Levistus's_Leviathan
5e Freelancer
Here's the list the planetouched supernatural feats of Tor-eal, which can fairly easily be transferred to any other world:
Planetouched
In Tor-eal, after the Outer Planes were severed from the Inner Planes, the planes that remained a part of the connected cosmology gained more influence and affect over the Material Plane. This caused the births of more Genasi and more Planetouched to come into existence. These individuals are tied to specific planes, and count as supernatural gifts. Any race can become planetouched by any plane, typically by traveling into the deepest parts of another plane, and can be strengthened through other powers and magic. These are the following planes and supernatural gifts attached to them:
The DM chooses when a Supernatural Gift is awarded, but typically one is chosen by the player at level 1. Others are typically awarded by the DM when the story would warrant it. These supernatural gifts are additions to those in Mythic Odysseys of Theros, only some of which are available in Tor-eal. The following Supernatural Gifts are considered Planetouched Supernatural Gifts:
Shining One
As a Shining One, your soul is filled with the bright, bursting emotional energy of the Feywild. Becoming a Shining One is a Planetouched Supernatural Gift that bestows upon you the following traits:
Longlived. It takes you 10 years to physically age one year.
Fey Appearance. You retain your creature type, yet you register as fey to spells and other effects that detect the presence of the fey creature type.
Bursting Energy. A creature that reduces you to 0 hit points takes radiant damage equal to your proficiency bonus.
Radiant Step. As an action, you can teleport up to 30 feet to an unoccupied space you can see, and each creature within 5 feet of your destination or origin (your choice) takes radiant damage equal to your level. Once you use this feature, you can't do so again until you take a long rest.
Scorched One
As a Scorched One, your body and mind are both burned by the deadly flames of Elemental Fire. Becoming a Scorched One burns your body and gives you a Planetouched Supernatural Gift that gives the following:
Ageless. You don't age, and effects that would cause you to age don't work on you.
Flaming Nature. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Burning Life. When you regain hit points, a creature of your choice within 5 feet takes fire damage equal to your level. If no creatures are within 5 feet of you, an object of your choice takes this damage.
Flaming Fury. As an action, your flaming nature spontaneously ignites everything around you. Each flammable object that is neither being worn nor carried, as well as each creature within 10 feet of you bursts into flames. At the start of each turn of the ignited creature, they take fire damage equal to your proficiency bonus until the fire goes out. The fire can be put out by the object or creature being submerged in water, or if they or a creature within 5 feet uses an action to make a Dexterity check, DC 10 + half your total level. On a success, the fire is put out and they stop burning. An object takes this fire damage at the end of initiative count 0.
Drowned One
As a Drowned One, you have ventured, or otherwise been touched by the deepest, wettest parts of the Elemental Plane of Water and become transformed by it. Becoming a Drowned One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Watery Form. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Aqueous. You can breath in all liquids, and gain a swimming speed equal to 30 feet. If you already have a swimming speed, it increases by 30 feet.
Wave. As an action, you can cause a wave of water to pour out of any orifices of your body of your choice. Each creature in a 30 foot cone in a direction of your choosing must succeed on a Dexterity saving throw, taking bludgeoning damage equal to your level on a fail and is pushed 10 feet away in a line, or half as much damage on a success and it isn't moved. The DC for the saving throw is 10 + half your total level.
Light One
As a Light One, you have formed a bond, voluntary or not, with the Elemental Plane of Air. You may have inhaled magical air from that plane, or fallen for days through the airy void. Becoming a Light One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Airy Presence. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of elemental creature type.
Light Body. You weigh half as much as before, and when you fall you descend 60 feet a round and don't take fall damage.
Burst of Wind. As an action, a creature of your choice within 60 feet of you takes bludgeoning damage equal to your proficiency bonus. They also fall prone and are moved in any direction of your choice 10 feet. Once you use this feature, you cannot do so again until you take a long rest.
Rocky One
As a Rocky One, you have in some way been close to the stony energies of the Elemental Plane of Earth and been changed by it. Your skin may become the color of a type of stone and may become rougher and harder. Becoming a Rocky One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Stony Body. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Sturdy Form. You gain advantage on ability checks and saving throws against being knocked prone or otherwise moved involuntarily.
Earthen Shield. As an action, rocky material forms around your skin to protect you, granting you temporary hit points equal to your level that last until you take a long rest. Once you use this feature, you can't again until you take a long rest.
Shattered One
As a Shattered One, you have been torn apart by the maddening collisions of the Elemental Chaos. Elemental energy leaks from your body and can change the environment around you, and you may be more impulsive and erratic. Becoming a Shattered One is a Planetouched Supernatural Gift that bestows the following upon you:
Ageless. You don't age, and effects that would cause you to age don't work on you.
Elemental Soul. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Chaotic. You have advantage on saving throws against being charmed.
Unleash the Elements. As an action, each creature within 30 feet of you takes damage equal to your level. You choose the damage for each individual from the following list: acid, cold, fire, lightning, or thunder damage.
Phantasmal One
As a Phantasmal One, you have been ravaged by Ethereal Cyclones or another ephemeral hazard of the Ethereal Plane, disconnecting you from physical matter. Becoming an Ethereal One is a Planetouched Supernatural Gift that bestows the following:
Ageless. You don't age and effects that would cause you to age don't work on you.
Spectral Spirit. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
Weightless. You are light enough that traps dependent on gravity pulling on your body have no effect on you, and your jump distance is multiplied by three while you are not encumbered. Gravity still pulls on you, and you still take fall damage.
Incorporeal. As an action, you can become incorporeal. You may fly in any direction 30 feet and move through objects and creatures freely. If you end your turn in an object or creature, you take 1d10 force damage and are shunted to the nearest unoccupied space. This effect ends at the end of your turn. Once you use this feature, you can't do so again until you take a long rest.
Warped One
As a Warped One, the Far Realm has tormented you mentally and physically. This warping has changed your appearance to become more aberrant, and broken your mind. Becoming a Warped One is a Planetouched Supernatural Gift that bestows the following traits:
Maddened. You have one indefinite madness (roll to determine it).
Aberrant Scarring. You retain your creature type, yet you register as aberration to spells and other effects that detect the aberration creature type.
Horrific Mind. You have advantage on saving throws against being frightened.
Aura of Insanity. As an action, no creature within 10 feet of you can have advantage on any attack roll, ability check, or saving throw until the end of their next turn. Once you use this feature, you can't do so again until you take a long rest.
Okay, those are the current Planetouched Supernatural Gifts. I may add more for the combined elemental planes, but this is it for now. Any thoughts?
Planetouched
In Tor-eal, after the Outer Planes were severed from the Inner Planes, the planes that remained a part of the connected cosmology gained more influence and affect over the Material Plane. This caused the births of more Genasi and more Planetouched to come into existence. These individuals are tied to specific planes, and count as supernatural gifts. Any race can become planetouched by any plane, typically by traveling into the deepest parts of another plane, and can be strengthened through other powers and magic. These are the following planes and supernatural gifts attached to them:
- Hollow One for the Shadowfell
- Shining One for the Feywild
- Scorched One for the Elemental Plane of Fire
- Drowned One for the Elemental Plane of Water
- Light One for the Elemental Plane of Air
- Rocky One for the Elemental Plane of Earth
- Shattered One for the Elemental Chaos
- Phantasmal One for the Ethereal Plane
- Warped One for the Far Realm
The DM chooses when a Supernatural Gift is awarded, but typically one is chosen by the player at level 1. Others are typically awarded by the DM when the story would warrant it. These supernatural gifts are additions to those in Mythic Odysseys of Theros, only some of which are available in Tor-eal. The following Supernatural Gifts are considered Planetouched Supernatural Gifts:
Shining One
As a Shining One, your soul is filled with the bright, bursting emotional energy of the Feywild. Becoming a Shining One is a Planetouched Supernatural Gift that bestows upon you the following traits:
Longlived. It takes you 10 years to physically age one year.
Fey Appearance. You retain your creature type, yet you register as fey to spells and other effects that detect the presence of the fey creature type.
Bursting Energy. A creature that reduces you to 0 hit points takes radiant damage equal to your proficiency bonus.
Radiant Step. As an action, you can teleport up to 30 feet to an unoccupied space you can see, and each creature within 5 feet of your destination or origin (your choice) takes radiant damage equal to your level. Once you use this feature, you can't do so again until you take a long rest.
Scorched One
As a Scorched One, your body and mind are both burned by the deadly flames of Elemental Fire. Becoming a Scorched One burns your body and gives you a Planetouched Supernatural Gift that gives the following:
Ageless. You don't age, and effects that would cause you to age don't work on you.
Flaming Nature. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Burning Life. When you regain hit points, a creature of your choice within 5 feet takes fire damage equal to your level. If no creatures are within 5 feet of you, an object of your choice takes this damage.
Flaming Fury. As an action, your flaming nature spontaneously ignites everything around you. Each flammable object that is neither being worn nor carried, as well as each creature within 10 feet of you bursts into flames. At the start of each turn of the ignited creature, they take fire damage equal to your proficiency bonus until the fire goes out. The fire can be put out by the object or creature being submerged in water, or if they or a creature within 5 feet uses an action to make a Dexterity check, DC 10 + half your total level. On a success, the fire is put out and they stop burning. An object takes this fire damage at the end of initiative count 0.
Drowned One
As a Drowned One, you have ventured, or otherwise been touched by the deepest, wettest parts of the Elemental Plane of Water and become transformed by it. Becoming a Drowned One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Watery Form. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Aqueous. You can breath in all liquids, and gain a swimming speed equal to 30 feet. If you already have a swimming speed, it increases by 30 feet.
Wave. As an action, you can cause a wave of water to pour out of any orifices of your body of your choice. Each creature in a 30 foot cone in a direction of your choosing must succeed on a Dexterity saving throw, taking bludgeoning damage equal to your level on a fail and is pushed 10 feet away in a line, or half as much damage on a success and it isn't moved. The DC for the saving throw is 10 + half your total level.
Light One
As a Light One, you have formed a bond, voluntary or not, with the Elemental Plane of Air. You may have inhaled magical air from that plane, or fallen for days through the airy void. Becoming a Light One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Airy Presence. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of elemental creature type.
Light Body. You weigh half as much as before, and when you fall you descend 60 feet a round and don't take fall damage.
Burst of Wind. As an action, a creature of your choice within 60 feet of you takes bludgeoning damage equal to your proficiency bonus. They also fall prone and are moved in any direction of your choice 10 feet. Once you use this feature, you cannot do so again until you take a long rest.
Rocky One
As a Rocky One, you have in some way been close to the stony energies of the Elemental Plane of Earth and been changed by it. Your skin may become the color of a type of stone and may become rougher and harder. Becoming a Rocky One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Stony Body. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Sturdy Form. You gain advantage on ability checks and saving throws against being knocked prone or otherwise moved involuntarily.
Earthen Shield. As an action, rocky material forms around your skin to protect you, granting you temporary hit points equal to your level that last until you take a long rest. Once you use this feature, you can't again until you take a long rest.
Shattered One
As a Shattered One, you have been torn apart by the maddening collisions of the Elemental Chaos. Elemental energy leaks from your body and can change the environment around you, and you may be more impulsive and erratic. Becoming a Shattered One is a Planetouched Supernatural Gift that bestows the following upon you:
Ageless. You don't age, and effects that would cause you to age don't work on you.
Elemental Soul. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Chaotic. You have advantage on saving throws against being charmed.
Unleash the Elements. As an action, each creature within 30 feet of you takes damage equal to your level. You choose the damage for each individual from the following list: acid, cold, fire, lightning, or thunder damage.
Phantasmal One
As a Phantasmal One, you have been ravaged by Ethereal Cyclones or another ephemeral hazard of the Ethereal Plane, disconnecting you from physical matter. Becoming an Ethereal One is a Planetouched Supernatural Gift that bestows the following:
Ageless. You don't age and effects that would cause you to age don't work on you.
Spectral Spirit. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
Weightless. You are light enough that traps dependent on gravity pulling on your body have no effect on you, and your jump distance is multiplied by three while you are not encumbered. Gravity still pulls on you, and you still take fall damage.
Incorporeal. As an action, you can become incorporeal. You may fly in any direction 30 feet and move through objects and creatures freely. If you end your turn in an object or creature, you take 1d10 force damage and are shunted to the nearest unoccupied space. This effect ends at the end of your turn. Once you use this feature, you can't do so again until you take a long rest.
Warped One
As a Warped One, the Far Realm has tormented you mentally and physically. This warping has changed your appearance to become more aberrant, and broken your mind. Becoming a Warped One is a Planetouched Supernatural Gift that bestows the following traits:
Maddened. You have one indefinite madness (roll to determine it).
Aberrant Scarring. You retain your creature type, yet you register as aberration to spells and other effects that detect the aberration creature type.
Horrific Mind. You have advantage on saving throws against being frightened.
Aura of Insanity. As an action, no creature within 10 feet of you can have advantage on any attack roll, ability check, or saving throw until the end of their next turn. Once you use this feature, you can't do so again until you take a long rest.
Okay, those are the current Planetouched Supernatural Gifts. I may add more for the combined elemental planes, but this is it for now. Any thoughts?
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