC, Vigilance, Haste, or Reach. A creature may only equip one of these artifacts at a time, and you may only have a number of these artifacts created equal to your Intelligence modifier (minimum 1). Eldrazi. As an action, you can spend 1 mana to place a creature under the watch of higher powers. The next time that creature would take damage, prevent it. You can only have one creature protected this way at a time. You may use this ability a number of times equal to your Intelligence modifier (minimum 1) and regain all uses after a Short or Long Rest.

Give Form At 5th level, you have an instinctual ability to create life from nothing... or from null mana, which is close enough. As an action, you can spend two mana to summon a creature token. This ability summons 2 tokens at 10th level, 3 at 15th level, and 4 at 20th level. Casting it while you still have at least one of these tokens summons the number it normally would minus the number you still have active. Artifice. The tokens are colorless 1/1 Construct artifact creature tokens with "Equipping this creature costs 1 less." Eldrazi. The tokens are colorless 1/1 Eldrazi Scion creature tokens with "Sacrifice this creature: Add ." Void Efficiency At 10th level, your studies into null mana allow you to produce it in greater and greater quantities and bend it to certain unforseen ends. Artifice. Whenever you cast an artifact spell, you can tap an artifact you control to reduce its mana cost by 1. In addition, Sorceries and Instants with a Converted Mana Cost 2 or less may be included in your deck. These spells count as artifact spells for you and all colored mana in their cost can be paid with colorless mana. The Converted Mana Cost limit of these spells increases to 3 at 15th level and 4 at 20th level. Eldrazi. Whenever you add colorless mana (this does not include your passive mana gain per turn), add 1 more mana. In addition, you can spend colorless mana to cast Devoid spells with colored mana in their costs. Obliviate At 15th level, you have realized that null mana desires to reduce everything to a single state -- nothingness. As an action, you can spend 5 mana to cast Banishment at 4th level without material components. Non-summoned creatures have disadvantage against this spell's saving throw and the saving throws of your Exile effects. Apotheosis At 20th level, you have reached the pinnacle of your chosen discipline within the realm of null mana -- and it has forever changed you. Artifice. You now count as a Construct instead of a humanoid, and are immune to the Poisoned, Charmed, and Frightened conditions. You gain a permanent +2 bonus to your AC, and equipping your own summoned artifacts to yourself is free. Eldrazi. Add 2 to your Constitution score, to a maximum of 22. Any time you would summon an Eldrazi creature with a converted mana cost of 7 or more, you can instead transform yourself into that creature, following the rules of Wild Shape. While transformed, you may not cast spells, but still regain mana and can control other summoned creatures as normal. Flavor Text You may notice that much of this document focuses on the bare mechanics of what a planeswalker does. That stems from much of the goings-on of a game of Magic being implied from what card effects do and in what context they exist. So... we encourage you to fill in the blanks, much like you would in the card game itself. What does it look like when you cast Augur Spree on a party member? What does a Plague Spitter smell like (probably terrible)? Does it hurt to put on Cranial Plating? What god are we talking about when you use Wrath of God? What do your creatures do when they attack? Do your zombie tokens crawl out of the loose earth or pour out of shadowy portals? Do they vanish or get dragged to the abyss by demons when you sacrifice them? Do your creatures speak? Do some of them have unique personalities? Do they respect you? Do they hate working for you? Do they care whether they live or die? Does a certain legendary creature you summon know you by name? Does it have advice to give you? Did you know the real version of it and are summoning it now for some personal reason? All these questions and more can add spice to the sauce that is the Planeswalker class. Letting your imagination run wild and weaving a theme around the bare gears and cogs of your class can make the difference between merely playing a card game while you play a tabletop game, and truly entering the fantasy of walking the planes. I hope you have as much fun playing this class as I did designing it.

Appendix of the Planes: Cards to Spells Concepts The Spell Die The Spell Die is how power is converted from card to world. If a card would deal damage to a target, it deals it in that many of your spell dice. The size of your spell die is shown in the Spell Die column of the Planeswalker table. A roll on the Spell Die is represented in this appendix as "dS." For instance, a card that deals 3 damage would call for a roll of 3dS, which at level 5 would be 3d6. The Sphere of Influence Your Sphere of Influence is the range after which your spells and creatures lose coherence and cease to affect the world. When a spell refers to "all" creatures, the effects apply to all creatures within this range that do not have full cover from you. Summoned creatures will not willingly leave this range. By default, your Sphere of Influence is a 100-foot sphere centered on yourself. Certain Devotions may alter this range. Your spells cannot target creatures outside the Sphere of influence. If any permanent under your control leaves this range, it disintegrates and immediately goes to the Graveyard. The Library Your Library is a standard Magic deck of 40 cards (plus optional land cards to denote mana). You decide the makeup of your Library at first level and can alter it however you like whenever you finish a Long Rest. You cannot change your library's makeup if you have cards in Exile, and you cannot have a cards in your library with colors you cannot produce in their mana costs (Mana-producing cards such as Birds of Paradise allow you to ignore this restriction). Normally, you can only cast spells from your hand, which functions identically to your hand in Magic -- you can hold 7 cards at once, and you can draw a card from the top of your Library at the start of your turn. In general, a card's behavior does not change from its behavior in Magic while in your Library, your hand, the Graveyard, or Exile. The Graveyard The Graveyard is where cards go after being used. External effects cannot retrieve cards from your Graveyard -- you must dredge them up with cards that reference it specifically or finish a Short or Long Rest. A Short Rest allows you to shuffle a number of cards from your graveyard into your Library equal to your Planeswalker level. A Long Rest allows you to shuffle your entire Graveyard into your Library . Exile Exile is a more permanent removal of a card -- it represents the ability to cast that spell being stripped from you. Some spells can retrieve cards from exile, but not many. You can spend an hour in a ritual to retrieve a card from Exile and shuffle it into your library. This ritual may be performed as part of a Short or Long Rest. Non-Permanents Sorceries Sorceries are the simplest kind of spell, resembling their counterparts from Dungeons and Dragons more closely than other types of cards. Casting a Sorcery takes an action, and creates an instantaneous effect. After casting, the Sorcery goes to your Graveyard. Instants Instants are similar to Sorceries, in that they create an instantaneous effect. However, they can be cast with an action or bonus action on your turn, or a reaction on another creature's turn. After casting, the Instant goes to your Graveyard. Permanents Permanents are spells you cast that produce objects, creatures, and effects that last for more than one turn. A permanent's maximum duration is tied to the rarity of the card that produced it -- Common permanents last for up to 6 hours, Uncommon for 1 hour, Rare for 5 minutes, and Mythic Rare for 1 minute. At the end of this duration, the permanent vanishes and goes to your Graveyard. Enchantments Enchantments are fields of magic placed on creatures, the battlefield, or yourself. Casting an Enchantment takes an action, but keeping it active requires Concentration, as though you were concentrating on a traditional spell. Some Enchantments have activatable abilties. You can activate them at any time by paying the activation cost. "Tapping" an Enchantment to activate an ability takes a bonus action. An Aura is a special form of Enchantment that must be attached to a creature. It follows all other rules, save that a willing creature may use its bonus action to "tap" an enchantment for you. You must still supply any additional costs -- without your input, the bonus action will be wasted. The Enchantment ends when you dismiss it or lose concentration, at which point it goes into your Graveyard. Lands As Basic Land cards function as your Mana, you will not need to worry about them outside of that function. Nonbasic land cards function more or less as spells placed on the world around you -- treat these as Enchantments, but double the range of your Sphere of Influence specifically for them. Effects referring to lands generally refer to your mana pool. If one of your "lands" is destroyed, you lose one of your maximum mana capacity of that land's color. You can restore mana lost this way by treating as a card you are retrieving from Exile or the Graveyard, whichever applies. You must spend the enchanted mana point to "tap" it, should an effect require it. Auras that enchant lands can be applied to individual points of Mana you possess.

Artifacts Artifacts are a diverse category, only unified by their status as unliving devices. In general, the DM will determine an artifact's size, weight, and portability. Artifacts follow the rules of Enchantments, with the caveat that they do not require concentration. A smaller artifact may be carried by another creature, in which case it follows the rules for Auras. An artifact is a fragile mana construct in the shape of a complex magical device, and is vulnerable to damage. Most Artifacts are objects with 3dS hit points and AC 15. Artifact Creatures follow the rules for Creatures (see below) except they are Constructs with immunity to the Poisoned, Charmed, and Frightened conditions. Equipment is an Artifact that must be worn or wielded by a creature. The DM determines, based on the card, what type of item an Equipment counts as. Equipment with an equip cost of more than 0 requires attunement, but cannot be attuned to over a short rest and does not count towards a creature's maximum attunement slots. Instead, you must pay the equip cost and target a creature, at which point that creature immediately becomes attuned to the Equipment. Creatures Creatures are living constructs of pure mana, fashioned in the likeness of, and with the abilities of, living beings from across the multiverse. Summoning a creature takes an action. It appears in an unoccupied space within 30 feet of you. Due to Summoning Sickness, that creature is Incapacitated until the start of your next turn unless it has Haste (see below). The basic template for a summoned creature's game statistics is to the right. A summoned creature's proficiency bonus is always equal to yours (P = Power, T = Toughness). You can only have so many creatures summoned at once. Your maximum number of summoned creatures is shown in the Summoned Creatures column of the Planeswalker table. If you exceed this number, your oldest summoned creature instantly dissolves as if it had left your Sphere of Influence. Some Devotions can increase this limit. Creatures you summon all act on your turn and follow mental orders you issue to the best of their ability; however, they will avoid leaving your Sphere of Influence (thus disintegrating) if possible. The DM determines, based on the card, whether a creature has a melee attack or ranged attack. In uncertain cases, you may decide. A creature less than 1 Power cannot attack. A creature's size is Medium by default. The DM may decide a creature is Small or Large based on its depiction in the card. A creature with more than 7 Toughness may even be deemed Huge. A creature's type is generally determined by the DM by its depiction in its card. A creature's alignment is mapped to its colors (White is Lawful, Blue is Neutral, Black is Evil, Red is Chaotic, Green is Good, opposing alignments cancel out), though it has no free will and cannot disobey you. Token creatures are similar in most ways to normal creatures; however, they are produced by spell effects instead of being summoned directly, last only 1 minute, and do not count against your maximum summoned creatures. Summoned Creature size varies, type varies, alignment varies Armor Class 10+( T )

10+( ) Hit Points ( T d S )+( T * Owner's CON Bonus)

( d )+( Owner's CON Bonus) Speed 30ft. STR DEX CON INT WIS CHA 10+P (+*) 10+P (+*) 10+T (+*) 6 (-2) 8 (-1) 6 (-2) Saving Throws All (Ability + Proficiency)

All (Ability + Proficiency) Condition Immunities none

none Senses passive Perception (8 + Proficiency)

passive Perception (8 + Proficiency) Languages Owner's Languages Mana Construct. This creature is formed of pure mana and will not last. After its duration ends or if it is forced out of its owner's Sphere of Influence, this creature will dissolve and leave no trace of its existence. Actions Melee Attack. Melee Weapon Attack: +(STR bonus + Proficiency) to hit, reach 5ft., one target. Hit * (PdS+P) Ranged Attack. Ranged Weapon Attack: +(DEX bonus + Proficiency) to hit, range 80/320ft., one target. Hit * (PdS+P) Tap. This creature uses its action to activate a magical effect -- either one innate to its being or one being cast by its owner which requires it to tap. Planeswalkers When you summon a Planeswalker, you are weaving the etheral image of a mighty hero who shares the Planeswalker Spark. This image can only use the abilities printed on its card and cannot attack, though it can move up to 30 feet. The image of a Planeswalker has an AC equal to 10 plus your Dexterity bonus. Much like in Magic: the Gathering, Planeswalkers use Loyalty both as fuel for spells and health; this represents the coherence of the Planeswalker's image. A Planeswalker acts on your turn and can use only one of its abilities on that turn. If the Planeswalker image takes your spell die in damage, it loses one Loyalty. If it drops to zero, it dissipates and goes to the Graveyard. Planeswalker "Emblems" are effects on you that last for one minute. Keywords Some cards will include terminology such as +1/+1, Deathtouch, Destroy, or Indestructible. To see how these words change when translated into the worlds of Dungeons and Dragons, see the Practical Cardology table on the following page.

Table: Practical Cardology Keyword Translation +X/+Y Once per turn while this effect persists, the affected creature (either summoned or natural) may deal XdS extra Force damage on a hit. In addition, it gains YdS temporary hit points until the effect ends. -X/-Y A hostile creature may make a Constiturtion saving throw to avoid this effect. While the effect persists, reduce the damage of each of the affected creature's attacks by X. In addition, it takes Y Necrotic damage when it is first affected and again at the start of each of your turns. This effect and the above effect cancel each other out. Activated Ability For non-summoned creatures, casting a spell counts as activating an ability for effects which refer to activated abilities. Add You gain temporary Mana in the specified color(s). "Added" Mana lasts until the end of your turn, at which point it vanishes. Block A creature that "cannot block" has disadvantage to hit. A creature that "can't be blocked" imposes disadvantage on attack rolls made against it. If A creature that "can block more than one creature" can use its reaction to impose disadvantage on an attack targeting it or a creature within 5 ft. of it. An effect forcing a creature to block forces it to make a Wisdom saving throw or move toward the specified creature (or nearest hostile creature if none is specified) and attack it if able. This repeats at the start of your turn until the effect ends. Can't A non-summoned creature must make a Wisdom saving throw whenever it attempts to perform an action one of your spells says it "can't" do. On a failure, the attempt fails. On a success, it performs the action and becomes immune to that spell. Color Non-summoned entities do not have Colors. Instead, treat Lawful entities as White, Neutral entities as Blue, Evil entities as Black, Chaotic entities as Red, and Good entities as Green. Control If you "gain control of" a creature, it is affected as per the Charm Person spell, except it does not have advantage on its saving throw if it is fighting you. The creature will follow your mental commands as though it were a summoned creature. If an "opponent" would gain control of one of your summoned creatures, the DM controls it and it becomes hostile to you. Copy of Creature The affected entity polymorphs into the copied creature until the effect ends. An unwilling target must make a Constitution save to avoid this effect. Counters Nodules of magic you embed into yourself or other entities, imbuing them with specific effects. Counters last for 1 minute. Keyword Translation Counter Target Spell Functions as per the spell Counterspell. Can only counter effects that summon creatures if the spell specifies Creature spells. If the card allows the opposed caster to pay a cost to continue casting, replace that cost with a success on a Concentration check. Creatures X Controls When used generally, "Creatures you control" refers to your summoned creatures. When specifying a target, you can target friendly non-summoned creatures. "Creatures an opponent controls" are any hostile creatures. Dies Is reduced to 0 hit points. None of the many methods of removing summoned creatures counts as "Dying," besides being Sacrificed. Deal Damage Effects that deal direct damage to another creature require you to make a Ranged Spell Attack from the source of that damage (usually yourself). Destroy Creatures under this effect must make a Constitution saving throw . On a failure, you deal (1/2 Planeswalker Level)dS necrotic damage to that creature. Spells specifying Artifacts can only target inanimate objects, which automatically fail this check. Spells specifying Enchantments can only target casters maintaining Concentration on a spell, and merely force them to make a Concentration check. Spells destroying any number of lands force a Wisdom save against removing one of the target's prepared spells (if any). Damage When counting damage dealt to you or your creatures, divide that damage by 6 and round down for spell trigger purposes. Deathtouch Once per turn, when this creature deals damage, subject the target it damaged to your Destroy effect. Defender This creature gains +2 AC, but its attacks have disadvantage to hit. Double Strike This creature can make the Attack action twice on its turn. Enters the Battlefield A non-summoned entity "Enters the Battlefield" when it comes within your Sphere of Influence for the first time since the beginning of your most recent turn. A summoned entity "Enters the Battlefield" when you summon it from your Hand, your Library, the Graveyard, or Exile. Exile A summoned permanent vanishes and its card (if any) goes into Exile. Any other target is affected as per the spell Banishment for the duration of the effect. If the effect comes from a non-permanent, it ends at the start of your next turn. If the effect comes from a permanent, it lasts for as long as that permanent exists. First Strike This creature can move 5ft. before or after attacking without provoking Attacks of Opportunity. Flash You can cast this spell using a bonus action or reaction. Flying This creature has a fly speed equal to its base speed.