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Build a Deck
Ignite the Spark
Achieve Greatness
Planeswalker
A literal firey-haired youth brands the scene of her latest bout
of pyromania. Of course you should fight fire with fire, she
thinks to herself. You should fight everything with fire.
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, Black, Red, 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 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 to 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.
The Planeswalker
Lands /
Proficiency Spell Per Summoned
Level Bonus Features Die Turn Creatures
1st +2 Library, d4 1/1 1
Devotion,
Lands
2nd +2 Signature d4 2/1 1
Spell (1 CMC)
3rd +2 -- d4 3/1 2
4th +2 Ability Score d6 4/1 2
Improvement
5th +3 Devotion d6 5/1 2
Feature
6th +3 -- d6 6/2 2
7th +3 -- d6 7/2 3
8th +3 Ability Score d8 8/2 3
Improvement
9th +4 Signature d8 9/2 3
Spell (2 CMC)
10th +4 Devotion d8 10/2 3
Feature
11th +4 -- d8 11/2 4
12th +4 Ability Score d8 12/3 4
Improvement
13th +5 -- d10 13/3 4
14th +5 Signature d10 14/3 4
Spell (3 CMC)
15th +5 Devotion
Feature
d10 15/3 4 Class Features
As a planeswalker, you gain the following class features.
16th +5 -- d10 16/3 5
17th +6 -- d12 17/3 5 Hit Points
18th +6 Signature d12 18/4 5 Hit Dice: 1d6 per planeswalker level
Spell (4 CMC) Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
19th +6 Ability Score d12 19/4
Improvement
5 modifier per planeswalker level after 1st
20th +6 Planeswalk, d12 20/4 5 Proficiencies
Devotion Armor: Light Armor
Feature Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose one from Arcana, History, Insight,
As you may have guessed by now, playing a Planeswalker Investigation, Nature, and Perception
requires you to have a deck of 40 Magic: the Gathering cards Equipment
(60 if you want to use land cards to track your Mana) to make You start with the following equipment, in addition to the
up your character's Library. Shuffling, drawing, and playing equipment granted by your background:
these cards are a vital aspect of playing the class. As this is
not an official publication licensed by Wizards of the Coast, Any melee weapon you are proficient with
we don't see any problem with using proxies or stand-ins, so (a) any ranged weapon you are proficient with and 20
long as they can be used identically to normal Magic cards. pieces of ammunition, or (b) a shield (if proficient)
You may also choose to use an online application to (a) leather armor, or (b) scale mail (if proficient)
simulate a deck. That's fine too -- so long as the cards act like (a) a dungeoneer's pack or (b) an explorer's pack
cards, it doesn't really matter how you do it!
Library Lands
The Planeswalker Spark allows you to draw on the A Planeswalker draws power from the world around them to
knowledge of the planes through deep contemplation and fuel their powers. This power is known as Mana and the
your connection to Mana. With this knowledge, you can knit nodes in which it congregates are called Lands. Each time
Mana together into magical effects such as Sorceries and you gain a Planeswalker level, you create a connection to a
Enchantments, as well as create life in the form of new Land. Such a connection is nearly impossible to break
summoned Creatures who obey your every command. and can stretch across realities, allowing you to draw mana
Library Spells. Using cards from your Library greatly from your Lands at any time in any location.
resembles traditonal spellcasting. Intelligence is your You may tap a Land to produce one Mana of its color. This
spellcasting ability for the Planeswalker class, and it is is the primary method by which you will create Mana to pay
used to make Spell Attacks and determine the DC for Saving the costs of your spells and the abilities of some creatures. A
Throws from Library spells. Library spells all require Land that is tapped cannot produce any more mana.
Verbal and Somatic components. At the start of your turn, you untap a number of tapped
The intricate functions of the Library, as well as the ways in basic lands in any combination you desire. This is the only
which Magic cards translate into the world of Dungeons and way to untap Basic Lands. The number of Lands you have
Dragons, is thoroughly detailed in the Appendix of the Planes and the number you untap per turn is shown in the
at the bottom of this document. Lands/Per Turn column of the Planeswalker table.
We recommend using corresponding Magic: the Gathering
Devotion basic land cards to keep track of the number, status, and
colors of your available lands.
At 1st level, you devote yourself to a specific subset of the
colors of Mana available to you. Your Devotion will determine Signature Spell
the color of Mana in your Mana Pool, as well as some specific
abilities unique to that Devotion. At 2nd level, a specific spell you favor may warrant more
You may choose to become a Purewalker, Guildwalker, dedication and memorization than others. Choose one card
Multiwalker, or Nullwalker, all detailed at the end of the class in your Library with a maximum Converted Mana Cost of 1.
description. Your choice grants you features at 1st level, and You may include up to two extra copies of that card in
again at 5th, 10th, 15th, and 20th level. your Library.
You gain bonus proficiencies based on what color(s) are After a Short Rest, you may shuffle any copies of your
included in your Devotion. Choose up to 3 options from the Signature Spell into your Library from your Graveyard for
chart below based on your Devotion's colors. You may choose free. You may shuffle it into your Library from Exile as though
an option more than once. it were a normal spell in your Graveyard after a Short or
Long Rest.
Color Bonus Proficiency Options You can change your Signature Spell after a Long Rest.
White (a) Medium Armor and Shields, (b) Medicine, and The maximum CMC of your Signature Spell increases to 2 at
(c) Religion. 9th level, 3 at 14th level, and 4 at 18th level.
Blue (a) one tool and one extra langauge, and (b) a skill
from the Planeswalker proficiency list. Ability Score Improvement
Black (a) Deception, (b) Persuasion, (c) Stealth, and (d) When you reach 4th level, and again at 8th, 10th, 12th, 16th,
Sleight of Hand. and 19th level, you can increase one ability score of your
Red (a) Athletics, (b) Acrobatics, (c) Performance, and
choice by 2, or you can increase two ability scores of your
(d) Intimidation. choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
Green (a) Martial Weapons, (b) Survival, and (c) Animal
Handling.
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
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 Pure Black - The Deathwalker
Devotion, but such an event is neither common nor pleasant. Black is the color of power at a cost, of selfishness and
amorality, of unfettered ambition and unwillingness to
Purewalker compromise. Black Mana is Evil, though it is often used for
Purewalkers embody the undiluted power of a single color of heroic ends. It is found in places that conceal, whether this be
Mana. While relatively limited in their selection of spells, fog banks, thick bogs, or lonely graveyards shrouded in
Purewalkers' narrow focus allows them to bring out intense mystery. Planeswalkers refer to these places as "Swamps."
effects within that selection's purview. Purewalkers excel at Black is allied with Blue and Red out of respect for their
getting the most potential out of their single color, though sometimes self-serving nature. It is opposed to White and
they are indeed vulnerable to threats their chosen color is Green, as one advocates for the group's welfare over the
unable to effectively deal with. individual, while the other preaches against breaches of
natural law.