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The Planeswalker

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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.

Background: "Chandra Walks the Planes"


by razwit on DeviantArt
All other art © Wizards of the Coast
.

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.

Pure White - The Brightwalker


White is the color of law and order, of harmonious Pure Red - The Flamewalker
cooperation and ruthless efficiency, of fascism and iron-fisted Red is the color of passion and emotion, of action and
control. White mana connotes a Lawful alignment, and reaction, of thoughtless destruction and unintended
congregates in places of regular geometry, subject to consequences. Red mana is naturally Chaotic, and is found
overwhelming routine, such as unspoiled grassland, urban most abundantly in places of great upheaval, such as fault
streets, and the surfaces of airless worlds. Such areas are lines, volcanoes, and the surfaces of stars. Planeswalkers dub
known to Planeswalkers as "Plains." Red-Mana-rich locations "Mountains."
White is allied with Blue and Green for their respect of Red is allied with Black and Green - one seeks out the
order and community. It is opposed to Black and Red for power to do what it wants, unbound by law, while the other
what it perceives and selfishness and deliberate flaunting of goes with its gut instinct almost to a fault. It is opposed to
its most cherished institution -- the law. White and Blue, as they decry its free spirit in favor of
claustrophobic laws and regulation.

Pure Blue - The Lorewalker


Blue is the color of intellect and cold reason, of careful Pure Green - The Grovewalker
planning and dispassionate triage, of second and third and Green is the color of nature and growth, of primal strength
fourth plans. Blue mana is innately Neutral, most easily and natural law, of unthinking rage and bestial force. Green
drawn forth from isolated, calm areas, such as unpopulated mana is innately Good, though it can easily be turned to evil
beaches, meditation chambers, and mountain peaks. ends. Green mana is found in places of growth and abundant
Planeswalkers know them collectively as "Islands." life, such as woodland glades, insect colonies, and fungal
Blue is allied with White and Black for their respective love blooms. These nodes of Green Mana are known as "Forests."
of ordered systems and willingness to do what must be done. Green is allied with White for its adherence to laws and
It is opposed to Red and Green for their willful ignorance of ability to promote harmony. In Red it sees a kindred, primal
hard knowledge in favor of passion and instinct. spirit. Its enemies are Blue and Black, for what it sees as
desecration of natural law and firm opposition to the way of
things Green advocates for.
Pure Lands
As a Purewalker, you automatically gain one land of your
chosen color every time you gain a level.
Mana Surge
At 1st level, you can channel pure mana of your color into
your being as a bonus action. Add one mana of that color. You
may create an additional effect depending on the color:
White. Create a 1/1 White Soldier creature token.
Blue. Look at the top card of your library, then put it on the
top or bottom of your library.
Black. Shuffle a card from your graveyard into your library.
Red. Cast Fire Bolt.
Green. Put a +1/+1 counter on target creature.
You can use this feature a number of times equal to your
Intelligence modifier (Minimum 1) and regain all uses after a
Short Rest.
Mana Acolyte
At 5th level, your manipulation of mana has shifted to better
accomodate your color's prime philosophy. You gain a benefit
based on what color you have chosen. You gain this benefit
again at 10th, 15th, and 20th level. Guildwalker
White. You can maintain concentration on one additional
Enchantment at a time. Whether by intent or by chance, a Guildwalker adheres to the
Blue. Your maximum hand size increases by one. philosophy of one of the ten guilds of the city-plane of
Black. You gain Expertise in a skill you are proficient in. Ravnica. Each of the guilds plays an integral part in the city's
Red. Whenever you cast a Sorcery or Instant that deals function, and each maps to one of the ten possible two-color
damage to another creature, add 1 to that damage. combinations of mana.
Green. You untap an additional land per turn.
Guild Lands
Mana Synthesis At 1st level, choose one of your guild's colors. You gain one
At 10th level, you have gained the ability to weave mana land of that color. Every level afterward, the color of land you
together to restore lost memories and repair broken gain alternates between the two.
constructs. As an action, you can spend double a card's mana
cost to shuffle it into your library from the Graveyard, or put it Color Shift
into your Graveyard from Exile. At 10th level, the mana you wield becomes flexible in its
alignment. You can spend mana of one of your guild's colors
Mana Resurgence as though it were the other color. You can spend a total
At 15th level, you can dip into a hidden wellspring of pure number of mana this way equal to your Proficiency Bonus
mana hidden from most. When all of your lands become plus your Intelligence modifier (minimum 4). You regain all
tapped, you can choose to tap into this wellspring. If you do, uses of this feature after completing a Short or Long Rest.
you are Paralyzed until the start of your next turn as pure
magical power floods your body. After the paralysis ends, all Hybridized Mana
of your lands become untapped. At 20th level, you have brought both halves of your guild's
You cannot use this feature again until you complete a philosophy into total alignment. Any mana you have of one of
Long Rest. your guild's colors can now count as either color.
In addition, any time you cast a card with both of your
Mana Mastery guild's colors, roll a d20. On a 20, you regain one use or
At 20th level, you have surpassed all limitations of charge of your guild's 15th level ability.
spellcasting through your devotion and intense focus. You
gain the following benefits:
You treat your Library as your hand.
You can shuffle a card that has been in your Graveyard for
more than an hour into your Library for free.
As an action, you can spend 5 mana to give all your spells
Flash until the start of your next turn.
Double the range of your Sphere of Influence.
Add 1 to your maximum summoned creatures.
Exploit. At 5th level, you have mastered the Orzhov magics
of unlife, to the point where their use becomes second
nature. Whenever a creature within your Sphere of Influence
is reduced to 0 hit points, you can pay two mana to create a
2/2 white and black Thrull creature token where that
creature died.
Excogitate. At 15th level, you have learned to make use of
the opportunity brought about by loss of life. When a creature
within your Sphere of Influence is reduced to 0 hit points,
you can use your reaction to search your library for any card
Azorius (White / Blue) and put it into your hand, then shuffle your library. You can
The High Judges. The Azorius Senate is the binding force use Excogitate three times, and regain all uses after finishing
that keeps Ravnica from plunging into chaos, though its a Short or Long Rest.
impenetrable beuraucracy may produce more suffering than
it prevents. Azorius magic focuses on the enforcement of law
and suppression of disorder.
Indict. At 1st level, you gain the ability to call down a divine
snap judgement. As a reaction to a creature within your
Sphere of Influence taking damage, you can call down a bolt
of light to strike the attacker. This bolt functions as the spell
Sacred Flame, but with a damage die of d10 instead of d8.
Detain. At 5th level, you can enforce your will on the chaos
of the battlefield. As an action, you can spend two mana to
target a creature within your Sphere of Influence and force it
to make a Dexterity saving throw. On a failure, it is encased in Dimir (Blue / Black)
a cage of light. While in this cage, it is Incapacitated and its The Unseen. House Dimir is a mercenary guild of secrets
speed is zero. You must maintain Concentration to keep the and spymasters whose very existence is unknown to Ravnica
cage up. At the start of each of your turns, you may spend at large -- many of its own members are not aware of their
another two mana to maintain the cage. If you don't, the cage own true allegiance. Dimir magic focuses on manipulation,
vanishes and the creature is freed. obfuscation, and resourcefulness.
Verdict. At 15th level, your memorization of the legal code Surveil. At 1st level, you already know that opportunity
of Azorius allows you to recite a lengthy sentence against comes from patience and willingness to stack a deck in your
evildoers. You can read the Verdict as an action, targeting a favor... metaphorically, of course. You may spend one mana at
creature that has dealt damage to you or your summoned 1st level, up to two mana at 5th level, up to three at 10th level,
creatures in the past minute, that can hear and understand and up to four at 15th level. Look at a number of cards from
you. The target creature must make a Charisma saving throw the top of your Library equal to the amount of mana spent.
or suffer 6d10 Psychic damage and be Stunned until the start You may put any number of them into your Graveyard. Put the
of your next turn. On a successful save, the creature takes rest on top of your Library in any order.
half as much damage and is not Stunned. You can use Verdict Transmute. At 5th level, you are able to shift less-than-ideal
three times, and regain all uses after finishing a Long Rest. scenarios to your advantage. As an action, you can spend two
mana and either sacrifice a permanent you control or put a
card from your hand into your Graveyard. You then search
your library for a card with the same converted mana cost as
that card and put it into your hand.
Cipher. at 15th level, you have taught yourself a sort of
mana-ventriloquism, an effective tool of misdirection. As an
action, you can Cipher a Sorcery or Instant of 2 converted
mana cost or less onto another creature within your Sphere
of Influence, summoned or not. When that creature deals
damage, you can use your reaction to cast the ciphered spell,
treating that creature as the spell's origin point. For the
Orzhov (White / Black) purposes of that spell, your Sphere of Influence is centered
The Church of Deals. The Orzhov Syndicate may have once on the ciphered creature.
been a true faith, but it is now the heart of corruption within
Ravnica, worshiping only profit and power. Orzhov magic
focuses on domination and subjugation.
Extort. At 1st level, you are already adept at taking what
you want from your enemies. whenever you cast a spell, you
may force a creature within your Sphere of Influence to make
a Constitution saving throw. On a failure, that creature takes
1d6 Necrotic damage and you regain half that many hit
points.
Hellbent. At 5th level, you have embraced the Rakdos
philosophy of enjoyment over sanity. As an action, you can
pay 2 mana to burn your Library from your mind, exiling all
cards in your hand and preventing you from drawing cards.
You and all of your summoned creatures get +2/+0 and have
Haste. You may pay 2 more mana to end this effect, returning
your hand from exile and allowing you to draw cards again.
Unleash. At 15th level, you have become capable of
throwing aside all hesitation to grasp power, however short-
lived. As an action, you can discard a card with X converted
Izzet (Blue / Red) mana cost from your had to activate one of the following
The Magewrights. The Izzet League is a guild of civic works effects. You may exile that card instead to activate two effects,
and mad science, responsible for both great leaps forward in or trigger one effect twice. You can use Unleash three times,
practical engineering and insane, destructive experiments. and regain all uses after a Long Rest.
Izzet magic focuses on ingenuity and innovation in Cast Fireball at Xth level (Minimum CMC 3, maximum 9).
destructive power. You gain Xd6 temporary hit points.
Overcharge. At 1st level, you have already thrown caution Target creature gains +X/+0 until end of turn.
to the wind when wielding mana. If you have a number of Return a card with X converted mana cost or less from the
untapped lands equal to the Converted Mana Cost of a spell graveyard to your hand. Exile it after casting if it's an
in your hand, you may cast that spell for free. When it goes to Instant or Sorcery. Exile it at the end of your turn if it's a
the graveyard, exile it instead. You may not Overcharge permanent or if you have not cast it.
another spell until you complete a Short or Long Rest.
Replicate. At 5th level, you have made strides in stretching
your mana to produce as much of an effect as possible. If
your Signature Spell is a Sorcery or Instant, you can pay two
mana to copy it after casting it once. The copy may have the
same target or a different target.
Overload. At 15th level, you have taken the Izzet mantra to
heart -- "More Power Solves Any Problem." After casting a
Sorcery or Instant, you may pay that spell's mana cost again
and roll a d6. Copy the spell that many times. You must
designate a unique target or set of targets for each copy. You
can use Overload three times, and regain all uses after a Golgari (Black / Green)
Long Rest. The Swarm. Though the massive guild of Golgari is Ravnica's
agricultural powerhouse, it is entrenched deep in the tangled
cycle of life and death, populated by plants and undead
working vine-in-arm. Golgari magic focuses on growth, death,
and the power to be gained from the interplay between them.
Dredge. At 1st level, you are familiar with the Golgari
concept of equivalent exchange -- to restore, you must give in
equal measure. Whenever you would draw a card, you can
instead discard that card and retrieve another card of equal
or lesser Converted Mana Cost from your Graveyard.
Recycle. At 5th level, you have come to understand how
death might be substituted for life under the right
Rakdos (Black / Red) circumstances. If one of your summoned creatures would die,
The Thrill-Killers. The Cult of Rakdos is a league of both you can use your reaction to pay 2 mana and immediately
butchers and beauticians, killers and caterers. Responsible restore half its hit points. You must put a -1/-1 counter on that
for Ravnica's entertainment industry, the Cult places a creature. It cannot benefit from this ability if it dies again.
premium on pleasure for the individual, leading to short Consume. At 15th level, you are capable of harvesting the
attention spans and even shorter life expectancy. Rakdos mana from your creations, alive or dead. As an action, you
magic focuses on short term gain with little regard for long- can sacrifice one of your summoned creatures. Choose one
term disadvantage. effect from the list below based on that creature's colors. You
Pyrotechnics. At 1st level, you already enjoy pranks a little can use Consume three times, and regain all uses after a
too much. As an action, you can cause one of your summoned Long Rest.
creatures to explode. This kills the creature and forces all
creatures within 5ft. to make a Dexterity saving throw or take If the sacrificed creature is Green, you may restore
1d12 Fire damage, taking half as much on a success. This (CMC)d6 hit points to a creature within your Sphere of
damage increases to 2d12 at 5th level, 3d12 at 11th level, and Influence, or put (1/2 CMC) +1/+1 counters on a creature.
4d12 at 17th level. If the sacrificed creature is Black, you may force another
creature within 30 feet of it to succeed on a Constitution
saving throw or take (CMC)d10 Necrotic damage.
Battalion. At 5th level, you have become familiar enough
with military strategy to coordinate group maneuvers. As an
action, you can spend 2 mana to order a number of your
Recruits to make one of the following maneuvers. This
counts as that creature's action for this turn.
Two Recruits may make a Pincer Maneuver. They both
make a weapon attack against the same creature. If the
first attack hits, the second gains advantage to hit.
A group of three or more Recruits, each within 5ft. of at
least two others, may enter Phalanx Formation. Until the
Gruul (Red / Green) start of your next turn, they gain +2 AC and Vigilance and
The Savage Tribes. The Gruul Clans are a loosely affiliated have advantage on saving throws to avoid being moved.
band of barbarians, once charged with maintaining wild Any number of Recruits may form a Battle Line. They may
places that no longer exist. Without a reason for being, they move up to their speed to form a continuous line. Each
now exist outside Ravnica's systems and express nothing but creature in the line gets +1/+1 until the line is broken by
hatred for the other guilds. Gruul magic focuses on rage, one creature being more than 5ft. away from at least one
savagery, and unthinking destuction. othe creature in the line.
Enrage. At 1st level, you are able to incite greater ferocity
in others. As an action, you can spend 1 mana to deal your Reinforcement. At 15th level, you have achieved the
spell die in Psychic damage to a creature. An unwilling pinnacle of battlefield command. As an action, you can create
creature may make a Constitution saving throw to avoid this a token that's a copy of a creature you control. That token is
damage. If it takes the damage, you put a +1/+1 counter on it. exiled at the start of your next turn. You can use
Ignite. At 5th level, the underlying rage in your creatures Reinforcement three times, and regain all uses after a Long
threatens to burst out at any moment. You can spend 2 mana Rest. In addition, add 2 to your maximum number of creature
after casting a creature to wreathe it in incandescent flame, tokens. You can designate up to two Recruits to have no
or as an action to do so to a creature you have already maximum summon duration.
summoned. An Ignited creature has +3/+0, but deals your
spell die in Fire damage to any creature that ends its turn
within 5 feet of it, and to itself at the end of each of your
turns. An Ignited creature cannot be put out until it dies.
Incite. At 15th level, you have gained a true understanding
into the righteous anger of the outsider clans. As an action,
you can mark a creature within your Sphere of Influence.
That creature must succeed on a Charisma saving throw or
be seared with a bright, burning brand. Creatures that can
see this brand can use a bonus action to move up to their
speed towards the branded creature and make a weapon
attack against it. You can use Incite three times, and regain Selesnya (White / Green)
all uses after a Long Rest. The Council of Unity. Described as both a harmonious
spiritual organization and a sinister brainwashing cult, the
Selesnya Conclave preserves Ravnica's urban parks and
quells dissension between guilds, though their methods are
suspect at best, involving ritual assassins and overt mind
control. Selesnya magic focuses on cooperation, control, and
the promotion of the "Greater Good."
Convoke. At 1st level, you share a deeper connection to
your creatures than most. You can tap a creature you control
to pay for one mana in the cost of a spell. You may only use
this ability once per creature and once per spell.
Populate. At 5th level, you understand the highest value of
Boros (White / Red) the Conclave -- more of the same. As an action, you can spend
The Regiment of Heroes. The angel-led Boros Legion is the 2 mana to copy a token creature you already control.
police force of Ravnica, maintaining order through force of Replicate. At 15th level, you have grown adept at
arms and a bold spirit. The Legion values order and valor, expanding the forces of the Greater Good, that greater good
and places a high value on the duty of the individual. Boros being your own. As an action, you can create a token that's a
magic focuses on both preventing harm and pacifying threats. copy of a nontoken creature you control or have in your hand.
Recruit. At 1st level, you are familiar with the most vital You can use Replicate three times, and regain all uses after a
part of Boros tactics: never fight alone. As an action, you can Long Rest.
pay any amount of mana to create that many 1/1 white and
red Recruit tokens.
Simic (Blue / Green)
The Biomancers. The Simic Combine makes up Ravnica's
medical field when they aren't conducting strange genetic
experiments and tinkering with the essence of life itself.
From their laboratories in Ravnica's vast underground
oceans, the Simic strive to improve on nature through means
both arcane and technological. Simic magic focuses on
alteration and amplification of strength.
Graft. At 1st level, you are capable of transferring power Multiwalker
between creatures -- either through shifting essence or
magically rearranging the distribution of body parts. As an Some Planeswalkers do not shackle themselves to the
action, you can move any number of +1/+1 counters from one philosophy of a single color or guild. Though some may
creature to another. criticize them for lack of focus, the wider range of mana such
Evolve. At 5th level, you are not merely satisfied with the Planeswalkers have access to grants them unparallelled
basic form of your creatures. Anything can be improved. flexibility and versatility.
When you summon a creature, you can pay 2 mana to add Some planeswalkers devote themselves to a color and its
one of the following adaptations to it: two allies, marking out a segment on the color wheel. These
are known as Shardwalkers, after the shards of the shattered
Wings give the creature Flying. plane of Alara. Others choose one color and its two opposing
Dragonsblood gives the creature +1/+1. colors, dividing the wheel in half. These are known as
Acid spray glands give the creature Reach and make its Clanwalkers, after the warring clans of the plane of Tarkir.
attack ranged if it wasn't already. Planeswalkers that define themselves only by the one color
Gills give the creature a swim speed equal to its base they choose not to use are known as Forewalkers, and the
speed and the ability to breathe underwater. truly mad souls who manipulate all five colors at once are
An extra head gives the creature advantage on Perception called Omniwalkers.
checks and immunity to being surprised.
Tentacle arms give the creature advantage on checks Wild Lands
made to start or maintain a grapple. As a Multiwalker, you do not gain lands in a set order. You can
Meld. At 15th level, you have made a breakthrough in the choose to add a land of any of your colors when you level up,
field of fashioning biological horrors. As an action, you can but you may not add a land if you have more of that land than
Meld two summoned creatures into one -- the resulting of any of your other lands.
creature is a Monstrosity with all passive and activated
abilities of the melded creatures. Its size is one size larger Unrefined Blast
than the bigger of the melded creatures. At 1st level, you already know that the most flexible form of
When you use Meld, choose a value: Power or Toughness. spellcasting is flinging a mass of raw mana at an unfriendly
For the value you chose, the Monstrosity adds the values of monster. As an action, you can pay a card's mana cost and
the two creatures, minus half the lesser. For the statistic you discard it rather than cast it. Make a ranged spell attack
did not choose, the Monstrostity only has the greater value against a creature within your Sphere of Influence. On a hit,
between the two creatures, minus half the lesser. that creature takes a number of your spell die equal to that
You cannot use Meld while you already control a card's Converted Mana Cost in damage. The damage type
Monstrosity. Meld may be used three times, and you regain depends on the spell's color. If the spell had multiple colors,
all uses after a Long Rest. choose one of them.
Color Damage Type
White Radiant
Blue Cold
Black Necrotic
Top right: "MTG Color Wheel - Clean Final" Red Fire
by Shin-Ian on DeviantArt
Green Acid
Power Infusion
At 5th level, you have learned how to bring out the strengths
of your disparate summoned minions. As a bonus action, you
can designate one of your summoned creatures and spend
one mana of one of that creature's colors. Until the start of
your next turn, that creature gains a property based on what
color mana you spent.
Color Effect
White Indestructible
Blue Flying
Black Menace
Red Haste
Nullwalker
Green +1/+1
Outside of the five-color paradigm are the enigmatic
Nullwalkers, who pledge no allegiance to any creed and act
Lattice Disassembly entirely on their own. Nullwalkers draw their power not from
At 10th level, you are able to unmake mana constructs and any of the five lands noted above, but from barren places with
immediately repurpose them into something new. Rather no life and no activity to provide a tinge of color. These places
than pay a card's mana cost, you can sacrifice a permanent are known as "Wastes" and are typically passed over by
you control with the same converted mana cost. You may traditional Planeswalkers.
treat the new spell as though it originated from the sacrificed Nullwalkers, having no easily-identifiable goals or motives,
permanent's location. could simply be enthusiasts for typically color-devoid artifice
and technology... or they could be servants of the Eldrazi, a
Improvised Casting pantheon of reality-consuming eldritch gods. When you
At 15th level, you have begun to experiment with blending choose this Devotion, choose Artifice or Eldrazi. These
mana and more traditional spellcasting. As an action, you can determine where your studies will take you.
spend three mana. The spell produced will make an attack
against a creature within your Sphere of Influence, dealing Wastes
damage and causing a negative effect lasting until the start of As a Nullwalker, you automatically gain one colorless land
your next turn if successful. The attack's form, damage, and every time you gain a level, known as a Waste. Mana
effects all depend on the color(s) of mana used -- each mana produced by a Waste is colorless and cannot be used to pay
determines one facet of the spell. for most spells, though some require it specifically.
Color Attack Damage Effect
Null Attunement
White DEX save (1/2 level)d8 Incapacitated When one door closes, others open. At 1st level, cutting
negates Radiant yourself off from the five colors has granted you some
Blue WIS save (INT mod)d12 Stunned preturnatural ability with your chosen field of study.
negates Cold Artifice. You are considered proficient with equipment
Black CON save (1/2 Level)d8 Poisoned artifact weapons and armor. In addition, you may spend two
negates Necrotic mana in place of any colored mana in the cost of spells with
Red Melee spell (INT mod)d12 Disadvantage on
"Artifact" in their types, rules text, or reminder text, or in the
attack Fire weapon attacks cost of abilities those permanents have.
Eldrazi. You gain proficiency in Intimidation and
Green Ranged spell (Proficiency)d10 Speed halved Deception, and you may spend mana as though it were any
attack Acid color when casting cards with Devoid, or when paying for
abilities of Devoid permanents. In addition, you may use an
Mastermind action to sacrifice a colorless creature to subject another
At 20th level, you are truly prepared for anything. You gain the creature within your Sphere of Influence to your "Return to
following benefits so long as you have at least 1 card not in Hand" effect (see appendix).
the Graveyard or Exile:
You draw 2 cards at the start of your turn instead of 1.
Your Sphere of Influence is doubled in size.
Increase your maximum summoned creatures by 2.
You untap an additional land per round.
Once per Long Rest, you can name a card in your library
(not in your hand) and cast a copy of that card.
Give Form
At 5th level, you have gained an instinctual ability to create
life from nothing... or from null mana, which is close enough. Flavor Text
As an action, you can spend any amount of mana to summon You may notice that much of this document
that many creature tokens. focuses on the bare mechanics of what a
Artifice. The tokens are 1/1 colorless Construct artifact planeswalker does. That stems from much of the
creature tokens with "Equipping this creature costs 1 less." goings-on of a game of Magic being implied from
what card effects do and in what context they
Eldrazi. The tokens are 1/1 colorless Eldrazi Scion exist. So... we encourage you to fill in the blanks,
creature tokens with "Sacrifice this creature: Add 1 colorless much like you would in the card game itself.
mana." What does it look like when you cast Augur
Spree on a party member? What does a Plague
Void Acolyte Spitter smell like (probably terrible)? Does it hurt
At 10th level, you grow closer to the object of your study. You to put on Cranial Plating? What god are we talking
gain an affinity with the Wastes that allows you to better about when you use Wrath of God?
understand the machinery and life forms that inhabit them. What do your creatures do when they attack? Do
Artifice. Up to two equipment artifacts you control that are your zombie tokens crawl out of the loose earth or
equipped to you ignore their normal duration. These artifacts pour out of shadowy portals? Do they vanish or get
vanish as normal if they are unequipped from you after their dragged to the abyss by demons when you
duration runs out. You get a +1 bonus to attack and damage sacrifice them?
rolls when attacking with an equipment weapon, and Do your creatures speak? Do some of them have
equipment armor grants you an additional +1 AC. unique personalities? Do they respect you? Do they
hate working for you? Do they care whether they
Eldrazi. You may choose a non-Devoid card to be your live or die?
Signature spell. So long as that card is your Signature spell, it Does a certain legendary creature you summon
has Devoid. If it is a Creature, it is an Eldrazi in addition to its know you by name? Does it have advice to give
other types. If it creates creature tokens, they are Eldrazi in you? Did you know the real version of it and are
addition to their other types. summoning it now for some personal reason?
All these questions and more can add spice to
Obliviate the sauce that is the Planeswalker class. Letting
At 15th level, you have realized that null mana desires to your imagination run wild and weaving a theme
reduce everything to a single state -- nothingness. As an around the bare gears and cogs of your class can
action, you can spend 5 mana to cast Banishment at 4th level make the difference between merely playing a card
without material components. Non-summoned creatures game while you play a tabletop game, and truly
have disadvantage against this spell's saving throw and the entering the fantasy of walking the planes.
saving throws of your Exile effects. I hope you have as much fun playing this class as
I did designing it.
Apotheosis
At 20th level, you have reached the pinnacle of your chosen
discipline within the realm of null mana -- and it has forever
changed you.
Artifice. You now count as a Construct instead of a
humanoid, and are immune to the Poisoned, Charmed, and
Frightened conditions. You gain a permanent +2 bonus to
your AC, and equipping your own summoned artifacts to
yourself is free.
Eldrazi. Add 2 to your Constitution score, to a maximum
of 22. Any time you would summon an Eldrazi creature with a
converted mana cost of 7 or more, you can instead transform
yourself into that creature, following the rules of Wild Shape.
While transformed, you may not cast spells, but still regain
mana and can control other summoned creatures as normal.
Appendix of the Planes: Cards to Spells
Concepts Exile
Exile is a more permanent removal of a card -- it represents
The Spell Die the ability to cast that spell being stripped from you. Some
The Spell Die is how power is converted from card to world. spells can retrieve cards from exile, but not many. You can
If a card would deal damage to a target, it deals it in that spend an hour in a ritual to retrieve a card from Exile and
many of your spell dice. The size of your spell die is shown shuffle it into your library. This ritual may be performed as
in the Spell Die column of the Planeswalker table. A roll on part of a Short or Long Rest.
the Spell Die is represented in this appendix as "dS." For
instance, a card that deals 3 damage would call for a roll of Non-Permanents
3dS, which at level 5 would be 3d6.
Sorceries
The Sphere of Influence Sorceries are the simplest kind of spell, resembling their
Your Sphere of Influence is the range after which your spells counterparts from Dungeons and Dragons more closely than
and creatures lose coherence and cease to affect the world. other types of cards. Casting a Sorcery takes an action, and
When a spell refers to "all" creatures, the effects apply to all creates an instantaneous effect. After casting, the Sorcery
creatures within this range that do not have full cover from goes to your Graveyard.
you. Summoned creatures will not willingly leave this range.
By default, your Sphere of Influence is a 100-foot Instants
sphere centered on yourself. Certain Devotions may alter Instants are similar to Sorceries, in that they create an
this range. instantaneous effect. However, they can be cast with an
Your spells cannot target creatures outside the Sphere of action or bonus action on your turn, or a reaction on
influence. If any permanent under your control leaves this another creature's turn. After casting, the Instant goes to
range, it disintegrates and immediately goes to the Graveyard. your Graveyard.
The Library
Your Library is a standard Magic deck of 40 cards (plus Permanents
optional land cards to denote mana). Each card represents an Permanents are spells you cast that produce objects,
invocation you currently have dedicated to memory. Your creatures, and effects that last for more than one turn. A
hand holds the spells you can immediately recall. permanent's maximum duration is tied to the rarity of the
You decide the makeup of your Library at first level and can card that produced it -- Common and Uncommon
alter it however you like whenever you finish a Long Rest. permanents last for up to 1 hour, except for creatures, which
You cannot change your library's makeup if you have last up to 10 minutes. All Rare permanents last for up to 5
cards in Exile, and you cannot have a card in your library minutes, and Mythic Rare for up to 1 minute. At the end of
with colors you cannot produce in their mana costs (Mana- this duration, the permanent vanishes and goes to your
producing cards such as Birds of Paradise allow you to Graveyard.
ignore this restriction).
Enchantments
The Hand Enchantments are fields of magic placed on creatures, the
The rules for retrieving cards is identical to Magic -- you battlefield, or yourself. Casting an Enchantment takes an
create and shuffle your deck at the start of the game or end of action, but keeping it active requires Concentration, as
a Long Rest, then draw 7 cards. You can draw a card at the though you were concentrating on a traditional spell.
start of your turn if you have fewer than 7 in your hand. Some Enchantments have activatable abilties. You can
When you roll initiative, you may shuffle all cards in your activate them at any time by paying the activation cost.
hand into your library and draw that many cards minus one. Tapping an Enchantment takes a bonus action.
This action is known as a Mulligan. An Aura is a special form of Enchantment that must be
attached to another permanent. It follows all other rules, save
The Graveyard that a willing creature may use its bonus action to tap an
The Graveyard is where cards go after being used. External aura for you. You must still supply any additional costs --
effects cannot retrieve cards from your Graveyard -- you must without your input, the bonus action will be wasted.
dredge them up with cards that reference it specifically or When you lose concentration, all Enchantments you
finish a Short or Long Rest. A Short Rest allows you to currently control end. You may dismiss individual
shuffle a number of cards from your graveyard into your Enchantments at will. When an Enchantment ends, it goes to
Library equal to your level. A Long Rest allows you to the Graveyard.
shuffle your entire Graveyard into your Library.
Artifacts Lands
Artifacts are a diverse category, only unified by their status as A basic land is a permanent that is always in play, and has a
unliving devices. In general, the DM will determine an single function: Tap to produce one mana of its color. The
artifact's size, weight, and portability. number and types of basic lands you have are determined by
Artifacts follow the rules of Enchantments, with the caveat your Devotion (see above).
that they do not require concentration. A smaller artifact may Auras may be placed on your lands and function as normal.
be carried by another creature, in which case it follows the You may tap a land to do something other than produce
rules for Auras. mana. Basic lands can only untap at the start of your turn.
An artifact is a fragile mana construct in the shape of a Nonbasic land cards function more or less as spells placed
complex magical device, and is vulnerable to damage. Most on the world around you -- treat these as Enchantments, but
Artifacts are objects with 3dS hit points and AC 15. double the range of your Sphere of Influence specifically for
Artifact Creatures follow the rules for Creatures (see them. Nonbasic land spells against your lands per turn.
below) except they are Constructs with immunity to the
Poisoned, Charmed, and Frightened conditions.
Equipment is an Artifact that must be worn or wielded by a Summoned Creature
creature. The DM determines, based on the card, what type size varies, type varies, alignment varies
of item an Equipment counts as.
Equipment with an equip cost of more than 0 requires Armor Class 10+(T)
attunement, but cannot be attuned to over a short rest and Hit Points (TdS)+(T*Owner's CON Bonus)
does not count towards a creature's maximum attunement Speed 30ft.
slots. Instead, you must pay the equip cost and target a
creature, at which point that creature immediately becomes
attuned to the Equipment. STR DEX CON INT WIS CHA
10+P (+*) 10+P (+*) 10+T (+*) 6 (-2) 8 (-1) 6 (-2)
Creatures
Creatures are living constructs of pure mana, fashioned in Saving Throws All (Ability + Proficiency)
the likeness of, and with the abilities of, living beings from Condition Immunities none
across the multiverse. Senses passive Perception (8 + Proficiency)
Languages Owner's Languages
Summoning a creature takes an action. It appears in an
unoccupied space within 30 feet of you. Due to Summoning
Sickness, that creature is Incapacitated until the start of your Mana Construct. This creature is formed of pure
mana and will not last. After its duration ends or if it
next turn unless it has Haste (see below). is forced out of its owner's Sphere of Influence, this
The basic template for a summoned creature's game creature will dissolve and leave no trace of its
statistics is to the right. A summoned creature's proficiency existence.
bonus is always equal to yours (P = Power, T = Toughness).
Your maximum number of summoned creatures is Actions
shown in the Summoned Creatures column of the
Planeswalker table. If you exceed this number, your oldest Melee Attack. Melee Weapon Attack: +(STR bonus +
summoned creature instantly dissolves as if it had left your Proficiency) to hit, reach 5ft., one target. Hit *
Sphere of Influence. Some Devotions can increase this limit. (PdS+P)
Creatures you summon all act on your turn and follow Ranged Attack. Ranged Weapon Attack: +(DEX
mental orders you issue to the best of their ability; however, bonus + Proficiency) to hit, range 80/320ft., one
they will avoid leaving your Sphere of Influence (thus target. Hit * (PdS+P)
disintegrating) if possible.
The DM determines, based on the card, whether a creature Tap. This creature uses its action to pay a cost
requiring it to tap. It is Incapacitated until it is
has a melee attack or ranged attack. In uncertain cases, you untapped, usually at the start of its controller's next
may decide. A creature less than 1 Power cannot attack. turn. Attacking does not tap a creature.
A creature's size is Medium by default. The DM may decide
a creature is Small or Large based on its depiction in the
card. A creature with more than 7 Toughness may even be
deemed Huge. Planeswalkers
A creature's type is generally determined by the DM by its When you summon a Planeswalker, you are weaving the
depiction in its card. A creature's alignment is mapped to its etheral image of a hero who shares the Spark. On your turn,
colors (White is Lawful, Blue is Neutral, Black is Evil, Red is a Planeswalker can only use one of the abilities printed on its
Chaotic, Green is Good, opposing alignments cancel out), card and move up to 30 feet. The image of a Planeswalker
though it has no free will and cannot disobey you. has an AC equal to 10 plus your Dexterity bonus.
Token creatures are similar in most ways to normal Planeswalkers use Loyalty both as fuel for spells and
creatures; however, they are produced by spell effects instead health; this represents the coherence of the Planeswalker's
of being summoned directly and last only 1 minute. You are image. If the Planeswalker image takes your spell die in
limited to a number of token creatures equal to your damage, it loses one Loyalty. If it drops to zero, it dissipates
maximum number of normal summoned creatures. and goes to the Graveyard.
From Card to Board: Translating Spells
Keyword Translation Keyword Translation
+X/+Y Summoned creatures increase their Power and Control If you "gain control of" a creature, it is
Toughness respectively. You increase your affected as per the Charm Person spell,
Strength or Dexterity score by X and your except it does not have advantage on its
Constitution by Y, up to 20. A non-summoned saving throw if it is fighting you. The creature
creature (or you if you are already at 20 of the will follow your mental commands as though
relevant Ability Score) may deal XdS extra Force it were a summoned creature. If an
damage on a hit once per turn, and gains YdS "opponent" would gain control of one of your
temporary hit points until the effect ends. summoned creatures, the DM controls it and
it becomes hostile to you.
-X/-Y Summoned creatures reduce their Power and
Toughness respectively. You reduce your Copy of The affected entity polymorphs into the
Strength or Dexterity score by X and your Creature copied creature until the effect ends. An
Constitution by Y. A hostile creature may make unwilling target must make a Constitution
a Constitution saving throw. On a failure, while save to avoid this effect.
the effect persists, reduce the damage of each
of the affected creature's attacks by X. In Counter A nodule of magic imbuing whatever it is
addition, it takes Y Necrotic damage when it is "on" with an effect specific to that type of
first affected and again at the start of each of counter. Counters last for 1 minute.
your turns. This effect and the above effect Counter Functions as the spell Counterspell, cast at a
cancel each other out. Target Spell level equal to the countering card's CMC. Can
Activated For non-summoned creatures, casting a spell only counter effects that summon creatures if
Ability counts as activating an ability for effects which the spell specifies Creature spells. If the card
refer to activated abilities. allows the opposed caster to pay a cost to
continue casting, replace that cost with a
Add You gain temporary Mana in the specified success on a Concentration check.
color(s). "Added" Mana lasts until the end of
the current turn, at which point it vanishes. Creatures X When used generally, "Creatures you control"
Controls refers to your summoned creatures. When
Attack A creature "Attacks" when it makes any attack. specifying a target, you can target friendly
It is "Attacking" until that attack resolves. non-summoned creatures. "Creatures an
opponent controls" are any hostile creatures.
Attacks if On each of its turns, the creature must move
Able into range and attack the nearest hostile Dies Is reduced to 0 hit points. None of the many
creature. Creatures hostile to you may make a methods of removing summoned creatures
Wisdom saving throw to avoid this effect. counts as "Dying," besides being Sacrificed.
Block A creature "Blocks" when it is targeted by any Deal Effects that deal direct damage to another
attack. It is "Blocking" until that attack resolves. Damage creature require you to make a Ranged Spell
Attack from the source of that damage
Blocks if On each of its turns, the creature must move to (usually yourself).
Able within 5ft. of the specified creature, or the
nearest hostile creature if none is specified. Destroy Creatures under this effect must make a
Creatures hostile to you may make a Wisdom Constitution saving throw . On a failure, you
saving throw to avoid this effect. deal (1/2 Planeswalker Level)dS necrotic
damage to that creature. Spells specifying
Can This creature can use its reaction to impose Artifacts can only target inanimate objects,
Block >1 disadvantage on an attack targeting it or a which automatically fail this check. Spells
Creatures creature within 5 ft. of itself. specifying Enchantments or Lands subject a
Can't A non-summoned creature must make a target creature to your Library/Hand effect
Wisdom saving throw whenever it attempts to (see below).
perform an action one of your effects says it Damage When counting damage dealt to you or your
"can't" do. On a failure, the attempt fails. On a creatures, divide that damage by 6 and round
success, it performs the action and becomes down for spell trigger purposes.
immune to that instance of that effect.
Deathtouch Once per turn, when this creature deals
Can't be Imposes disavantage on attack rolls made damage, subject the target it damaged to
Blocked against it. If there are circumstances in which your Destroy effect.
other creatures can block this (such as a
creature with Menace needing to be blocked by Defender This creature gains +2 AC, but its attacks
two or more creatures), it loses this effect if have disadvantage to hit.
there are hostile creatures of the specified
number and alignment/color within 5 feet of it. Double This creature can make the Attack action
Strike twice on its turn.
Can't Has disadvantage on attack rolls.
Block
Color Non-summoned entities do not have Colors.
Instead, treat Lawful entities as White, Neutral
entities as Blue, Evil entities as Black, Chaotic
entities as Red, and Good entities as Green.
Keyword Translation Keyword Translation
Enters the A non-summoned entity "Enters the Pay X Life / You deal Xd6 Necrotic damage to the creature
Battlefield Battlefield" when it comes within your Lose X Life paying or losing life. A creature hostile to you
Sphere of Influence for the first time since can make a Constitution saving throw to avoid
the beginning of your most recent turn. A this damage.
summoned entity "Enters the Battlefield"
when you summon it from your Hand, your Power / For spell purposes, a nonsummoned
Library, the Graveyard, or Exile. Toughness creature's Power is equal to its primary ability
score (that is, the ability score it uses most
Emblem A Planeswalker Emblem is a Counter that often to attack) minus 10. A nonsummoned
can only be placed on you. It lasts 1 minute. creature's Toughness is equal to its
Constitution score minus 10.
Exile A summoned permanent vanishes and its
card (if any) goes into Exile. Any other Opponent The "Opponent" does not exist. The DM
target is affected as per the spell makes all choices for the Opponent. Any
Banishment for the duration of the effect. If effects that would go to the opponent are
the effect comes from a non-permanent, it redirected as the DM chooses to a hostile
ends at the start of your next turn. If the creature within your Sphere of Influence.
effect comes from a permanent, it lasts for
as long as that permanent exists. Player Interchangeable with "Creature."
First Strike This creature can move 5ft. before or after Protection This creature has resistance to damage and
attacking without provoking Attacks of from X advantage on saving throws against sources
Opportunity. with X type or corresponding alignment (see
Colors)
Flash You can cast this spell using an action,
bonus action, or reaction. Reach This creature's attack has a 10ft. reach if
melee, and a 100/400ft. range if ranged.
Flying This creature has a fly speed equal to its
base speed. Regenerate Restore 1dS hit points to the affected
creature.
Gain X Life When you "gain life," restore Xd6 hit points
to yourself or a non-summoned creature Return to Summoned entities vanish and their card goes
within your Sphere of Influence. When an Hand / Put into your hand or library as specified. Non-
opponent "gains life," the DM chooses a in Library summoned entities are teleported to the
hostile creature within your Sphere of location they were at the start of your last
Influence to gain that many hit points. turn. Unwilling entities may make a Dexterity
saving throw to avoid this effect.
Haste This creature is unaffected by Summoning
Sickness (see above) and can Dash as a Sacrifice You kill a summoned permanent you control
bonus action. as part of a spell. That permanent immediately
dies and its card (if any) goes to your
Hexproof / This permanent has advantage on all saving graveyard. You cannot Sacrifice non-
Shroud throws against magical effects. summoned entities. If an effect you control
would make an opponent sacrifice something,
Indestructible This permanent has resistance to all the DM may subject that entity to your
damage. Destroy effect.
Landfall Landfall effects trigger once when you Tap A non-summoned creature that is tapped
untap lands at the start of your turn. must make a Constitution saving throw or
Land If a land becomes a creature, it is become Incapacitated until the start of its
immediately summoned like a normal next turn. A creature that "does not untap"
creature. If a land is destroyed or sacrificed, must make a Constitution saving throw at the
its card goes to the graveyard and it cannot start of its turn or suffer the same effect.
be used until your retrieve it like any other Trample As an action, this creature can move up to its
card. Any lands in your hand or Library speed without provoking Attacks of
immediately go into play. Opportunity. It can move through other
Legendary You can only have one legendary permanent creatures' spaces during this movement, and
summoned at a time. If you summon a can either make an attack against a creature
legendary permanent while you already whose space it moves through or force it to
control one, the older immediately make a contested Strength (Athletics) check
dissipates. All Planeswalkers are legendary. A to avoid being pushed five feet out of the way.
non-summoned creature counts as Untap An effect that "untaps" a permanent gives it
Legendary if its level or Challenge Rating is another action if it has already taken an action
15 or higher. this turn, or allows it to tap again if it is already
Library / Non-planeswalkers do not have a Library. tapped. A creature cannot be untapped again
Hand Any effect which would interfere with a until the start of your next turn.
target's Library or hand (Exile, Shuffle, Upkeep The "beginning of your Upkeep" is the start of
Discard, etc.) force that target to make a your turn.
Concentration check. If the creature is not
concentrating on a spell, it must make a Vigilance This creature has advantage to hit Attacks of
Wisdom saving throw or lose one of its Opportunity.
prepared spells.
Life 1 life equates to 6 hit points.
Keyword Translation Tried to clarify the rules for the Simic Monstrosity's
Wall Walls, though summoned like creatures, are not Power and Toughness.
living things. A Wall is an immobile barrier up to Reworked Nullwalker:
10 feet high, 5 feet thick, and (5 * T) feet long. Replaced Null Weave with Null Attunement, to
Determine its AC and hit points as you would do make up for Nullwalkers' lack of proficiencies.
for a creature. Give Form now creates tokens equal to the mana
Win the An effect that would cause you to "Win the spent on it and has no upper limit besides the limit
Game / Game" prompts the DM to create a minor Wish on token creatures.
Lose the effect in your favor that grants you some boon. Replaced Void Efficiency with Void Acolyte.
Game An effect that causes you to "Lose the Game" You can now Mulligan your hand when you roll initiative.
has the opposite effect, creating a circumstance
debilitating you in some way. Effects that say you
Permanent duration is now 1 hour for
or your opponent "Can't Win the Game" or common/uncommon non-creatures, 10 minutes for
"Can't Lose the Game" create effects that common/uncommon creatures, 5 minutes for rares, and 1
prevent you from failing or suceeding at the last minute for mythics.
second, respectively. In any of these cases, the You are now limited to having a number of token creatures
card that triggers these effects is Exiled equal to your Creatures Summoned.
immediately afterward. The translation of Lands is now much simpler. Basic
Lands cannot untap except at the start of your turn.
Changelog Destroyed lands go to the graveyard are not tappable until
you retrieve them like any other card.
Version 0.2 Specified that nothing can untap more than once per turn.
Fixed dozens of typeos Renamed "Practical Cardology" to "From Card to Board:
Added emphasis to the most important parts of the class. Translating Spells."
Changed equipment proficiencies from no armor and +1/+1 and -1/-1 now affect creatures like they do in Magic.
limited weapons to Light Armor and Simple Weapons. They add or subtract from your STR or DEX for Power
You can now only choose one class skill proficiency, but and CON for Toughness. They keep their old effects on
can choose three extra proficiencies at level 1 based on nonsummoned creatures and Planeswalkers already at
your Devotion's color(s). Ability Score 20.
Replaced Religion with Nature in the list of Skill Divided the overfull "Block" translation into translations
proficiency options. Religion can now be selected as a for "Attacks if Able," "Blocks if Able," "Can Block," "Can't
bonus proficiency for White. Block," "Can't be Blocked," and "Can block >1 Creatures."
Changed mana to use a more intuitive "lands" Countering spells now functions as Counterspell cast at a
explaination, instead of the old "mana pool." The two level equal to the card's Converted Mana Cost.
function identically, but now the class uses Lands instead Added a translation for Landfall effects, which can now
of the more confusing "mana point" terminology. trigger once per turn when you untap lands. Also added
Signature Spell has been changed significantly. Instead of rules for Land Creatures.
treating the chosen spell as always being in your hand, you Condensed the "Legendary" translation. It now applies to
can now have two extra copies of that spell in your all legendary permanents, and includes Planeswalker
Library, and that spell is easier to retrieve from the cards.
Graveyard or Exile than others. Added a translation for your "Opponent," who the DM
White Mana Surge now summons 1/1 Soldiers instead of stands in for. Negative effects on your "Opponent" go to a
1/1 Knights. Everyone knows Knights are 2/2. random creature.
Clarified that Mana Surge regains uses after a Short Rest. You may now use effects that force an opponent to
Changed most of the Mana Acolyte effects. They now Sacrifice something. The DM is treated as the Opponent
stack with themselves, up to four times at level 20. in this case, and they may choose to subject a non-player
Reworked Dimir: entity to your Destroy effect.
Removed Enshroud.
Added a new level 1 ability: Surveil.
Cipher is now the guild's level 15 ability and has a
permanent limit of 2 CMC.
Izzet Overcharge cannot be used unless you control lands
equal to the overcharged card's CMC
Rakdos Pyrotechnics now uses a d12 for its damage die.
Slight rework to Boros:
Recruit is now an action that costs X and summons
X 1/1 Recruit tokens. Recruits count against your
token limit.
Recruits are now the only creatures that can
perform Battalion maneuvers.
Reinforcement now adds 2 to your token limit.
Selesnya Convoke can now only be used to pay for a
spell's mana cost. A creature can only Convoke once in its Background: "Near-Death Experience" by Dan Scott
lifetime, and a single spell can only be Convoked once.

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