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View Full Version : D&D 5e/Next Extraplanar Researcher: Artificer of Travel (PEACH)



sandmote
2020-04-24, 02:40 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/CJ4gDxgnY)

The Horizon walker is Interesting, but I wanted something more suited to particular planes.


Tool Proficiency
When you choose this specialization at 3rd level you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Extraplanar Researcher Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Extraplanar Researcher Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Extraplanar Researcher Spells
Level Spells
3rd Absorb Elements, Protection from Evil and Good
5th Pass Without Trace, Rope Trick
9th Blink, Spirit Guardians
13th Banishment, Locate Creature
17th Contact Other Plane, Planar Binding

Astral Shaping
At 3rd level, you learn to create a personal demiplane for which you are the key needed to travel to and from. As a bonus action on your turn, you can step between the space you currently occupy and your personal demiplane, which is a 10 foot cube. As a bonus action on another turn you can return to the point from which you left. If the space you left is occupied when you return from the demiplane, you are shunted to the nearest space large enough for you to fit. Time passes in the demiplane at the same rate as on the plane from which you last entered or left it. You cannot enter or leave the demiplane in this manner if overburdened. Air is naturally created on this demiplane, and you do not suffocate while inside it.

You can also harness energy from the astral plane using the same methods you use to maintain you demiplane. The first time you hit with an attack or spell on your turn, you can choose to deal an additional 2d4 force damage to one creature affected by the attack or spell.

Standard for the published version. Wasn't sure what tools to give, but figured the Jeweler's tools are the closest tied to the tuning forks used for the Plane Shift spell.


Plane Specialization
By 5th level, you have acclimated to a particular plane, allowing yourself greater ability to study it. Choose one of the following planes to gain the benefits of studying the chosen spell.


Limbo Immediately after you cast a spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. You can also add 1d4 to an attack roll, skill check, or saving throw of your choice, and regain the ability to do so at the end of a short or long rest.
Lower Planes, Chaotic You can cause yourself to become deafened as an action, and end the effect on yourself as a bonus action. You are otherwise immune to being deafened. You also gain resistance to lightning damage.
Lower Planes, Lawful You gain resistance to Poison Damage and advantage on saving throws against being poisoned.
Lower Planes, Neutral You have advantage on saving throws to avoid being restrained and gain resistance to cold damage.
Mechanus When you make an attack roll or saving throw, you may choose to treat the result of your roll as a 10. You must choose to do so before seeing the results of your roll. Once you have used this feature, you cannot use it again until the start of your next turn.
The Plane of Air You become acclimated to high altitudes, gain resistance to thunder damage, and can cast feather fell at will.
The Plane of Earth You gain a climb speed of 20 feet, and you gain resistance to acid damage.
The Plane of Fire You become acclimated to hot environments, and gain resistance to fire damage.
The Plane of Water You become acclimated to deep underwater and cold environments, and can cast the Water Breathing spell, but only as a ritual.
The Feywild You gain saving throws against being charmed and can cast the Animal Messenger spell, but only as a ritual.
The Shadowfell You have advantage on saving throws against being stunned and you gain resistance to psychic damage.
Upper Planes, Chaotic You can cause yourself to become blinded as an action, and end the effect on yourself as a bonus action. You are otherwise immune to being blinded. You gain 2 temporary hit points at the start of your turn.
Upper Planes, Lawful You are immune to poison and disease, and gain resistance to Radiant Damage.
Upper Planes, Neutral When subject to an effect that would reduce your maximum hit points, you can make a Constitution saving throw against the DC of the effect (or a DC of 20 if the effect doesn't have a set DC) to halve the number of max hit points you lose. You also gain resistance to Necrotic Damage.


I didn't want 16 outer planes, so I did three upper and three lower, just enough for a 15th level PC to be able to specialize in each if they so choose. I'm also not sure about giving a 3rd level spell as a ritual (plane of water) but wasn't sure what else could be useful to both aquatic races and non-aquatic races. I'd also like to be able to replace most of these with something other than "advantage on saving throw + resistance," but don't have enough good ideas. Limbo could probably also use an overhaul. But I think I need another person for both ideas and balance.


Astral Expansion.
When you reach 9th level, your ability to open door ways to your demiplane increases, as does your ability to draw damaging energies from the astral plane. Your demiplane increases in size to a 20 foot cube, and the damage you deal using your Astral Shaping feature increases to 2d8 force damage.

You can also cast Plane Shift once, but only on willing creatures. If at least one of the creatures will be traveling to the plane to which it is native, you can cast the spell without requiring material components. You regain the ability to cast this spell at the end of a long rest.

Planar Dedication
By 15th level, you are familiar with a wider variety of planes. You can choose two more planes from the Planar Specialization feature, and gain the benefits of your chosen planes.

Additionally, you can spend 10 minutes opening a portal to your demiplane, as if casting a ritual. This portal lasts for one minute, and allows creatures to pass between the location you created it and your demiplane. When you cast the ritual from inside the demiplane, the portal leads to the last location on any other plane you opened the portal on.

Scaling for the 3rd level feature, plane shift early, and choose additional planes.