Planewalker 5e class
T Planewalker he woman steps through a barrier in reality, emerging with blue eyes and a powerful magic aura. The men who just watched as she blipped out of reality look around confused as they hear a, "Right behind you" A wreath of shadow surrounds the orcs as they recieve a blow from the left, then the right, and multiple more from random directions. Confused and disoriented the orcs become worn down as shadowy hands reach out and pull them into the darkness one by one. The aarakocra glides above trying to find the man. Scanning the round they decide this area is clear. Just after the aarakocra leaves a wormhole opens o the ground spitting out a man covered in goo and acid. He coughs a few times and spits up some green goo. He spits, "Ugh, it had to be the plane of ooze." The distinct sound of gears clicking as the woman clad in robes pulls out a pocket watch. The goliath she's in the ring with punches at her relentlessly but she evades each fist effortlessly. The pocket watch continues to click. Then the final, slightly louder, tick rings through the air and as it does, the woman steps backwards into a rift as the man's hand gets stuck in a mechanism of gears and he begins screaming in agony. Stepping between realms and planes, a mixture of magical powers, and powerful teleportation the planewalker has an innate connection to the planes themselves. The many elemental and magical planes grant them power. The powers of the planes are given to a very few. Some study for a lifetime and can never muster a proper connection. Some are given the power as someone born on the division between the planes, and a few more come into contact with some otherworldly power that gifts them with the ability to see, move, and draw from the planes. Planewalker Quick Build Choose your highest attribute to be Wisdom. Choose your next two highest attributes to be either Charisma and Constitution or Intelligence and Constitution. Choose the hallowed one background. Multiclassing Planewalker - when using the optional rule for multiclassing with a Planewalker, the character must have an Wisdom score of more than 13. Hit Points Hit Dice: 1d8 per planewalker level Hit Points at 1st level: 8 + your Constitution modifier Hit points at higher levels: 1d8 (or 5) + your constitution modifier per level after 1st Proficiencies Planewalkers have the following proficiencies at 1st level. Armor: Light armor, Medium armor Weapons: Simple weapons and martial weapons without the heavy property Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Arcana, History, Insight, Intimidation, Investigation, Perception, Religion Starting Equipment You start with the following equipment, in addition to the equipment granted by your background. quarterstaff or a dagger simple weapon or martial weapon you are proficient with leather armor spellcasting focus a scholar's kit or a dungoneer's pack Planewalker Ability. Your planewalker ability is Wisdom. This is also your spellcasting ability for planewalker features. 2
Planewalker Table Level Profiency Bonus Features Plane Shadows Known Planewalking Die 1st 2nd 3rd 4th Spell 5th Slots 6th 7th 8th 9th Planar 1st +2 Plane of Origin, Spellcasting 1 - 1 - - - - - - - - - 2nd +2 Planar Magic 1 d4 1 - - - - - - - - 2 3rd +2 Plane of Origin Feature 2 d4 2 - - - - - - - - 2 4th +2 Ability Score Improvement 2 d4 2 1 - - - - - - - 4 5th +3 - 2 d4 2 1 - - - - - - - 4 6th +3 Elemental Plane (x1) 3 d6 2 1 - - - - - - - 6 7th +3 - 3 d6 3 1 - - - - - - - 6 8th +3 Ability Score Improvement 3 d6 3 2 1 - - - - - - 6 9th +4 - 4 d6 3 2 1 - - - - - - 6 10th +4 Plane of Origin Feature 3 d8 3 2 1 1 - - - - - 8 11th +4 Elemental Plane (x2) 4 d8 4 2 1 1 - - - - - 8 12th +4 Ability Score Improvement 5 d8 4 3 1 1 1 - - - - 8 13th +5 - 5 d8 4 3 1 1 1 - - - - 8 14th +5 Plane of Origin Feature 5 d10 4 3 1 1 1 1 - - - 10 15th +5 - 6 d10 4 3 1 1 1 1 - - - 10 16th +6 Ability Score Improvement 6 d10 4 3 1 1 1 1 1 - - 10 17th +6 - 6 d10 4 3 2 1 1 1 1 - - 10 18th +6 Ability Score Improvement 6 d12 4 3 2 1 1 1 1 1 - 12 19th +6 - 6 d12 4 3 2 2 1 1 1 1 - 12 20th +6 Beyond this Earth 6 d12 4 3 2 2 2 1 1 1 1 14 Class Features As an planewalker you gain the following class features. Plane of Origin 1st level Planewalker feature You were born with or granted a connection to a plane beyond this world. While you can step into other planes, most of your magic is derived from this one. You have access to a Plane of Shadows, you gain more as you level up. (as seen in the Planewalker Table.) You gain features as you level up with your Plane of Origin. It also grants additional options for Plane of Shadows choices. Choose From: Mechanus, Mount Celestia, Elysium, Olympus, Limbo, Abyss, Hades, or the Nine Hells. Spellcasting 1st level Planewalker feature As a planewalker you have the ability to cast powerful spells. You are especially talented at using teleportation and plane spells. Planar Magic 2nd level Planewalker feature You gain access to Planewalking Die, which are used for your plane of origin and plane shadows, they increase as you level up. You also gain planar. These points are replenished after you finish a long rest. When you use a teleportation or plane spell, you can regain a spell slot you have expended, to do so you must expend a number of planar equal to the level of the spell slot you regain. 3
Elemental Plane 6th level Planewalker feature You can choose an elemental plane, you gain access to this plane's spells. (As specified in the spell section.) You also gain a feature dependent on the plane. You can choose a second plane at 11th level, but it must be adjacent to the previous one. You will also gain the mixed plane spells from the combination. Choose from: Fire. you can set your weapon ablaze when casting a fire spell. This lasts 1 minute and makes your melee attacks deal 1 planewalking die extra fire damage. Magma. (Fire + Earth) you can use mold earth to turn stone into magma. Earth. you can expend a planar to create a weapon out of stone. This weapon lasts for an hour and deals 1 planewalking die additional bludgeoning damage. Ooze. (Earth + Water) you can use shape water to turn water into acid or poison. This acid deals 1d4 acid damage when poured on someone. Water. you can expend your bonus action when attacking to create a whip out of water, dealing 1 planewalking die additional slashing damage. Ice. (Water + Air) you can use shape water to freeze water at will. Air. you can expend 1 planar to deal 4 planewalking die extra force damage. Smoke. (Air + Fire) you can use any fire cantrip to create smoke instead of flame. Beyond This Earth 20th level Planewalker feature When you cast a 9th level spell of any kind, you can expend 9 planar to gain 2 8th level spell slots. These spell slots above your maximum expire when you take a long rest. You can cast astral projection as a ritual without expending any spell slots, but it takes 4 hours to cast. Planes of Origin Mechanus The magic of the mechanus grants powerful spells. You are an experienced user of technological magic. You gain proficiency in Tinkerer's Tools when you choose this Plane. Spellbreaker 1st level mechanus feature when using a ranged weapon, you can expend a planar to gain a planewalker die to hit and damage. This feature can be used a number of times equal to your proficiency modifier per long rest. Dashing Intelligence 3rd level mechanus feature When making intelligence checks, you can choose to use your wisdom modifier instead. You can also add a planewalker die to any wisdom check you make while any of your spells are active. Relentless Assault 10th level mechanus feature The mechanus empowers your spellcasting, when you cast a mechanus spell, you gain a number of planewalker die equal to the level of the spell cast temporary hit points. Final Embezzlement 14th level mechanus feature When you hit 0 hit points, you are instead set to 1 hit point and all your 1st-5th level spell slots are regained. But you expend all of your remaining planar. This feature can be used once per day. Mount Celestia The paradise from far away, the origin of all that is lawful. But with lawfulness comes a price. Planewalkers with a Mount Celestia origin tend to be more lawful, following a strict code. Law of Self 1st level mount celestia feature When you cast a spell, if your usage is strongly in line with your moral compass, you gain a planewalker die extra to any d20 roll you may make with it, if it is strongly in opposition with your moral compass, you subtract a planewalker die instead. Those Who Stand 3rd level mount celestia feature You can use dash as a bonus action if you are moving towards an enemy with it. Once you have used dash you cannot make any movement away from that enemy. 4
Valiant Night 10th level mount celestia feature After using dash and moving the full distance, you gain one planewalker die to your AC until your next turn. This feature can be used a number of times per long rest equal to your proficiency modifier. Iron Will 14th level mount celestia feature Your AC cannot be below 16. If you take damage, you can use your reaction to heal one planewalker die. You can do this a number of times per long rest equal to your Wisdom modifier. Elysium The paradise of the afterlife. Planewalkers that originate from here are experts of healing and care for others, especially those who have to pass from the mortal relm to the afterlife. Divine Blessing 1st level elysium feature You can expend planar points to gain spell slots when you use a healing spell as well as teleportation and plane spells. Improved Healing 3rd level elysium feature When you cast a healing spell, you can use planar points to upcast it's level. You can also add your proficiency bonus to any healing you give. Evasive Maneuvers 10th level elysium feature When you cast a healing spell, you can cast misty step as a bonus action. You also can cast misty step without expending a spell slot a number of times per long rest equal to your proficiency bonus. Snapshot Healing 14th level elysium feature You can cast beacon of hope as a reaction when an ally takes damage. Olympus The many gods that exist in the realm of Olympus are so powerful the realm is filled with untapped energy. Olympus planewalkers can channel the untapped energy into lightning. Volatile Lightning 1st level olympus feature When casting a lightning spell, you can choose to deal no damage and instead have the target make a DC 8 CON saving throw or take eight planewalker die lightning damage instead. Alternatively, you can upcast lightning spells with planar and use your planewalker die instead of the usual damage. Deadly Light 3rd level olympus feature You can cast shocking grasp on yourself, dealing no damage but causing lightning to arc around your body. This lightning produces bright light for 30 feet and dim light for another 15 feet. Any creature that attacks you with a melee attack while this is active will make a CON save and on a fail take the damage from shocking grasp. This effect lasts 10 minutes, or until you are hit by a creature that fails the CON save. Port in a Storm 10th level olympus feature When you take lightning damage you can use your reaction to absorb it, taking no damage and gaining planar equal to (the damage you took/22). 5
Elemental 14th level olympus feature You can cast absorb elements as a concentration spell, the spell slot is only consumed if concentration is interrupted. Limbo A land of complete and total chaos, Limbo is a wild and powerful land. Planewalkers from limbo tend to be chaotic and have no order in their lives. Their spells can explode violently. Volatile Spells 1st level limbo feature You choose 8 metamagic options from the sorcerer class when you pick this plane. When you cast a limbo spell you roll a d8 and the spell is affected by one of the metamagic options. When casting a saving throw spell, you can also roll a d20, on a natural 20 the damage is a crit. Complete Chaos 3rd level limbo feature You can expend a spell slot to roll a d4 (1: fire, 2: earth, 3: water, 4: air) and cast a random spell from that level of that spell list. Planar Shadows 10th level limbo feature You can choose any 4 eldrich invocations, when you want to use any affect any of them have, you must roll a d4. If you roll a 4, you can use the eldrich invocation, otherwise you cannot. Upon using an invocation, if you attempt to use it again and fail you cannot use that invocation again until you long rest. Mystery 14th level limbo feature When you cast spell you can choose 4 other spells, roll a d4 and cast that spell. This costs planar equal to the level of the spell cast. This feature can be used a number of times per day equal to your proficiency bonus. Abyss The land of tortured souls, the Abyss is the most painful place for mortals. As such planewalkers from this plane tend to be more desensitized and sometimes evil. Murderous Intent 1st level abyss feature When you kill an enemy you can choose to sap their life, taking one planewalker die damage and regaining a sixth of your planars. This feature can be used a number of times per long rest equal to half of your proficiency bonus. (rounded down) The Harsh World 3rd level abyss feature If a nearby allied creature drops to 0 hit points, you can use your reaction to expend 4 planar to heal them one planewalker die health. Stone Cold 10th level abyss feature You can expend a planar to change the roll on any charisma check to whatever value you want if the check involves you scaring or intimidating them. Undying Will 14th level abyss feature When you drop to 0 hit points, you can expend one planewalker die for the (20 - your current level)th level worth of planar to continue to live for one planewalker die rounds, before passing out and gaining two levels of exhaustion. You can still die permanently as per normal. 6
Hades The home of evil balanced between lawful and chaotic, planewalkers from Hades are capable of being entirely evil. This distinct evil associated with Hades leads to powerful magic and deception. Master of Lies 1st level hades feature When you use deception you can expend two planar to add two planewalker die to the result. Otherworldly Presence 3rd level hades feature When you cast an illusion spell you can add or subtract an illusion die to or from any d20 roll made because of the spell. This costs one planar. Trickery 10th level hades feature You can cast wildshape by spending a planar. This feature can be used once per short or long rest. Cerberus 14th level hades feature When using summon steed, you can summon a Cerberus as one of the options. Nine Hells The unholy creatures of the Nine Hells see disorder and chaos as a necessity for the world. These agents of chaos tend to be more evil, but what they do have in common is their chaotic nature and magic. Shadowy Wilds 1st level nine hells feature When casting infestation the creature affected has disadvantage on attacking you until your next turn. Black Shadows 3rd level nine hells feature You remain invisible for 1 round after attacking when you cast invisibility. Targeted Strike 10th level nine hells feature You can target your enemies organs, if you expend a planar point you can gain advantage and one planewalker die to hit. Fiery Devils 14th level nine hells feature When you use any ability that summons creatures you can choose a point in 25 feet to summon it at, when you do this the effect of fireball is cast on that area at the level of the summon spell. It doesn't affect the creatures you summoned. This costs 2 planar. Plane Shadows 7
P la n e w a l k e r S p e l l s B a s e S p e l l s C a n t r i p b l a d e w a r d m e s s a g e fr i e n d s g u i d a n c e l i g h t m a g e h a n d m e n d i n g m i n o r i l l u s i o n t r u e s t r i ke 1 s t L e v e l a b s o r b e l e m e n t s a l a r m c a t a p u l t c o m p r e h e n d l a n g u a g e s d e t e c t e v i l a n d g o o d d e t e c t m a g i c d i s g u i s e s e l f fi n d fa m i l i a r g o o d b e r r y m a g i c m i s s i l e 2 n d L e v e l m i s t y s t e p v o r t e x w a r p a r c a n e l o c k a r c a n i s t's m a g i c a u r a d a r kv i s i o n fi n d s t e e d fl o c k o f fa m i l i a r s i nv i s i b i l i t y s e e i nv i s i b i l i t y 3 r d L e v e l t h u n d e r s t e p b l i n k c o u n t e r s p e l l e l e m e n t a l w e a p o n p h a n t o m s t e e d s p e a k w i t h d e a d s p i r i t g u a r d i a n s t i ny s e r v a n t 4 t h L e v e l b a n i s h m e n t d i m e n s i o n d o o r fa i t h fu l h o u n d l o c a t e c r e a t u r e p r i v a t e s a n c t u m 5 t h L e v e l fa r s t e p s t e e l w i n d s t r i ke t e l e p o r t a t i o n c i r c l e t r e e s t r i d e b i g b y's h a n d c o n t a c t o t h e r p l a n e d i s p e l e v i l a n d g o o d r a r y's t e l e p a t h i c b o n d p l a n a r b i n d i n g c o nj u r e e l e m e n t a l 6 t h L e v e l a r c a n e g a t e s c a t t e r t r a n s p o r t v i a p l a n t s w o r d o f r e c a l l g l o b e o f i nv u l n e r a b i l i t y p l a n a r a l l y t a s h a's o t h e r w o r l d l y g u i s e 7 t h L e v e l d r e a m o f t h e b l u e v e i l e t h e r e a l n e s s p l a n e s h i ft t e l e p o r t m o r d e n k a i n e n's s w o r d r e v e r s e g r av i t y t e t h e r e s s e n c e 8 t h L e v e l c l o n e d e m i p l a n e d a r k s t a r r e a l i t y b r e a k t e l e p a t hy 9 t h L e v e l a s t r a l p r oj e c t i o n fo r e s i g h t g a t e i m p r i s o n m e n t r av e n o u s v o i d w i s h F i r e P la n e S p e l l s C a n t r i p c o n t r o l fl a m e s c r e a t e b o n fi r e fi r e b o l t p r o d u c e fl a m e 1 s t L e v e l fa e r i e fi r e b u r n i n g h a n d s 2 n d L e v e l a g a n a z z a r's s c o r c h e r fl a m i n g s p h e r e fl a m e b l a d e 3 r d L e v e l fl a m e a r r o w s fl a m e s t r i d e 4 t h L e v e l fi r e s h i e l d w a l l o f fi r e 5 t h L e v e l fl a m e s t r i ke i m m o l a t i o n 8
6th Level investiture of flame 7th Level fire storm 8th Level incendiary cloud Magma Plane Spells (Fire + Earth) Cantrip magic stone 1st Level hellish rebuke 2nd Level continual flame heat metal scorching ray 3rd Level erupting earth melf's minute meteors 4th Level widogast's web of fire 9th Level meteor swarm Earth Plane Spells Cantrip mold earth 1st Level earth tremor mage armor shield 2nd Level earthbind maximillian's earthen grasp pass without trace 3rd Level galder's tower meld into stone 4th Level stoneshape stoneskin 5th Level passwall transmute rock wall of stone 6th Level bones of the earth flesh to stone investiture of stone 8th Level earthquake Ooze Plane Spells (Earth + Water) Cantrip acid splash decompose poison spray 1st Level acid stream detect poison and disease ray of sickness tasha's caustic brew 2nd Level melf's acid arrow 4th Level sickening radiance vitriolic sphere 8th Level abi-dalzim's horrid wilting Water Plane Spells Cantrip shape water 1st Level create or destroy water 3rd Level wall of water water walk 4th Level watery sphere control water 8th Level tsunami Ice Plane Spells (Water + Air) Cantrip frostbite ray of frost 1st Level armor of agathys frost fingers ice knife 2nd Level rime’s binding ice snilloc’s snowball swarm 5th Level cone of cold 9
6th Level otiluke's freezing sphere investiture of ice freezing sphere wall of ice 7th Level create geyser Air Plane Spells Cantrip booming blade gust thunderclap mage hand shillelagh 1st Level thunderwave feather fall fog cloud jump longstrider zephyr strike 2nd Level levitate shatter air bubble gust of wind warding wind 3rd Level wind wall 5th Level steel wind strike control winds freedom of the winds 6th Level wind walk investiture of wind 7th Level whirlwind Smoke Plane Spells (Air + Fire) Cantrip true strike 1st Level cause fear unseen servant 2nd Level cloud of daggers darkness shadow blade pyrotechnics 3rd Level gaseous form 4th Level shadow of moil 7th Level delayed blast fireball 8th Level maddening darkness Mechanus Plane Spells Cantrip on/off virtue mending encode thoughts 1st Level alarm catapult disguise self grease 2nd Level aid arcane lock enlarge/reduce magic weapon 3rd Level house of cards protection from energy 4th Level fabricate otiluke's resilient sphere leomund's secret chest 5th Level animate objects creation 6th Level contingency magic jar 7th Level forcecage mordenkainen's sword 8th Level antimagic field 9th Level invulnerability 10
M oun t C e l e s t i a P la n e S p e l l s C a n t r i p g u i d a n c e l i g h t s a c r e d fl a m e w o r d o f r a d i a n c e s p a r e t h e d y i n g 1 s t L e v e l b l e s s c r e m o ny d i v i n e fav o r h e r o i s m 2 n d L e v e l w a r d i n g b o n d z o n e o f t r u t h s p i r i t u a l w e a p o n 3 r d L e v e l b l i n d i n g s m i t e d ay l i g h t c r u s a d e r's m a n t l e 4 t h L e v e l a u r a o f p u r i t y s t a g g e r i n g s m i t e 5 t h L e v e l d e s t r u c t i v e w av e g e a s d i s p e l e v i l o r g o o d 6 t h L e v e l h a r m h e r o e s' fe a s t 7 t h L e v e l s y m b o l d i v i n e w o r d 8 t h L e v e l c o n t r o l w e a t h e r 9 t h L e v e l p o w e r w o r d: h e a l E ly s ium P la n e S p e l l s C a n t r i p D a n c i n g L i g h t s Re s i s t a n c e S p a r e t h e D y i n g Wo r d o f R a d i a n c e 1 s t L e v e l c u r e w o u n d s h e a l i n g w o r d s h i e l d o f fa i t h d e t e c t m a g i c 2 n d L e v e l l e s s e r r e s t o r a t i o n p r ay e r o f h e a l i n g 3 r d L e v e l a u r a o f v i t a l i t y b e a c o n o f h o p e r e v i v i fy 4 t h L e v e l a u r a o f l i fe d e a t h w a r d 5 t h L e v e l g r e a t e r r e s t o r a t i o n m a s s c u r e w o u n d s 6 t h L e v e l h e a l w o r d o f r e c a l l 7 t h L e v e l r e g e n e r a t e r e s u r r e c t i o n 8 t h L e v e l h o l y a u r a 9 t h L e v e l p o w e r w o r d: h e a l m a s s h e a l t r u e r e s u r r e c t i o n O ly m pus P la n e S p e l l s C a n t r i p l i g h t n i n g l u r e s h o c k i n g g r a s p 1 s t L e v e l w i t c h b o l t 2 n d L e v e l d a r kv i s i o n d r a g o n's b r e a t h 3 r d L e v e l l i g h t n i n g b o l t l i g h t n i n g a r r o w c a l l l i g h t n i n g 4 t h L e v e l s t o r m s p h e r e 5 t h L e v e l d o m i n a t e p e r s o n l e g e n d l o r e 6 t h L e v e l c h a i n l i g h t n i n g 7 t h L e v e l t e m p l e o f t h e g o d s 8 t h L e v e l i l l u s o r y d r a g o n 9 t h L e v e l s t o r m o f v e n g e a n c e 1 1
L i m b o P la n e S p e l l s C a n t r i p m i n d s l i v e r p r e s t i d i g i t a t i o n 1 s t L e v e l c h a o s b o l t c h r o m a t i c o r b c o l o r s p r ay 2 n d L e v e l l e v i t a t e s n i l l o c's s n o w b a l l s t o r m t a s h a's m i n d w h i p 3 r d L e v e l c l a i r v o y a n c e 4 t h L e v e l p o l y m o r p h 5 t h L e v e l s y n a p t i c s t a t i c w a l l o f l i g h t 6 t h L e v e l m e n t a l p r i s o n 7 t h L e v e l c r o w n o f s t a r s 8 t h L e v e l a b i - d a l z i m's h o r r i d w i l t i n g 9 t h L e v e l m a s s p o l y m o r p h A b y s s P la n e S p e l l s C a n t r i p c h i l l t o u c h t o l l t h e d e a d d e c o m p o s e s a p p i n g s t i n g 1 s t L e v e l c a u s e fe a r 2 n d L e v e l r ay o f e n fe e b l e m e n t fa l s e l i fe i n fl i c t w o u n d s b l i n d n e s s / d e a fn e s s g e n t l e r e p o s e w i t h e r a n d b l o o m 3 r d L e v e l a n i m a t e d e a d fe i g n d e a t h s p i r i t s h r o u d s u m m o n u n d e a d v a m p i r i c t o u c h l i fe t r a n s fe r e n c e 4 t h L e v e l b l i g h t s h a d o w O f m o i l s p i r i t o f d e a t h 5 t h L e v e l c o n t a g i o n d a n s e m a c a b r e e n e r v a t i o n n e g a t i v e e n e r gy fl o o d 6 t h L e v e l c i r c l e o f d e a t h c r e a t e u n d e a d ey e b i t e h a r m s o u l c a g e 7 t h L e v e l fi n g e r o f d e a t h r e s u r r e c t i o n 8 t h L e v e l a b i - d a l z i m's h o r r i d w i l t i n g a n t i p a t hy/ s y m p a t hy 9 t h L e v e l t i m e r av a g e H a d e s P la n e S p e l l s C a n t r i p s fr i e n d s m a g e h a n d m i n o r i l l u s i o n s a p p i n g s t i n g 1 s t L e v e l c o l o r s p r ay d i s g u i s e s e l f d i s t o r t v a l u e h e x i l l u s o r y s c r i p t s i l e n t i m a g e 2 n d L e v e l b l u r c a l m e m o t i o n s e n t h r a l l s h a d o w b l a d e m a g i c m o u t h n a t h a i r's m i s c h i e f z o n e o f t r u t h fi n d s t e e d 3 r d L e v e l fe a r hy p n o t i c p a t t e r n m aj o r i m a g e 4 t h L e v e l g r e a t e r i nv i s i b i l i t y p h a n t a s m a l k i l l e r 1 2
5 t h L e v e l c r e a t i o n m i s l e a d 6 t h L e v e l m e n t a l p r i s o n 7 t h L e v e l m i r a g e a r c a n e p r oj e c t i m a g e 8 t h L e v e l i l l u s o r y d r a g o n 9 t h L e v e l w e i r d N i n e H e l l s P la n e S p e l l C a n t r i p b l a d e w a r d g r e e n fl a m e b l a d e i n fe s t a t i o n p r i m a l s av a g e r y 1 s t L e v e l a r m s o f h a d a r b a n e c o m p e l l e d d u e l 2 n d L e v e l d r a g o n's b r e a t h d e t e c t t h o u g h t s m i n d s p i ke i nv i s i b i l i t y 3 r d L e v e l h a s t e h u n g e r o f h a d a r 4 t h L e v e l m o r d e n k a i n e n's fa i t h fu l h o u n d s u m m o n g r e a t e r d e m o n 5 t h L e v e l i n fe r n a l c a l l i n g i n s e c t p l a g u e 6 t h L e v e l p r i m o r d i a l w a r d s u m m o n fi e n d 7 t h L e v e l c r o w n o f s t a r s 8 t h L e v e l m a z e m i n d b l a n k 9 t h L e v e l b l a d e o f d i s a s t e r 1 3
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