Planar Travelers

A Guide For High Level Characters

By Bernos & xTekek

Credits & Thanks

Special thanks to everyone who made Planar Travelers possible. Many people over at myth-weaver.com read every iteration of this document and slammed me with some of the best feedback I could ever ask for every time I presented a new version.

On this page I wish to give credit for those who contributed directly to this project outside myself. Without these people this expansion may never have been completed and I am extremely thankful for them putting so much time into their own contributions.

The credited contributors are listed in alphabetical order.

LionHart

Lionhart has given me tons of feedback and imaginative ideas to implement into this project. From making the Elhiem have super hearing to suggesting to giving them more appropriate stat boosts. He thought of everything I missed in every iteration and I can't thank him for his help.

SMARTAgentKC

If it were not for him I might have released this guide with spelling error on every page. He gave me a list of words I spelt wrong and told me to run everything through a spell checker from then on.

He also was the first contributor to the expansion and without his feedback I might have released this guide in a broken state with every prestige class getting proficiency in saving throws at stage 1.

Teth

Teth has also contributed to many of the balancing aspects in the Deva and Elhiem prestige races and has been an apropriate voice of caution as I create new mechanics never before seen in D&D 5e. Thank you for always being the voice of reason.


The Author & Readers

I go by Bernos over at mythweaver and xTekek on reddit and I wanted to take a minute to write a thank you for taking the time to read this expansion. Hours of work went into this expansion and you taking the time to read through each of its pages makes all that effort worthwhile.

If you enjoyed the contents of this expansion (or want it to be better and want to tell us so in an angry fashion) please send me a message on either reddit or mythweaver. I would love to hear what you have to say about the Planar Travelers Guide.

Chapter 1: Prestige Races

This chapeters presents a new mechanic known as "Prestige Races" along with 2 new prestige races that players can use to create their characters.


Prestige Races

Prestige races may be chosen instead of a player race when creating a character. When chosen, one must decide how many levels they wish to subtract from the starting character level to invest in their prestige race with a minimum of 1 level.

For each level subtracted from the character's level she gains one stage in race development, unlocking new abilities, proficiencies and other bonuses that stack with class and background features.

Character Level & Stages

If a character would normally start off at the level of 10 and the player wishes to take 3 stages in the Deva race then their character level would be 7. They would have the proficencies and starting xp as a level 7 character.

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Chapter 1 | Prestige Races

Deva

Deva are a celestial people of otherworldly beauty in spirit and body. Without memories of their past lives they wander the planes of existence to help those in need. Unlike their commonly confused counterpart known Aasmiar, these beings have immortal souls and are in direct connection with higher powers.

Celestial Grace

With their unearthly grace and beauty, deva appear beautiful to every race and often invoke a feeling of awe when looked up on. Though they often take the forms of human, they generally are taller than the average man or woman ranging from just above 5 feet to 7 feet in height. Their skin color range is the same as humans, but their skin is often marked with patterns of pure darkness and shining light. They often resemble scars or tattoos, but the light they shine or consume make them easily distinguishable.

Godly Avatars

Deva never die or age, but their bodies can be damaged. If one is mortally wounded, the deva is forced to leave its body behind. The spirit then travels either to the plane of their god or back to the mortal world where it receives a new body. While their souls return to physical world, Devas' memories typically do not, causing them to forget their past lives and forms. In fact every deva has had countless lives over the millennia they have been in existence and the few who do remember often wish that they could forget their countless violent ends.

Deva are filled with a sense of duty to help those in need. Thus they are constant travelers in search of those in woe. While they may not help every person they come across, they always try their best to be of service and approach each problem as their god would.

Deva Names

Deva often maintain their names through their countless lives, but do not remember how or when they obtain their name. It comes naturally to them when they are born and their names are often modified to reflect the gender of the current body.

Their names are timeless, and have been adopted and adapted by many species including humans and elves. As such, many deva share common humans names, but some names have been changed beyond recognition after millennia passed by.

Male Names: Alan, Alehr, Gatehr, Kinahm, Konnahm, Neadehn, Onam, Orsahr, Solah

Female Names: Alena, Alehra, Gatia, Kinsah, Konna, Neadiah, Onis, Orsahri, Soles


The Deva
Stages Subtracted Levels Features Healing Hands
1st -1 Racial Features, Healing Hands, Graceful Attacks 1
2nd -2 Flight, Improved Empathy 1
3rd -3 Max Ability Score Improvement, Improved Restoration 2
4th -4 Celestial Champion 2
5th -5 Memories of Old 3

Racial Features

As a Deva, you gain the following Racia Features at stage 1

Deva Traits


Ability Score Increases. Your Charisma Score increases by 4, and your Dexterity score increases by 1. Your Ability Scores can not increase past 20 unless you take the 3rd stage.

Age. Should a Deva be born younger than an adult, they reach maturity at the same rate as humans and their bodies do not age past maturity.

Alignment. Deva are naturally inclined towards good, and inclined towards lawful, neutral, or chaotic based on the god that they serve.

Languages. Your speak Celestial and one Standard Language of your choice.

Size. Deva stand between 5 and 7 feet tall and average at about 125 pounds. Your Size is Medium.

Speed. Your base walking speed is 40 feet. Your speed is not reduced by wearing heavy armor.

Celestial Body. +1 HP per a character level

Celestial Resistances. You are resistant to radiant damage and necrotic damage.

Perfect Darkvision. Your eyes see all that hides in the shadows. You can see in dim light as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Proficiencies


  • Armor: Light armor
  • Weapons: Mace, Longsword
  • Tools: Healer's Kit

  • Skills: Choose one from Religion, Medicine, Insight, Survival

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Chapter 1 | Pretige Races

Healing hands

Your hands are a direct channel to the heavens. On your turn you can use healing hands on a creature in touch range as an action or a bonus action.

When using healing hands as an action choose one of the following effects:

  • Heal HP equal to your level times your deva stage.
  • Cast Lesser Resotoration

When using healing hands as a bonus action heal HP equal to your level times half your deva stage rounded up.


Once you have used healing hands the number of times shown for your deva stage in the Healing Hands column of the Deva table, you must finish a long rest before you can use Healing Hands again.

Graceful Attacks

Your celestial body remembers how to swing a sword or mace with grace. Longswords and Maces have the finesse property for you.

Flight

Starting at the 2nd stage, you gain natural heavenly wings. These wings are able to retract and fit under clothing and light armor, but not while you are donning medium or heavey armor. You have a flying speed of 30ft.

Improved Empathy

Beginning at the 2nd stage, you gain the ability to read other's expressions with uncanny accuracy. You gain proficiency with the insight skill or double proficiency if you took it as your deva skill. As a bonus action you can read the surface thoughts of a creature that is of the good or neutral alignments.

Max Ability Score Improvement

At the 3rd stage your Charisma ability score capacity increases to 24. All features that give ability score increases can do so up to 24 for Charisma.

Improved Restoration

Starting at the 3rd stage, when you take Healing Hands as an action you can cast Greater Restoration instead of Lesser Restoration. When you use the ability as a bonus action you can choose to cast Lesser Restoration instead of healing.

Celestial Champion

Beginning at the 4th stage, you feel holy energy flow through the very fiber of your being. As a bonus action, you can cause your eyes and celestial marking to glow for the duration of the round. During this time all of your melee attacks deal radiant damage and the damage of your first melee attack is increased by 1d8 per a deva stage. Dim light radiates from you by 30 feet radically and dispels all magical darkness.

Once you use Celestial Champion 2 times, you must finish a short or long rest before you can use this ability again.


Memories of Old

At the 5th stage you were given the burden of your past lives. You gain proficiency with one Ability Saving Throw of your choice.

At will, you may choose to remember one of the following when the need arises:

  • The Passion of Love and Hate: Cast any spell up to the 5th level without expending a spell slot.
  • The Art of War: On your turn you can take an additional action and a possible bonus action.
  • The Pain of Loss: You can suffer one level of exhaustion (as described in appendix A of the Players Handbook) as a bonus action or reaction and you become immune to damage until your next turn.

After using a particular Memories of Old memory, you must finish a long rest before you can use that particular memory again.

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Chapter 1 | Pretige Races

Elhiem

The Elhiem are demigods empowered by belief. When enough people believe hard enough in a man or woman, their belief can manifest itself into reality. Thus the hero or villain becomes more like the person described in their legends and tales. Though many have tried before, one cannot become an Elhiem through persuasive magic nor cults. A level of authenticity is required for such a being to come into existence.

A Person of Myth and Legend

While any sentient being can become an Elhiem, often times they have a few physical characteristics that help them stand out from most of their race. A human Elhiem may be seven feet tall, an elven Elhiem might have a nasty scare that contrasts their beautiful features. Whatever the physical features is, it helps to spread their myth by making their character more memorable.

Immortality and Death

Elhiem are as immortal as their stories and thus can never die of natural causes. However should one fall in combat, their story would grow to include their death and thus their tale would come to an end. The spirit of Elhiem do not have a home in any of the dimensions and thus often remain in the world in which they were killed.

Unlike most ghosts that remain in the world after death, Elhiem can last forever in this stage without losing their minds. They are often contacted by religious leaders for their wisdom and followers often call upon their old leader in times of need. The spirit only vanishes into nothingness when their stories are forgotten and belief in them ceases to exist.

Elhiem Titles

Elhiem often keep the names they were given up on birth but on occasion they take the assigned titles they were given in their stories. These titles often reflect the key characteristics that make their stories unique and stand out from the rest.

Given Titles: The Lord of Light, The Strong One, The Lost One, The Keeper of Hope, The Maddened Soul, The Colossus.


The Elhiem
Level Subtracted Levels Features Inspiration Dice
1st -1 Racial Features, Myth and Legends 1d4
2nd -2 Uncanny Perception 1d6
3rd -3 Max Ability Score Improvements 1d8
4th -4 Heroic Acts 1d10
5th -5 Aura of Elhiem 1d12

Racial Features

As a Elhiem, you gain the following Racial Features at stage 1

Elhiem Traits

Ability Score Increases. All Ability Scores increase by 2.

Age. Elhiem stop aging whenever they become Elhiem. Afterwards they live until they are killed.

Alignment. Elhiem can be found within all alignments given that they are found within all races. They tend to lean towards the alignments of their born race.

Darkvision. To match your legends, you have superior vision io dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim lighl. You can't discern color in darkness, only shades of gray.

Languages. You speak Common and one exotic language of your choice.

Resilience You have advantage on saving throws against poison, and you have resistance against poison damage.

Size. Elhiem are the size and height of their born race. However their size does not exceed medium.

Speed. Your base walking speed is 35 feet. Your speed is not reduced by wearing heavy armor.

Perseverance. +1 HP per a character level

Proficiencies

  • Armor: Light armor
  • Weapons: Martial Weapons
  • Tools: Navigators Tools

  • Skills: Choose one from Performance, Persuasion, Religion, Intimidation, Insight, Survival

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Chapter 1 | Pretige Races

Myth and Legends

You are proficient at performance checks when telling a story and once per a long rest you can tell your tale. When you use this feature, you can roll a performance check. If the roll result is above a DC equal to the total people listening times 5, then you gain inspiration dice equal to the amount of dice indicated in the Inspiration Dice Colum in the Elhiem Table times the number of people you told your story to. You can expend once use of your inspiration to gain advantage on Attack Rolls or Ability Saves. You may also use your Myth and Legends Inspiration on ability checks by adding the rolled value of your Inspiration die to that check.

You cannot use this feature twice on the same person to gain inspiration dice. Dice gained through this feature are stored up to your character level times your Elhiem stage divided by 4 and rounded up. They are kept permanently until they are expended. Furthermore, you cannot use dice from this feature more than once per a round.

Uncanny Perception

Beginning at the 2nd stage, you are able to see your opponent's weakpoints. Whenever you have Advantage on an Attack roll you may reroll one of the d20 or a single Damage die should the attack hit.

You can also hear sounds up to a mile away and through solid objects up to 3ft thick.

Max Ability Score Improvement

At the 3rd stage all of your Ability Score capacities increases to 22. All features that give ability score increases can do so up to 22.


Heroic Acts

Starting at the 4th stage, you can make Heroic Acts. After you have used Heroic acts 3 times, you must finish a long rest before you can use Heroic Acts again. Heroic acts can be stacked upon one another. The following are Heroic acts that you can choose to make.

Dead Eye. You can gain Advantage on the next Attack roll you make this round and expend one use of your Myth and Legends Inspiration dice. After you take the highest roll from advantage, roll the Inspiration die and add it to the Attack Roll. You must announce the use of Dead Eye before you roll.

Finishing Strike. If you deal Critical Damage you can make the modifier x3 instead of x2. If a target of a spell rolls a 1 while making a spell save, they take critical damage.

Intended Blow. After successfully landing an attack roll, you may choose where your blow lands on your target and cause the following effects.

Arm ─ The attack does half damage and the target drops whatever is being held in its arm. If the object can be held in one hand and is currently being held in two hands, the wielder can still maintain a grip on the object if they make a Constitution save of:

DC = 8 + Your Proficiency Bonus + Strength or Dexterity modifier.

Head or Neck ─ The target takes critical damage from non spell damage.

Leg ─ The target takes half damage and cannot take the dodge or disengage action on its next turn. It also has its movement speed halved for 1 minute.

Wings ─ The target takes half damage and cannot fly for 1 minute.

Mighty Spell. Increase your spell save by your Elhiem stage.

Aura of Elhiem

At the 5th stage, you give an aura of awe and wonder wherever you travel. After a long rest you can change your aura up to two times as a bonus action.

Aura of Awareness. If you are not wearing armor or are wearing light or medium armor and you are able to hear sounds, your Armor Class increases by +3 and you cannot be surprised.

Aura of Courage. You are immune to fear and give all allies within 50 feet of you advantage against fear.

Aura of Fear. You gain advantage on intimidation checks. You can as an action for all creatures who can perceive you within 50 feet of you to make a Wisdom Save. If a being is intimidated by you, they become Afraid of you for 1 minute. On their turn, a creature can attempt to make a Wisdom save and if it succeeds they stop being afraid and are immune from Aura of Fear's effects for 1 hour. The spell save DC is calculated as follows:

DC = 8 + Proficiency Bonus + Charisma Modifier

If you switch Aura while a creature is feared from this feature, they stop being afraid.

Aura of Inspiration. Your allies gain +5 to initiative if they are within 50 feet of you.

Aura of Vitality. Your allies within 50 feet of you gain temporary hit points equal to your proficiency modifier at the start of their turns.

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Chapter 1 | Pretige Races