The Dimensioner A wonderful woman appear in a moment in her shiny golden armor, but she immediatly shows her martial prowness and start fighting as sun rays shield her from the orcish weapons. An Eladrin prince Dimensioners are travelers who are connected to a particular realm or dimension of the multiverse. They are just born this way, connected to a place or something else in a world they may live in, or they don't even know about. Dimensional Travelers What push a Dimensioner to travel outside his realm is curiosity and destiny. Every adventurer has its own reason to go and search for treasures or love, but a Dimensioner is ever-bounded to Fate itself. As long as destiny strings are moving, all Dimensioners feel the same way, and they have a desire to find others like them. Some look for a companion, a friend, others look for challenges and rivals. Realms Define the Hero You can wear nothing but actually be an important noble, but you cannot be different from what you are inside your bones. Once you are bounded to a dimension or realm, your soul is connected with it forever. Many tries to escape the behaviour the dimension impose them, and some even reach the target, but the majority of Dimensioners accept their fate and become what they are meant to. Bound to Another Since they childhood, or maybe when they start manifesting their powers, Dimensioners have a companion that shares their Realm. This can be a creature, an armor, a weapon or even more, but any forms it chooses to take, the link between it and its Dimensioner is something that not even magic can explain. Quick Build The first ability score to improve for a Dimensioner is Constitution, as their bodies are made tougth through dimensional travels The second one is Strength or Dextery. Any background suits the Dimensioner class, because only destiny can tell what awaits him. Class Features Hit Points Hit Dice: 1d10 Hit Points at 1st level: 10 + your Constitution modifier Hit Points at Higher levels: 1d10 + your Constitution modifier Proficiencies Armor: light, medium armors and shields

Weapons: simple and martial weapons

Saving Throws: Constitution, Intelligence

Skills: choose two from Athletics, Nature, Religion, Arcana, Survival and Performance. The Dimensioner Level Proficiency Bonus Features Realm Points 1st +2 Tougth Body 1 2nd +2 Fighting Style 2 3rd +2 Realm Legacy, Master of Planes 3 4th +2 Ability Score Improvement 4 5th +3 Extra Attack 5 6th +3 Minor Rift 6 7th +3 Realm Legacy Feature 7 8th +3 Ability Score Improvement 8 9th +4 Dimensional Swiftness 9 10th +4 Interplanar Exchange 10 11th +4 Calling Home 11 12th +4 Ability Score Improvement 12 13th +5 Realm Legacy Feature 13 14th +5 Blinker 14 15th +5 Major Rift 15 16th +5 Ability Score Improvement 16 17th +6 Welcome Circle 17 18th +6 Ability Score Improvment 18 19th +6 Realm Legacy Feature 19 20th +6 Birth Right 20 Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two simple weapons or (b) one martial weapon

(a) scale mail or (b) leather armor

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

(a) one ranged weapon or (b) a shield

Realm Points Starting at 1st level you have access to a pool of Realm Points, defined by your Dimensioner level. There are several ways to use these points in class and subclass features. You regain all expended Realm Points at the end of a long rest and you cannot exceed the number shown in the table. Finally, your spellcasting Class Difficulty, used for some of your features, is 8 + Proficency Bonus + Constitution Ability Modifier. Tougth Body Since your body has endured the hardness of dimensional travel, you can use your reaction to send an harmful attack to another dimension. You can use your reaction, when hit by a weapon attack, to redirect it to another creature within 30 feet of you. To do so you must spend 1 Realm Point and make a Constitution Saving Throw (DC equal to the attack roll). If succesful you can redirect the attack. If you fail you are hit as normal. Credit: Draconfire Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You get a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection While you are holding a shield, when an ally within 5 feet of you is attacked, you can use your reaction to impose disadvantage to the attack roll. Master of Planes At 3rd level, as your powers start to show off, also your knowledge of Planes and Dimensions become bigger and better. You have advantage on all ability rolls related to portals, extraplanar creatures and similar. Realm Legacy At level 3 you come to know about your link with a Realm, a Dimension or Plane, leading you to discover more about that power and Realm. Choose between Arborea, Carceri, Celestia, Frostfell, Hades or Plane of Ashes. You will earn additional features at level 7, 13 and 19. Ability Score Improvment When you hit 4th level you can increase one of your core statistics by 2 or two of your statistics by 1. If your setting allows feats you can substitute this increase with a feat. You gain again this feature at levels 8, 12, 16 and 18. Extra Attack When you take the Attack Action and you are level 5 or more, you can attack twice instead of once. Minor Rift At 6th level you can, by spending 1 Realm Point, teleport to an unoccupied space you can see within 30 feet as an action. After the teleport your walking speed is reduced to 0. You cannot use this feature while in mid air or falling. Dimensional Swiftness At level 9 your knowledge of different dimensions and realms blessed you with a trick. You now have advantage to initiative rolls and your walking speed increases by 5 feet.

Interplanar Exchange When you hit level 10 you can exchange dimensional power into life force for your own good. When you complete a Short Rest you can spend a number of Hit Dice up to your Charisma Ability Modifier. You gain 5 temporary hit points per Hit Dice spent after the Short Rest. Calling Home At level 11 you can travel through space to your Realm, the one Fate has bonded you with. As a 1 minute ritual, spending also 1 Realm Point, you creatre a portal for yourself only (and your related Creature Link) to a safe place in the Realm you selected at level 3. Once there, you must find another way to return the other planes or dimensions. Credit: Riot Games Blinker As you reach level 14 you can teleport in a fast and simple way. Spending 3 Realm Point you can cast Blink as an action. Additionaly you need a 10 or higher on the d20 roll to enter the Ethereal Plane. Major Rift At level 15 your capability of teleporting increses even more. You can use Minor Rift as an action without spending any Realm Points. You can still spend 1 Realm Point to teleport in this way, but is now used as a bonus action. Welcome Circle When you hit level 17 in this class you can finally bring some friends home. With a ritual of 1 minute you can teleport to any safe place you desire in the Realm you selected at level 3. You can bring with you any willing creature within 30 feet of you, up to six other creatures. Once you do this, you must wait one week before doing it again, and you have to find another way to exit your Realm. Birth Right You have became a champion of Planes, a Dimensional Traveller, a warden of the Dimensioners. As you gain level 20 you comprehend more of the multi-verse and all of its many lives. You gain resistance to force damage and if you roll initiative without Realm Points you immediatly gain 5 of them. Furthermore, you have advantage to all Charisma ability checks related to creatures native of your selected Realm, as long as they know your true identity. Finally, you can normally move after your uses of Minor or Major Rift. Arborea Arborea is a plane fulfilled with trees and emotions. There, in the druid-heaven, some powerful entity has bound your soul to an ancient tree, or maybe you were born in there from two creatures of the wild. Whatever is your origin, you are now bound with the Fate of Arborea. You are a warrior who cares about allies and nature, and you can manipulate terrain to snare your rivals. Ensnare the Beast At 3rd level you gain proficency in the Nature ability and learn to cast the Druidcraft cantrip. As an action, by spending 1 Realm Point, you choose a target within 60 feet from you. At the start of each of its turn, the creature must succed on a Dextery Saving Throw or be restrained by grasping vines from earth itself. The creature can use its action to shove the vines, making a Strenght (Athletics) ability check. If the creature ends the turn and is still restrained by your vines, it suffers 1d4 magical piercing damage. This effect lasts 1 minute or until you use it again. Protection of the Trees As you reach level 7 the piercing damage of your Ensnare the Beast feature becomes 1d6. Additionaly you can, as an action, select a number of creatures you can see equal to the number of Realm Points you want to spend. These creatures gain a +1 bonus to their AC, as wood and leaves cover their bodies. Creatures also gain 5 temporary hitpoints each round, but if these temporary hitpoints fall to 0 the effect ends immidiatly. This feature normally lasts for 1 minute. Poisonous Plants of Emotions When you hit 13th level you gain access to a powerful tool of Arborea. As an action, by spending 5 Realm Points, you can cause creatures of your choice within 60 feet to make a Constitution Saving Throw. On a succes they take 3d12 poison damage. On a failure they take the same amount of damage and are poisoned. While poisoned this way they suffer disadvantage to saving throws rolls. This effect lasts 1 minute or until you fall unconscious, and a target can repeat the saving throw at the end of its turn.

Arborea At level 19 you have achieved the status of champion of Arborea and, for this reason, can call your own home in any place your are now. You manifest your Realm as an action, as spectral trees appears, but they are clearly illusions. Every creature of your choice within 60 feet regain 5 hit points at the end of your round and can take the Hide action even if in plain sight, as the spectral trees make them more stealthy. This effect lasts 1 minute. When you use this feature, the land within 1 mile is blessed with growth power as if you would had cast Plant Growth. Once you used this feature, you can't do it again until you complete a long rest. Credit: Kipish Fon Celestia A lone mountain stands in this plane of light and positivity. Home of many celestial and good dragons, Celestia is your true home as the Fate bound you with it. You are a beacon of hope and you ensure everyone on your side of the battlefield will survive and fight for the greater good. You might be a celestial favourite mortal, or maybe just the lucky winner of Fate's will. Blessing of the Mountain Since level 3 you can cast Light and Guidance cantrips. Using a Realm Point and a bonus action you can cast a special version of Bless. This does not require concentration, only affects yourself and cannot be dispelled. Lasts 1 minute. Warrior of Light At level 7 you can, as an action, touch one willing creature. This creature heals 7 hit points for every Realm Point you spend. Finally, when you use your Blessing of the Mountain feature you also cast on yourself Divine Favour, with the same particularities of the feature itself. Ascending Starfall When you hit level 13 you fear no fall. You jump in the air as an action and spend 5 Realm Points. You then fall down within 100 feet of the place you used this feature. Every creature within 30 feet from you must make a Dextery Saving Throw or suffer 6d8 magical bludgeoning damage, half on a succes. The terrain within 30 feet of the landing site is considered difficult. Celestia You reached 19th level, and can now summon your home even in the darkest place. Once per long rest you can, as an action, summon a spectral illusion of Mount Celestia. Every evil-aligned creature consider the terrain within 60 feet of you as difficult terrain. Additionaly, creatures of your choice have resistance to non-magical physical damage. Every creature in the area is automatically stable and does not make Death Saving Throw. Frostfell The Plane of Ice is locatd between the Plane of Air and the Plane of Water. The borders of these two planes are a huge mass of ice forming a wall, where the snow storms never end and the cold is always there. You are a warrior that wants to remember all creatures they must fear cold, as death is cold itself. You empower your strikes to chill your enemies and use your abilites to disable the ones who underestimate you. Chilled Weapon At 3rd level, as a bonus action, you can chill your weapon and grant it the power of Ice. By spending 1 Realm Point, your weapon is chilled for 1 minute. During this time every time you hit a creature with the chilled weapon you can mark it. The next time the creature suffers any damage, it suffers an additional 1d6 cold damage. If hit by your chilled weapon while is marked, the creature will take 1d8 cold damage instead. The mark ends as soon as the creature is hit. Finally, you know the Gust and Frostbite cantrips. Frozen Land At level 7 you can use your action to manifest the power of Ice. You spend a number or Realm Points and select a number of creature within 30 feet equal to the Realm Points spent. These creatures must make a Dextery Saving Throw or be restrained for a 2 rounds. Additionaly, you gain resistance to cold damage and marked creatures from the Chilled Weapon feature have their speed decreased by 10 feet.

Credit: Dark Souls Century Ice When you hit level 13 you have mastered your knowledge of Ice. You can spend 5 Realm Points and select a target within 30 feet that you can see. The creature must make a Constitution Saving Throw or be covered in ice for 1 minute. During this time the target is immune to any damage and stunned, and repeat the saving throw at the end of each of its round. You can use this feature as an action and the creature has disadvantage on the roll if is marked by you Chilled Weapon. Plane of Ice At 19th level you can call the snowy storm of your home in the heart of the battle. Once per long rest, using an action, you cover the terrain and air near you with dark-cold snow. Every creature, except for you, within 30 feet from you must make a Constitution Saving Throw or have their speed halved. In the area, that moves with you, the terrain is difficult and the area is heavily obscured. You are immune to these effects. Finally, every creature in the area, you included, takes 1d4 cold, bluedgeoning, slashing and piercing magical damage, as ice shatter in every space. These damage rolls are considered four separate source of damage. Plane of Ash Where the Plane of Air and the Plane of Fire meet, there is a place of smoke and ash, cold and hot, known as the Plane of Ash. Fate has bound your soul to this Realm somehow. You are a Dimensioner with mobility capabilities and fire, continuos damage, as you move like air and are fierce as flames. Smoke and ash always follow you, granting you a defensive support and incredible power. Smoke in the Air Since level 3 you can spend 1 Realm Point and a bonus action to release smoke behind you. You keep producing smoke for 1 minute, but it dissipates after 1 round. During your turn, as a bonus action, you can move to any space within the smoke you generated without provoking opportunity attacks. Further more, you know the Gust and Produce Flame cantrips. Flame and Ashes At 7th level you gain resistance to fire damage. Additionaly, you can ignite the smoke you released with your Smoke in the Air feature. Every creature within 5 feet of the smoke must make a Dextery Saving Throw, taking 1d10 fire damage per Realm Point you spend on a failure, halved on a success. This is an action and you suffer no damage from it. Reduce them to Ash! In battle you are a champion too fast to be hit and too furious to not be feared. When you reach level 13 you can spend 5 Realm Points and use an action to propell yourself 20 feet forward. You then decide two cone-shaped areas of 20 feet length (the two areas can occupy the same spaces). Every creature inside an area must make a Dextery Saving Throw. On a failure they take 6d6 fire damage, halved on a success. If a creature is placed inside both areas it makes two different saving throw. Plane of Ash At level 19 you bring smoke, fire and ash in the plane you are currently in. As an action, once per long rest, you summon a smoke area within 60 feet that lighlty obscures the area. You do not suffer this vision penalty and the smoke generated this way can activate Smoke in the Air and Flame and Ashes features. This lasts 1 minute. Every creature inside the area must make a Constitution Saving Throw at the start of their turn or use their action to choke. You and any creature that don't require to breath are immune to this effect.

Credit: Lyra Belaqua Hades Hades, the realm of Death itself. Maybe you died long ago and Fate decided to bond you that realm, or perhaps you wish for a beloved one to resurrect so much that Fate wanted to help you some how. Anyway, you are a powerful death bringer, controlling zombies or skeletons as your servants and using their life force to fullfil your own. Fear of Death Everyone fears death and you look just like it. As a bonus action, by spending 1 Realm Point, you can manifest a necrotic aura around yourself. Every creature that can see you, even with blindsight, but not with tremor sense, must make a Wisdom Saving Throw against your Spellcasting DC. On a failed save they are frightned and cannot regain hitpoints while in this state. On a succesful one nothing happens. The effect, both for aura and fear, lasts 1 minute. A frightened creature can repeat the saving throw at the end of each of its turn. Finally, you gain proficency in Religion and know Toll the Dead cantrip. Army of the Dead Fate bound you to the Realm of Dead and so you bound dead to you. At level 7 you have reisistance to necrotic damage and can resurrect zombies or skeletons from dead bodies of your enemies. As a reaction you can spend 1 Realm Point to raise a zombie or a skeleton from a corpse, depending on DM choice and time passed before you activate this ability. You can have only one skeleton or zombie at you command, it acts only if you use your bonus action to command it in combat and immediatly after your turn. This effect lasts 24 hours, at the end of which you can repeat the ritual. During this time you have a plenty of options using your Realm Point to drain power from the zombie or skeleton, as they are dead, and for this reason they are "living" regions of Hades. Undead Life Force: as an action you can spend 2 Realm Point and deal 2d6 damage to your undead servant. You regain hitpoints for the same amount rolled.

as an action you can spend 2 Realm Point and deal 2d6 damage to your undead servant. You regain hitpoints for the same amount rolled. Army of Hades: as a reaction when the undead minion is damaged you can take the damage instead and use 1 Realm Point to halve the damage.

as a reaction when the undead minion is damaged you can take the damage instead and use 1 Realm Point to halve the damage. Protect your Dark Lord: as a reaction when you are hit by a creature you can see, you can spend 1 Realm Point and force your servant to march against that creature. The servant uses its reaction to move up to its walking speed directly toward the creature that hit you without provoking opportunity attacks.

as a reaction when you are hit by a creature you can see, you can spend 1 Realm Point and force your servant to march against that creature. The servant uses its reaction to move up to its walking speed directly toward the creature that hit you without provoking opportunity attacks. Fulfill your Demise: as an action you can spend 2 Realm Point. Your undead servant explode in a burst of necrotic damage. Every creature within 5 feet of it must make a Dextery Saving Throw against your Spellcasing DC or take 4d6 necrotic damage, halved on a success. Death Grasp Every soul now belongs to you. When you reach level 13 you can use an action and expend 5 Realm Points to overwhelm the life force of a creature. Choose a target within 30 feet of you and make a ranged spell attack. If you hit, a spectral hand take the creature soul dealing 4d12 necrotic damage. If the target willingly move outside of this range before the end of your next turn, the target takes 4d12 extra necrotic damage. Hades Your loyal undead soldiers always follow you. At 19th level, as an action, you can summon these warriors to aid you in combat. Once per long rest you can summon a number of Wraiths equal to your Constitution ability modifier. These creature acts immediatly after your turn ends, have 1 hit points, share your AC and add your proficency to their attack rolls. These creatures remain there for 1 minute, after which they return to Hades. You can use this feature once per long rest. Carceri A land of imprisonment and chains, Carceri is the eternal prison for those who betrayed in life. Fate chase to bind you as a prisoner or guard, but you are indeed forever bound to this realm As its champion, you can use chains to control the battlefield and to empower your tougthness. In the very end, you can even imprison someone in Carceri itself.

Defensive Chains At 3rd level you come to know how to use chains of Carceri to help you. As a bonus action, by spending 1 Realm Point, you can imbue your weapon with spectral chains for 1 minute. When you hit a creature during this time, it is marked until the end of you next turn. You have some options regarding your marked creature. Chained to Death: when the marked creature exit your reach (melee weapon only) you can use your reaction to pull that creature to you, reducing its speed to 0 and making an attack against it. The creature is pulled within 5 feet of you.

Chained Armor: when the marked creature hits you with an attack you can use your reaction to gain a number of temporary hitpoints equal to your proficency bonus. Finally, you have proficency in Deception and Perception. Eyes of the Betrayed As you reach level 7, your eyes become usual to betrayers. You gain 10 feet of blindsight and can use an action to instill doubt in enemies hearts. You select a creature within 30 feet of you and force it to make a Wisdosm saving throw. If it fails, it makes a weapon attack against the closest creature. You spend 1 Realm Point to use this feature, and you can use other Realm Points to improve the attack roll and damage roll of the creature by 1 for every Realm Point you spend, including the first one. Credit: Riot Games Forever Abound You know exactly what makes everyone turn against each other. At 13th level you can spend 5 Realm Points and use an action to prove this. Choose a point within 60 feet of you. Every creature in an area of 20 feet radius must make a Wisdom saving throw or be subject of the spell Enemies Abound. Carceri You are the now the ultimate jailer. At level 19 you can use an action to send a creature you can see and yourself into a portal between this dimension and Carceri. The creature makes a Charisma Saving Throw, it has disadvantage if it is marked by your Defensive Chains feature. Both you and the creature disappears for 1 minute in a parallel dimension at the same distance you were when you used this feature. If the creature drops to 0 hitpoints during this time it is banished in Carceri and you return to the dimension where you used this feature. If you drop to 0, or if the minute pass and nobody dropped to 0, you both return to the right dimension. Feywild A majestic palace in the glooming wood, or a spectral house in a dark forest. Feywild is a place of emotions, joy and fear, and you are someone who knows these very well. You enter the mind of your enemies and destroy their minds while supporting your allies with charmful spell-like abilities. Let them Believe in Fey As you pick this Realm at level 3 you can imbue your weapon with Fey magic as a bonus action using 1 Realm Point. Since then, for 1 minute, your attacks with that weapon deal 1d4 psychic extra damage. Furthermore, you can use a bonus action to invoke pshycic energies in the last creature you hit. The creature makes a Wisdom saving throw and if it fails it is charmed or frightned by you (your choice) until the start of your next turn. If you try to charme the creature it has advantage on the saving throw. Finally you know the Friends and Minor Illusion cantrip. Glittering Dust When you hit level 7 you become immune to charme and sleep abilites/spells and you make fear saving throw with advantage. Additionaly, you can use an action to help your allies within 20 feet of you, giving them temporary hitpoints equal to you Charisma ability modifier + your proficency bonus. These temporary hitpoints last 10 minutes and as long as a creature has them it can make Intimidation checks as bonus actions. You have to spend a number of Realm Points equal to the creatures you want to use this feature on. Fey doesn't Exist At level 13 you can enter the mind of a creature and strike it without showing yourself. As an action, by spending 5 Realm Points, you can force a creature to be charmed by you. It makes a Wisdom Saving Throw, if it fails it is charmed for 1 minute and repeat the saving throw only if is damaged during the duration. In this case it rolls with advantage. When the feature ends the creature takes 1d4 psyhic damage for every time it has been hit and for every round it has been charmed.

Feywild At 19th level you finally know how to invoke your Realm in your actual dimension. Once per long rest you can use this feature as an action. Every creature of your choice within 60 feet must make a Wisdom saving throw or be surrounded by glittering fey. Every creature that fails the saving throw is under the effect of the spell Faerie Fire and while in this status they are also frightned of you. A creature can repeat the saving throw at the end of each of its turn, ending the effect. In addition, you can choose a number of creature, including yourself, equal to your Charisma ability modifier within the area. You cast Heroism to all these creature and you don't require concentration to maintain this. Both effects last 1 minute. Credit: Riot Games Ysgard Valhalla is just a word to describe this land of war and constant battles. This is the place every true warrior wish to go when their souls leave their bodies, and you are so lucky to have a bound with it. You are a powerful warrior who fears no battle, who rages and charges every enemy knowing you won't be the first to fall. Blood of the True Warrior Starting at 3rd level you can use a bonus action and spend 1 Realm Point to increase your tougthness in battle for 1 minute. The first time you are damaged in one turn, you instantly heal yourself for 1d6 hitpoints. Can occure only once per turn. Finally, you know the Blade Ward and True Strike cantrips. Endless Fight At level 6 your body cannot willingly stop fighting. Your Blood of the True Warrior feature now heals you for 1d8 hitpoints. Furthermore, when you make a Death saving throw and succeed you can spend Realm Points to improve the roll. For every 1 Realm Point spend you increase the roll by 3, and if you reach 20 or more you are granted the benefit of having rolled a natural 20. Mindless Technique When you hit level 13 you can attack everyone in your sight, enemy or not. As an action, by spending 5 Realm Points, you make a melee attack roll against every creature within your weapon reach. The damage deals 2d10 extra damage and you heal yourself 2d6 hitpoints for every creature you damage. Ysgard While many dimensioners bring their Realm to the materail plane, you instead keep it in your heart. At level 19 if you die you resurrect with all the benefits of a long rest at the next dawn. This effect can repeat only once every 1d3 days. If you die while this feature is recharging, you cannot resurrect this way. Finally, if you have are below half of your maximum hitpoints, you add your Constitution Ability Modifier to any damage roll you make. Credit: Blizzard Enterteinement Mechanus Perhaps the favourite Realm among all Dimensioners, Mechanus is a place of order and discipline, where law is the most important thing. Primus doesn't like chaos, so maybe he asked Fate for your bond with its dimension and one day he might ask you for a favour.

Law Mind Since you choose this Realm at level 3 you can improve your mind and reflexes using 1 Realm Point and a bonus action. For 1 minute, once per turn, you can decide to use the medium of any roll you do. Additionally, you know the Mending and Resistance cantrips and you have proficency in Tinker's Tools or Smith's Tools. Credit: Ellardy Everybody Bends to Law At level 7 you have understood that chaos must be purged. Everytime you damage a chaotich creature you add 1d6 force damage to the roll. Additionaly, you can analyze a creature you can see with one action. Spend a number or Realm Points and ask your Dungeon Master the same amount of informations. (1 Realm Point can be used to discover 1 resistance or vulnerability, not all of them. At the same time it can be used to discover the Strength or Dextery of the creature, not all the stats). Finally, choose 2 skills of your choice. If you roll 9 or less on a d20 you can decide to make the roll a 10. Law is Equal for "Everyone" At 13th level you can select an cube-shaped area of 10 feet. Every creature inside of it must make a Charisma saving throw and be affected by this feature on a failure. At the start of each of their turn they can repeat the saving throw, ending the effect on a success. While under the effect of Law is Equal, a creature has its AC and Speed set to 10, was it worse or better. You are immune to this effect. Mechanus When you hit level 19 you can summon the order of Mechanus in the material plane. You spend an action, which you cannot repeat again until you finish a long rest, and your eyes and mind start to analyze everything in sight. Once per turn when a creature, including yourself, makes any roll, you can decide to manipulate the roll before it is even done. Whenever a roll is made and the result of the roll is odd you can change it into an even number, adding or subtracting 1 from the roll. This can change a 19 to a natural 20, transforming it into a crit. Finally, during this time you have advantage on saving throws against magic and resistance to magic damage. These benefits last for 1 minute. Limbo Where chaos is the only rule of a plane, that Realm is called Limbo. This is the land of freedom, chaos and wilderness, with magic and weapons, with something not even Fate knows. You are a champion of Limbo and for this reason you can do everything... or nothing. You are capable of devastating projectiles of fire... but what happen when you target a red dragon? Chaos in your Veins At 3rd level you can conjure the power of chaos in an elemental burst. As a bonus action you can spend 1 Realm Point and improve your weapon with an element, but you decide it with 1d8. You roll 1d8 extra damage of the type selected. Elemental Chaos 1 - Fire 5 - Acid 2 - Cold 6 - Poison 3 - Lightning 7 - Necrotic 4 - Thunder 8 - Radiant Finally you can cast Chaos Bolt once per long rest. You cast it as if you were a spellcaster of the same level you have in this class (1st spell slot at levels 1 and 2, 2nd spell slot at levels 3 and 4 and so on). Controlled Calamity From level 7 you have acquired a certain control over your chaos manipulation. For this reason, whenever you cast Chaos Bolt using Chaos in your Veins feature, you add 1d8 to the roll, but you roll 1d6 less. Furthermore, you can use a bonus action and roll on the Wild Magic table of the Sorcerer and activate the effect. To do so you must spend Realm Points, and you can go up or down in the roll you made up to a number of Realm Points you spent.

Chaotic Nova At level 13 you can explode in a overwhelming force of elemental chaos. Every creature within 20 feet of you must make a Dextery Saving throw and take 5d10 damage on a fail, half on a success. The damage type is decided with Elemental Chaos table and you also roll on the Wild Magic table of the Sorcerer. You must use 5 Realm Points to use this feature, and you can use them also to go up or down the Wild Magic table. Limbo As you gain level 19 in this class you can invoke the chaos of Limbo for 1 minute as an action. Everything you see is touched by Fate or chaos and it's wild as magic. Once per turn in the next minute, whenever someone you see or hear rolls a d20 you can decide to reroll the dice. Everyone must accept the new outcome. You can choose to use this feature after seeing the roll but before knowing the outcome. You must do a long rest to use this feature again. Credit: TurtleLord17 Acheron Where clash of steel is constant as the battles rages, where cubes collide and crash, that's the place called Acheron. This is an eternal place of fights and war. You are a fighter who enjoys the fight. You excell in many enemies combat and you are a fierce creature that can be easily disinguished in fight. The Battle Rages On At level 3 you can use a bonus action and spend 1 Realm Point to enter a fighting stanc for 1 minute. Choose between one of this two whenever you use this feature. Offensive Stance: you add your Constitution ability modifier to any attack roll made during your turn.

Defensive Stance: you add your Strength ability modifier to your Armor Class against weapons attack. Finally, you know the Blade Ward and Booming Blade cantrips. Never Surrender Since you reach 7th level you are adapted to fighting a high number of creatures at once. While standing in the reach of 3 or more creature (ally AND enemy) you add your proficency to any damage rolls you make. Furthermore, when an ally misses an attack roll against a creature within 30 feet of you, you can use your reaction and spend a number of Realm Points up to your proficency. Add the number of Realm Points spent to the attack and, if the new result hits, damage rolls. If the attack hits, you and the attacking creature gain a number of temporary hitpoints equal to your Constitution modifier. Cube Crash Clash When you hit level 13 you can imitate the sound of the Acheron Cubes when they crash each other. Choose two creature within 60 feet of you. They both are pulled directly to each other by 20 feet. If they collide, you cast Shatter at the point they are as a 5th spell slot. They have disadvantage to the saving throw and you must spend one action and 5 Realm Points to use this feature. Credit: Zeen Chin

Acheron At level 19 you can unleash the power of the last Cube of Acheron, shattering shards in the tide of battle. As an action you summon metal shards within 20 feet of you. Every creature, you excluded, within the area takes 1d10 + your Strength ability modifier slashing magical damage at the start and at the end of their turn. You can select any creature you want inside the area to take only half the damage. This feature lasts 1 minute and you can do this once per long rest. Nine Hells Where law and evil cooperate to deceive and destroy everything is good and king, the plane is called Nine Hells and your soul is condamned if bond to it. You can, however, make the best witth what you have and decide to make pacts with mortals, as devils do, to gain power and magic in combat. Pact with the Devil Since 3rd level you learnt how to makes deal as the major devils do. At the end of a long rest you can expend 1 Realm Point and choose a willing creature that you can see and hear. You make a pact with it and for the rest of the day you can add 1d8 + 1 to any d20 roll you make. If you roll 8 on the dice, you regain the ability to do this again. While the creature you dealt the pact with is alive and conscious, it can benefit from one of the following effects. After the effect takes place, the creature cannot benefit from any effect until it makes a new pact with you. (1 Realm Point) Vengeful Strike: after you are hit by a melee attack, you can use your reaction to make a weapon attack against the attacker. If you hit, you deal 1d10 additional fire damage.

(1 Realm Point) Distant Evil: as an action you point your finger against a creature you can see. The creature takes 2d4 fire or necrotic damage (your choice) and has rolls a Concentration check with disadvantage if it does one for this damage.

(2 Realm Points) Fearful Presence: as an action you can choose any number of creature within 60 feet of you. They must make a Wisdom Saving Throw against the Dimensioner spellcasting DC. If they succeed nothing happens, if they fail they are frightened by you for 1 minute. They can make a new saving throw at the end of their turn Finally, you gain proficency in Religion and know the Fire Bolt cantrip. Devil's Wings When you hit level 6 you can sprout fiendish wings from your back. As an action you spend Realm Points and you gain the ability to fly for 1 minute per Realm Points spent. You have 10 ft. flying speed per Realm Point spent, up to a maximum of 30 ft. Additionaly, your Realm Point Maximum increases by your Charisma ability modifier, as you take your energy from one of the most powerful plane in the omniverse. Chaos Slayer You hate chaos so much that you deal more damage to any servant of them. At level 13 you add 1d4 force damage anytime you hit a chaotic or good creature. If you hit a chaotic good creature you deal 2d4 extra damage. Credit: CapCom Wallpaper Furthermore, you can touch a creature as an action and spend 5 Realm Points. Make a melee spell attack. On a miss nothing happen, on a hit you deal 9d10 fire or necrotic damage (your choice) to the target. The target can make a Constitution saving throw to halve the damage.

Nine Hells Finally, at 19th level, you can invoke the evil power of Nine Hells. As an action you summon a disacrated area of 30 feet radius. Every allied creature within the area can use a reaction when making a d20 roll to make the roll become a 9. You can use your reaction to make an enemy creature within the area makes 9 on a d20 roll after the roll but before knowing the outcome. Finally, every chaotic and/or good creature consider the area difficult terrain. You can't use this feature again until a long rest and it lasts 1 minute. Credit: Krouli The Abyss The Abyss is a multitude of planes and layers of evil fiends which serve chaotic and more evil lords. Is a dimensione of fearsome warriors and you can be among them. You excell in facing many minion and can summon your own. Later you unleash the full potential of a demonic fighter and its strength. Minion of Hell As Fate bound you to the Abyss, you learn more about their people. You gain proficency in Religion and know the Green-Flame Blade cantrip. Most important, at level 3 you learn to summon a demon loyal to your command. As an action, by spending 1 Realm Point, you summon a fiend (demon) of challenge rating equal or lower to your Dimensioner level divided by 5. This monster obeys your commands (no action needed) and acts immediatly after your turn. Strength in Blood Your presence is fearsome when you reach level 7. You can use an action and every creature in a 30 feet cone originating from you must make a Wisomd saving throw. On a fail they are feared by you for a number of round equal to the Realm Points you have spent for this feature. Additionaly you feast on their fears: whenever you score a critical hit or hit a frightened creature you gain temporary hitpoints equal to your Charisma ability modifier + your Constitution ability modifier. Horde Scorcher The Blood War between devils and demons made you understand how to deal with many rivals. At level 13 you can spend 5 Realm Points to cast Schorching Ray with a 6th spell slot. Finally, you add 1d4 extra force damage when you hit lawful and good creature. This means you deal 2d4 extra damage on lawful good creatures. The Abyss While other Dimensioners reclaim part of their plane to the Material one, you instead manifest the Abyss within yourself. At level 19, as an action, you imbue your body with the power of a thousand demons. You gain 20 feet of flying speed as bat wings come out from your back. You can use a bonus action to make a melee weapon attack when you use the Attack action and you add 1d4 fire damage to any melee weapon damage roll you make. This benefits last for 10 minute, after which you suffer one level of exhaustion. You must do a long rest before activating this feature again. Beastlands There is a plane that hunters desire more than anything else. A place where the thrill of the hunt is alwasy burning and all beasts and hunters are both preys and predators. You are bound to Beastlands, a Realm of feral instinct, wild beasts and smart hunters. You are a mix of them, being a wild creature of the forest, but also an incredible hunter. Jaws of the Beast Starting at level 3 you can transform part of your body in natural weapons like fangs, claws or jaws. As a bonus action, spending 1 Realm Point, you gain access to a natural weapon with the finesse property. This weapon deals 1d8 piercing or slashing damage, you are proficencient with it and you can make one melee attack with it as a bonus action. This benefits last 1 minute. Credit: Riot Games Finally you gain proficency in the Survival and Animal Handling skills.

Blood Frenzy As you increase your affinity in this dimension you start manifesting feral aspects. Since level 7 you have advantage to the first attack roll you make during your turn while you have half of your hitpoint maximum or less. Additionaly, you can spend 2 Realm Points to activate beastly traits within yourself for 10 minute. You use an action and select one of the traits of any beast of challenge rating of 5 or lower. For example, you could make your nose and ears grow bigger and select the trait Keen Hearing and Smell of the Wolf from the Monster Manual. Feral Charge At level 13 you can jump over the enemy and destroy him with your claws. You spend 5 Realm Points and use an action to select a target within 30 feet, then you jump in a space nearby him. The target makes a Dextery Saving Throw or takes 10d6 slashing magical damage. On a success the target takes no damage. If you or the target have less hitpoints than your maximum, the target of this feature has disadvantage on the saving throw and the damage is increased to 10d8. If you reduce a creature to 0 hitpoints or kill it with this feature, you immediatly can cast Fear with no action needed. Beastlands At level 19 you comprehend there is nothing more exciting then hunting in pair. You can make a 1-hour ritual to invoke a beast from the Beastlands themselves. This beast must have a challenge rating of 5 or less, obeys your commands (no action needed) and acts immediatly after you in combat. You can make this ritual 1 per long rest and you cannot have more then one beast "tamed" this way. Finally, as long as you and the beast are within 5 feet, you both have advantage on any saving throws. Credit: Riot Games Shadowfell A twisted place of shadows, black and grey, where no light can be found, yet where there is one it shines for miles. You are bound to the darkest plane ever existed and for this reason you are comfortable among shades. You can use illusions and deception to strike fear into your enemies and show your superiority in combat. Shadow Knife At 3rd level you can summon a Shadow Knife as a bonus action, creating material shades with 1 Realm Point of your own. The knife has the finesse and thrown property as a normal dagger, but it deals 1d6 psychic damage. Additionaly, as long as you wield the Shadow Knife, you can see in darkness and magical darkness too. You know the Minor Illusion cantrip and have proficency in Stealth. Nightmare in the Shadow As you reach level 7 you discover your enemies fears before they even know of your presence. You can spend Realm Points to create magical darkness around you (10 feet radius), but this does not move with you. Evey Realm Point spent improve the duration of the darkness by 1 round. Finally, if you hit a creature from a hidden location, while you are hidden, or the creature is surprised or paralyzed, you deal 2d10 extra psychic damage. Can occure only once per turn.