The Plane

You have made a pact with the very plane you live on. As such, the duty to protect it has fallen on your shoulders. You've been granted with amazing powers in which to smite evil wherever it may live. However, this power does not always present itself and must be called upon in times of need. Otherwise, it could be used for destruction. You are now known as a Magical Child. You are both a hero and a child of the plane.

Expanded Spell List

The Plane lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Plane Expanded Spell List

Spell Level Spell 1st guiding bolt, chromatic orb 2nd aganazzar's scorcher, moonbeam 3rd lightning arrow, wind wall 4th guardian of faith, ice storm 5th hold monster, immolation

Martial Focus

Starting at 1st level, as long as you are holding a weapon you are proficient in, you may use it as your arcane focus.

Magical Child

Starting at 1st level, you gain the ability to use and action to become magical. While magical, you gain a fly speed of 10 feet. You also have the ability to float in place, ignoring all non-magical difficult terrain. In addition, you are immuned to being frightened and gain temporary hit points equal 1d4 plus your Charisma modifier. This effect increases to 1d6 at 7th level and 1d10 at 10th level. When you are no longer magical, you lose all temporary hit points gained this way. You are magical for 1 minute. Before using this feature again, you must finish a short or long rest.

Transformation Sequence

Starting at 6th level, you may enter a transformation sequence until the beginning of your next turn. During this, your body emites a bright light 10 feet around you and an additional 10 feet of dim light. Any creature that attempts to attack you during this sequence must make a Wisdom saving throw. On a failed save, their attack misses that creature takes 3d6 radiant damage and is blinded until the end of their next turn. At the beginning of your next turn, you may cast disguise self to change your clothes and armor as a bonus action.

Resilience to the Mundane

Starting at 10th level, you become resistant to necrotic damage. While you are magical, you gain resistance to all non-magical slashing, piercing and blugeoning damage.

In the name of the Plane!

Starting at 14th level, you gain the ability to focus the essence of your plane of origin into your very being. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal 3d6 radiant damage to the target. In addition, you have advantage on all saving throws to avoid being frightened, charmed, blinded, deafened, fatigued, paralyzed, or petrified. This effect lasts 1 minute, and you take one level of exhastion after it ends.