If you wanted a D&D feature/option which could represent the Planeswalker 'Spark' (a MtG term), it would need to be independent of classes and races so it could still represent the variety of Planeswalkers possible, and the ability to cast a 7th-level spell, even if restricted to self-only or similar, is probably beyond the 'power-scope' of feats and backgrounds, and over in the territory of Epic Boons (see DMG p. (Thanks nick012000 for pointing this out.) It also advises that you talk with your players about them following up on plot hooks and not just going wandering about the multiverse. The closest is giving each character the ability to cast plane shift (self-only) under some (vague) constriction. However, it does not provide any specific rules for doing so. playing high level characters and using the plane shift spell to emulate planeswalking. The Plane Shift: Amonkhet article specifically recommends doing this in its Planeswalkers and the Multiverse appendix, i.e. That spell is available to most spellcasting classes (Cleric, Druid, Sorcerer, Warlock, Wizard), and so having that ability be part of the class ability makes it fit neatly into the D&D rules without wonky extra rules or options. If we reduce the MTG Planeswalkers to their key properties, they are really powerful entities/spellcasters and have the specific (and unique, in the MtG muliverse) ability to travel between planes (there's some difference in the cosmologies, so it's maybe more like traveling between worlds in D&D, but we can ignore that).ĭ&D already has wonderful ways to represent such characters: high-level spellcasters with access to plane shift (and/or gate. There are no specific rules for Planeswalker characters in D&D, probably because they aren't really needed Note: There are entities from the Spelljammer setting in official D&D rulebooks such as the Giff found in Mordenkainen's Tome of Foes. As such if Planeswalking were ever represented as an official character option, it would likely be an Epic Boon of sorts. The levels of magic involved in these vessels is far beyond the reach of traditional adventurers until the upper reaches of the Character Advancement table. Spelljamming typically requires advanced arcanomechanical vessels called spelljamming ships. In the campaign guide, Spelljammer, all of the worlds of D&D (and their respective Material Planes) exist within crystal spheres that lie within a medium called the phlogiston (not dissimilar from the Blind Eternities in MtG lore). Planeswalking in official canon is likely a form of Spelljamming. Some example of these include the Forgotten Realms, Greyhawk, Eberron, and Dark Sun. Instead, they are more similar to the different worlds that D&D campaigns can exist within. The worlds of Magic: the Gathering are not "planes" in the same sense as planes are described in D&D 5e. Not fully tempered by playtests and design iterations.Īs such, using these published but unofficial rules should be a discussion with your GM and the rest of the players (see this question for what counts as official rules). Keep in mind though that the Plane Shift Series is self-admittedly (as found on the bottom of the Introduction page): there are no official rules for how Planeswalking works in D&D 5th edition.īut you can find rules for how to use PC Planeswalkers in the Appendix of "Plane Shift: Amonkhet" (as explained in nick012000's answer). Thanks to his involvement with other Planeswalkers, he spends extended periods of time away from Ravnica. Jace is a Planeswalker, with the ability to travel from world to world, and his attention never remains focused on Ravnica for long. The History of Ravnica section of the book contains the following passage: Part of the D&D experience is the simple joy of creating new monsters and customizing texisting ones, if for no other reason than to surprise and delight your players with something they've never faced before.The Planeswalkers are mentioned in Guildmaster's Guide to Ravnica Making a variant monster in this way is an officially endorsed rule in the Dungeon Master's Guide, p. This gives you an official and well-balanced monster which fills the niche required. The easiest solution is to simply take an existing creature and make a variant that can shift between planes. These include the cambion (CR5, p.36), githyanki knight (CR8, p.160), githzerai zerth (CR6, p.161), night hag (CR5, p.178), and mind flayer (CR7, p.222).Īs a DM, you can always simply invent your own monsters or modify an existing one so that it can plane shift. Some creatures around CR6 can use innate spellcasting or psionics to planeshift. There are no creatures in the D&D 5e Monster Manual which can shift between planes other than Ethereal without the use of an ability considered as innate spellcasting. There are none which match your requirements, but you can customize an existing creature to give it this ability
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