This is a guide put together in order to help add the concept
of the multiverse to the iconic "Magic, The Gathering" within
the worlds of Dungeons and Dragons.
Becoming a Realmstrider
Session 73 | Acquaintances, Old & New
The Brindlefins, having barely caught their breath from the brutal encounter with the bulettes, now found themselves facing a dire choice-outrun the stampeding horrors of the hunting grounds or take a leap of faith from the sheer cliffs beyond the nest. With little hesitation, they took to the skies, using what magic remained to glide into the unknown, plummeting into the deep snows of the Arctic Ab tundra below.
The landing proved more treacherous than anticipated, as the party found themselves wholly swallowed by the impossibly soft, powdery snow. Trapped beneath the surface, the Brindlefins struggled to find one another until Fenfa, ever the resourceful mage, unleashed a blast of flame, melting a great bowl of ice that gave them a foothold to regroup. Yet their respite was short-lived-the bulettes were still in pursuit.
Taking flight once more, the party pressed onward, their surroundings shifting from deep snow to the unforgiving expanse of sheer ice. As they traveled north, the air grew unexpectedly mild, the winds howling with an unnatural warmth. A sudden squall of rain and gales forced the adventurers to take shelter within Fenfa's magical sanctuary, the chaotic weather proving too dangerous to traverse.
When they emerged, the ice plains had transformed into a vast, eerily clear landscape stretching to the horizon. In the distance, a brilliant blue light beckoned them forward. Their Helix Guild guides, though seasoned explorers, could not place this location upon any known maps. Cautiously, the Brindlefins advanced toward the anomaly.
Awaiting them was a figure of striking presence-a human male, clad in immaculate white robes embroidered with gold, his body adorned with intricate golden tattoos. He hovered just above the ice, cross-legged in deep meditation. As the group approached, the being descended with seamless grace, revealing eyes that shone with an intense blue light.
His words were brief but carried immense weight. He named himself Helglir, the ruling dragon of this region. The mention of his father's scent upon the Brindlefins stirred his curiosity, and with a measured apology, he admitted that the wild storm had been an unintended side effect of his meditation. As a sign of goodwill, he welcomed them into his territory.
When questioned about his humanoid form, Helglir obliged the party's curiosity, shifting into his true draconic shape. The sight left many in the group speechless. His immense form dwarfed even Mavros, revealing a majesty that commanded both awe and reverence. Yet as quickly as he transformed, he returned to his human guise, offering an enigmatic smile at their reactions.
One particular matter drew his interest-the soul flame residing within Deogee. Helglir, with an offer of aid, promised to guide the lost soul to its rightful realm in exchange for his assistance when summoned. The agreement was made, and with an effortless tear in the fabric of reality, he freed the soul, sending it to its destined path.
At the party's request for guidance, Helglir simply gestured ahead, revealing that they were already at the gates of Var-Dural, the geothermal city that had been their destination. What should have been days of travel had been erased in an instant.
Within the city, they found a realm unlike any other. The inhabitants were of unique heritage-some unmistakably draconic in origin, while others merely carried hints of draconic ancestry. After delivering the Helix Guild's contract, the illusion of the city's strange nature faded, and Helglir himself vanished into the crowds.
However, the mysteries did not end there. The Sexton was presented with a contract-one that bore his name yet was not his own. Unable to decipher its meaning, he tucked it away for later study.
Now free of their obligations to the Helix Guild, the Brindlefins parted ways with their former guides and sought food and shelter. The Wayfarer's Rest, a local inn, provided them with a place to rest, though it was oddly pristine, as if rarely used. A single golden-trimmed door stood locked, said to be reserved for a blue-eyed human-a detail that lingered in their minds.
Their investigation of the innkeeper led them instead to a most frustratingly familiar face-Rozumin. True to his nature, he had chained the innkeeper to the ceiling in a manner all too reminiscent of the Brindlefins' own past encounter with him. Though groaning at the prospect of dealing with him once again, they steeled themselves for the inevitable.
Rozumin, as always, had his own game to play. He had, in his peculiar way, expedited the party's search for the elusive Realmstrider, Kres. However, rather than delivering him into their hands, he had awoken Kres from his stasis, setting him on a direct path to Var-Dural.
Now, the Brindlefins had only eight hours before Kres arrived, seeking those who had come for him. Determined to confront him away from the city's heart, the party made preparations to meet him beyond the geothermal walls, ready to face whatever fate awaited them in the cold wilds beyond.
Session 72 | Land Shark Pups
With the icy winds of the Arctic Ab howling behind them, the Brindlefins and their Helix Guild allies found themselves locked in a desperate battle against the enraged bulettes. The creatures, massive and armored like the earth itself, surged forth to defend their nesting grounds, their blind fury shaking the very tundra.
Fenfa, unwavering in his stance, formed a bulwark against the rampaging landsharks, ensuring they did not scatter the Brindlefins as they fought to regroup. The others, blades flashing and spells crackling, pushed forward, their only route blocked by the sheer cliff at the nest's edge.
The bulette pups, small but no less ferocious, were culled in the chaos—save for one, captured within a demiplane granted by Feylar, Tolkith's grandfather. Its snarling cries were lost to the ether, but the fury of its kin remained. The adult bulettes, sensing the loss of their brood, redoubled their assault, burrowing through the frozen ground and erupting in deadly arcs.
Hemmed in by the relentless beasts and the abyss below, the Brindlefins faced a choice—stand and fight, or find another way to survive the maelstrom. The icy winds carried their battle cries across the desolate tundra as they braced for whatever fate would demand next.
Through your vast experience and keen understanding, you have mastered the art of teaching and learning, becoming a guiding mentor to others and a diligent student yourself.
Ability Score Improvement. When you choose this feat, increase one ability score of your choice by 1, up to a maximum of 20.
Skill Proficiency. You gain proficiency in one skill of your choice in which you are not already proficient.
Teaching Mastery. You can use your action to teach a skill, ability, or spell you are proficient in to a creature you can communicate with. For the next hour, whenever the creature attempts a check related to the taught skill, ability, or spell, they can roll with advantage. This benefit can be used once, and then it cannot be used again until you finish a long rest.
Learning Affinity. When you are being taught a skill, ability, or spell, and you spend at least 1 hour practicing under guidance, you gain advantage on any ability checks related to learning this new skill, ability, or spell for the next 24 hours.
Prerequisite: 6th level Wizard
Benefit: Your advanced understanding of arcane rituals and efficient spellcasting techniques has significantly reduced the time required for you to perform ritual spells.
Accelerated Rituals: When you cast a spell as a ritual, the additional time required to perform the ritual is reduced from 10 minutes to just 1 minute. This represents your ability to quickly and efficiently set up and execute the necessary ritual components.
The Spark
Creatures around the Multiverse awaken from a latent power that dwells within them.
A burning power fills the creature with the core essence of the leylines and the mana
surging within them. A Realmstrider comes into its existence through a massive trauma
that has pushed their physical or mental capacity to it’s ultimate breaking point.
This has not known to be a genetic trait passed through lineage but something from within
the very soul and essence of the being. Some with the gift may never become awoken to their
abilities if they live their lives within peace and prosperity.
The origin of the spark is unknown as well as why only certain individuals carry the power.
It is thought that the purpose of a Realmstrider may relate to their awakening, as a
Realmstrider comes to a life of power and integrity these would be one of few who may be
able to balance the scales across the multiverse.
Gaining Realmstriding
You gain a new skill called Realmstriding. This skill directly relates to your Constitution
Ability score granting a skill check when attempting to perform a Realmstrider specific
ability. Some Unique abilities of a Realmstrider may require a Realmstrider DC saving throw.
This DC is determined by 8 + your Constitution modifier.
You gain proficiency with this skill when you reach 10th level and Expertise at 20th Level.
Add your proficiency to your Realmstrider DC which is calculated by
8 + your Constitution modifier + your proficiency bonus.
Learning to realmstride
The ability to traverse the blind eternities between the planes can be very taxing on a
strider but is one of the few things that sets them separate than others among the multiverse.
As an action you can initiate a realmstride, forming a bridge through the
blind eternities. The travel becomes instantaneous fully transition into the Aether of
the blind eternities. You are able to take objects you are wearing or carrying with you
while you realmstride, but not other people.
Once having traveled through the blind eternities a Realmstrider
must complete a short or long rest before being able to do so again.
Attempting to do so before, finishing a short or long rest automatically fails.
Realmstrider Leyline Connection
The connection to the leylines is what feeds a Realmstrider's abilities and magics. While
Realmstriding the blind eternities drains you of any mana accumulated unless granted by
a Realmstrider item and your attunement to any leyline is severed. Once within the new plane
a Realmstrider must attune to a new leyline in order to fill any mana charge available.
Realmstriding Accuracy
A Realmstrider can use the knowledge of their own travels to travel to an approximate point
within a place they have already trekked. Gaining the ability to realmstride
accurately takes time and effort to complete accurately if a guide is not present. A new
strider may end up within a 20 mile radius of the targeted location whereas a veteran strider
may be able to exit the Realmstride within inches of the targeted location.
A Guided realmstride
The realmstride between planes leaves a slowly fading aura of the strider that can be followed.
For the next minute if a Realmstrider travels between [or within] the planes
you can follow that creature to a spot it has once traveled.
Traveling within the Planes
Realmstriding is like riding the rapids of a heavy flowing river, the travel across is
taxing but achievable. The ability to cross and land on the same spot on the other side
can be dangerous and normally improbable such as attempting to realmstride within the same plane
is usually avoided by most Realmstriders.
If travel is attempted within the same plane the Realmstrider must make a
Realmstriding Skill Check. On a success the Realmstrider arrives within a
5 mile radius of the targeted area it has trekked before and
gains 1d4 +1 Exhaustion levels [Stage Three strider Sickness].
Instinct of a Realmstrider
A Realmstrider gains the knowledge that it can use this to help get them to a safe place
in a pinch. If a Realmstrider is killed instantly,
[please see rulings on "Instant Death" - PHB pg. 197] this Realmstrider ability
triggers instinctively. This trigger
automatically realmstrides you to the last external plane you completed a long rest,
where you arrive unconscious at 0 HP and stable. Roll 1d4 and you remain asleep
for that many hours before regaining 1 HP and awakening. This time does not count toward
a short or long rest. Once this ability has triggered it
can not be triggered again for another 10 days.
Realmstrider Leylines & Mana
Leyline Color Attunement
Realmstriders take one minute to attune to a Leyline color. Each color
represents different abilities associated with its alignment. This attunement does not
count toward your total magical item attunement slots.
When a Realmstrider takes a rest or is unconscious for more than one hour
such as a long rest [including elven trance or Warforge inert states], a Realmstrider
loses their attunement and any mana charges stored. The Realmstrider must then re-attune to a
leyline to restore the attunement and charges lost.
The Colored & Colorless Leyline
Mana Charges
Each Realmstrider gains a mana charge at 4th level then again at 8th, 12th, 16th and 19th
level. Once a Realmstrider has attuned with a leyline they may use an action
to pull mana from the leyline in order to fill their mana charges of the attuned color.
When you reach 8th level you become aware of the space between the leylines. The
colorless mana that binds the leylines has always been present but only until recently have
you become awoken to the power associated with it. When becoming aware you are able to
separate out the colorless leyline associated with your attuned leyline. When doing so you
gain an additional primary colorless mana charge. This charge is the basis of the
Natural Abilities and the source of your most basic Realmstrider abilities.
Some of these abilities are directly related to only the colorless mana charge versus others
that can be enhanced by your color mana charges gained by the leylines.
Natural Mana Abilities
You may spend a free action to add your Character level to any
damage roll using your colorless mana charge.
This ability is directly related to the core of your spark and can only be used with
your colorless mana charge.
If your Hit Point total is less than four times your character level,
you can use an action to spend a colorless mana charge to roll up to
your total hit dice. This counts towards your current hit dice total and adheres to the
hit dice ruling otherwise.
[please see ruling on "Resting" - PHB pg. 186]This ability is directly related to the core of your spark and can only be used with
your colorless mana charge.
You may spend a free action to grant a +1 to any one weapon attack
by expending your colorless mana charge and one colored mana charge. This attack
increases by +1 for each colored mana charge spent above the first and it becomes
magical if it is not already.
Using your reaction you may add a +1 to your AC against one attack
by expending your colorless mana charge and one colored mana charge. This ability
increases your AC by +1 for each colored mana charge spent above the first.
Using your reaction you may add a +1 to any Saving Throw by expending your
colorless mana charge and one colored mana charge. This increases the Saving Throw
by +1 for each colored mana charge spent above the first.
Using a free action, your colorless mana charge and one colored mana charge
you may deal magical damage aligned with your attuned leyline's primary damage type instead
of the normal weapon or spell damage until the end of the turn. If you spend two
or more colored mana charges you may change the damage type of your attuned leyline's
secondary damage type.
Realmstrider Natural Ability Evolution
Beginning at 8th level you understand the separation of the colorless mana and colored
leylines. This understanding enhances your Natural abilities as well as your own Realmstrider
Abilities yet comes at the cost of knowing your own abilities and how to manage them properly
in the face of danger.
Starting at 8th level you can choose to expend your colorless mana charge along with any
of the planestrider abilities charged by colored mana to grant an additional damage dice
to any damage rolled from the Realmstrider ability. The Realmstrider damage dice are d8
at 8th level, d10 at 12th level and d12 at 16th level.
Realmstrider Core
It is that of the colorless leylines that gift the ability granted to your name;
Realmstrider. It is this connection to not that of the leylines but the forces
that bind them together throughout the Multiverse.
When you realmstride the colorless mana charge is what is expended to expell your
being into the eather and fuels your realmstride into the next plane.
Leyline Damage Association
Leyline Color
Damage Type 1
Damage Type 2
White
Cold
Radiant
Blue
Lightning
Psychic
Black
Acid
Necrotic
Red
Fire
Force
Green
Poison
Thunder
Realmstrider Training
Being a Realmstrider isn't all about the power over the multiverse but learning how
to manipulate its Aether and Mana.
Each Realmstrider is different in their own way, giving each Realmstrider a unique innate
ability that sets them apart from all others. Becoming a Realmstrider at 3rd level
[or before depending on backstory] you will obtain an innate ability in which you can use
at will as though a cantrip [using an action where appropriate]. This ability will need to
be discussed between the player and DM for the DM to determine if the ability is custom built
or something of a cantrip already available.
Through the rigorous training of a Realmstrider you can work with your DM to take
the mana charges for altering spells and abilities of your Realmstrider. Granting the ability
to enhance current abilities using the mana charges or altering them to fit a specific purpose.
A Realmstrider will obtain additional abilities as they grow in power at 5th, 9th, 13th,
17th levels.
Realmstrider Unique Abilities
Realmstrider each have their own special abilities that make them different from
other Realmstriders.
These abilities can be as simple as an innate ability such as the iconic Chandra Nalaar.
Such as the ability to ignite her hair, hands and eyes on fire. This innate ability may grant
an ability to have the spell 'Continual Flame'. Yet may have the potential of turning into
flame by using mana and dealing damage within an area or upon a strike.
Realmstrider abilities should show the increased knowledge of the primary attuned leyline
and their ability to manipulate the effect it may have granting increases to the ability
as the strider progresses through its levels.
Realmstrider Saving Throws
Superior Realmstrider abilities
Throughout a Realmstriders training they will become more attuned to the natural mana
abilities associated with their abilities. These abilities require their own type of saving
throw based on the magics of the leylines.
Realmstrider abilities increase through time and training, a Realmstriders saving throw
is determined by your Realmstrider fortitude.
Before gaining Realmstrider proficiency at 10th level the Realmstrider DC equals:
Realmstrider Save DC = 8 + Constitution Modifier
After gaining Realmstrider proficiency at 10th level the Realmstrider DC equals:
Realmstrider Save DC = 8 + Constitution Modifier + Your Proficiency Bonus
This increase with proficiency is all amplified by your expertise with Realmstriding
at 20th level. This saving throw increases using your expertise when gained.
Leyline Damage Type & Saving Throw Chart
Leyline Color
Damage
Save
Damage
Save
White
Cold
Con
Radiant
Con
Blue
Lightning
Dex
Psychic
Int
Black
Acid
Dex
Necrotic
Con
Red
Fire
Dex
Force
Str
Green
Poison
Con
Thunder
Con
Realmstriders within the Public
All natural Realmstrider abilities can be controlled to allow for normal passage
and perceptions without the outward appearance of the magics imbued by your spark.
Becoming a Legendary Realmstrider
Becoming a Legend
Through the experiences of a Realmstrider they start to not only understand the
leylines and the power they can wield but to also manipulate the leylines to empower
themselves.
Starting at 10th level a Realmstrider starts to become legendary. A Realmstrider is now
proficient with the leylines, understands the colorless mana and how it all ties the essence
of mana together. With this understanding comes an epiphany of what and how a Realmstrider
uses the mana it carries. This mana can be fully attuned to by spending
one minute per leyline (total of 6 minutes) including the colorless
which is the last leyline a Realmstrider attunes to which binds the mana magics together
within a Realmstrider resoviour. At the end of the attunement process the
Realmstrider chooses the leyline they will become attuned to as the reservoir is filled
granting one Legendary Realmstrider charge.
While a Realmstrider has all of its charges filled, once per day a Realmstrider
can spend a bonus action to expend all colored, colorless and the
Legendary Realmstrider charge to bond with one of the following effects:
Æthereal Sidekick
Each Realmstrider's sidekick is unique to them and becomes available at 9th level.
This sidekick can be of a stat block of an Etherial creature that is close or has
meaning to the character or another being of the DM's choosing.
Æthereal Essence
When the legendary charge is spent to enhance the Realmstriders essence it bonds to the
strider enhancing one of the following effects. This bond grants one of the following
effects when bolstering the Realmstrider. The Realmstrider chooses one of the following
effects for each Legendary Realmstrider charge spent in this way:
+1 to all saving throws
+1 to all skill checks
+1 to all Attack rolls (This also includes spell attacks)
+1 to Spell Save DC
Your Maximum HP is increased one Realmstrider die (rolled, average or higher)
plus your constitution modifier
Æthereal Weaponry
The bond grants one of the following effects when bonded to a weapon that is not leyline
empowered (The weapon can be magical but can not already be a weapon enhanced by mana charges).
Using a bonus action to expend colored mana charges into the bonded weapon you gain the
following benefits until the start of your next turn:
The weapon becomes magical if it is not already.
The weapon gains a +1 for each colored mana charge expended until the start of your next turn.
The weapon deals its normal damage plus one Realmstrider damage dice for each
mana charge expended. The damage type is associated to the attuned leyline
damage type one unless the damage type is changed while doing so by expending
additional mana charges to change the damage type to, damage type two.
A Realmstrider gains another Legendary Realmstrider charge at 15th level, and again
at 20th level.
Planar Leviathan
At 15th level the Planar bond allows a Realmstrider to delve into the depeths of the Æther
and bond to an extra-planar being in which they can call forth.
In order to call upon such entities it takes the knowledge and fortitude gained throughout
their existance as Æthereal striders. Relinquishing a full turn in preparation
a Realmstrider can call to their leviathan to perform a massive Æthereal attack in a
120 ft cone or in 60 ft radius but can be altered as described by
the Dungeon Master should it fit the scene. This causes the creature to make a
Realmstrider saving throw against the Realmstriders save DC. The creature
takes 10x Realmstrider damage die on a failed save and half as much on a
successful save.
This calling to such powerful creatures takes its toll as the Realmstriders
attunement to the leylines is severdcausing all bonuses and attunements
gained by the leylines to be lost once the release is completed. Although all seems to
be relinquished the Realmstrider gains half the amount of damage dealt in HP
as the leylines bolster the Realmstrider in the last attempts of success.
As the Realmstrider experience increases the power of such callings increases as well.
When a Realmstrider obtains their 3rd Legendary point the
damage increases to 20x Realmstrider damage dice.
Leviathans with the Planes
A creature that has legendary resistances or resistance to leyline
abilities use such abilities to conteract such powers may do so on arcane or leyline
abilities as the DM sees fit. As such a legenary creature may use its legendary
resistance to succeed on any Realmstrider saving throw no matter its background or
understanding of the nature of leylines and the power they hold.
The strider Sickness
[DM Optional]
Fortitude within the Blind Eternities
Realmstriders within Dungeon's & Dragons
In order to control the direction of the party and story the DM may use this feature
in order to limit the amount of influence or uses of such abilities to bounce from
plane to plane.
Through the hardships of travel a Realmstrider can push themselves to a point of breaking
if they attempt to cross the Blind Eternities too often. Should a Realmstrider travel between
the Prime Material Planes they can do so the amount of times
equal to their Constitution Modifier. Should a Realmstrider travel beyond
the number of uses available, the strider gains an effect from the
strider Sickness Chart below for each realmstride beyond the striders uses. You regain
all uses of your Realmstrider ability after completing a long rest.
Traveling between the Prime Material Planes is taxing and to travel beyond them takes skill
and focus beyond that of a newborn strider. [Realms & Planes: DMG - pg. 43] In an
attempt to travel through to the Outer Realms such as the Feywild you must have
proficiency with the Realmstrider skill. An attempt to traverse the Blind Eternities without
Realmstrider proficiency or the use of an external means such as a portal or spell like
planeshift results in the Realmstrider being vacated to a random Prime Material Plane.
The Realmstrider loses the ability to realmstride for 1d4 +1 days while recovering from
Stage 1 strider Sickness. Should a Realmstrider come to an Outer or Astral
plane by external means but choose to realmstride without proficiency, the destination
must be one of the Prime Material Planes and the Realmstrider suffers
Stage 2 strider Sickness. If the destination is not of the Prime Material
Plane the DM chooses a location where the Realmstrider is ejected at random within the
Prime Material Planes and suffers Stage 2 strider Sickness.
The realmstride of Experience
Once a Realmstrider has aquired Realmstriding proficiency at level 10 a strider may choose
to traverse the planes beyond the Prime Material. A travel through the Blind Eternities
such as this requires skill and focus to traverse while coming to their destination unharmed.
The strider expends all uses of a Realmstrider's ability to traverse to
any outer or Astral Planes. A strider regains its uses once they finish a
long rest.
When traveling the planes the Astral planes are where some of the most ancient of beings
reside outside of the known realms. Until a Realmstrider gains expertise at
20th level a Realmstrider must first be within an outer or Astral plane to reach any of
the Astral Planes. Once expertise is gained a Realmstrider may traverse the
Multiverse at will without ill effects.
strider Sickness Stage Chart
Stage
Effect
Stage 1
The Realmstrider rolls a d100 and gains a short-term madness
[DMG - pg. 259] effect from the chart below which lasts 1d4 +1 hours.
At the end of the the duration the strider must pass a
Realmstrider Check against their own
Realmstrider Save DC to end this effect or it last for an additional
1d4 +1 hours before the Realmstrider can make the save again. This effect can only
be ended early by a Greater Restoration spell or Wish Spell.
Stage 2
The Realmstrider Max HP is reduced to 1. After completing a
long rest the Realmstrider may roll one of its hit dice + Constitution
Mod increasing the Realmstrider Max HP by that amount. This increase can only be
performed once per long rest and can not increase its Max HP beyond its previous total
Max HP. Plus the effects of the previous stage.
Stage 3
The Realmstrider gains Exhaustion levels equal to 1d4 +1,
Plus the effects of the previous stages.
strider Sickness Short-term Madness Effect Chart
d100
Effect
01-20
The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
21-30
The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31-40
The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41-50
The character begins babbling and is incapable of normal speech or spellcasting.
51-60
The character must use his or her action each round to attack the nearest creature.
61-70
The character experiences vivid hallucinations and has disadvantage on ability checks.
71-75
The character does whatever anyone tells him or her to do that isn’t obviously self-destructive.
76-80
The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81-90
The character is stunned.
91-100
The character falls unconscious.
A Dungeon Master Never Sleeps
Throughout this creation I have been playing with a group to help me better understand the
concept of letting my players play as Realmstriders. At times some seemed too over powered
and at others under powered. Over the last year I have strived to build a system and
environment that will help accommodate both the roleplay loving players (and Dungeon Masters)
along with the battle enthusiasts. I hoping to have found a nice balance of all here within.
If you have any ideas, suggestions or comments on this build please contact me at
/u/techie624
Crediting
All rights to the Dungeons and Dragons, Magic, The Gathering
and Planeshift resources are owned by
Wizards of the Coast
Thank you to Natural Crit for providing a great resource for putting this system into an
amazing Player's Handbook Format.
Natural Crit (Homebrewery)
Special Thanks
These are people I would like to point out have been a tremendous help in getting this
system built and in place for my group to run!
I appreciate all the time my local group has spent playing through my sandbox to help build this.
Version: 0.2.1-12052017 - Updated "Instinct of a Realmstrider" for better definition as a realmstride to an external plane.
Version: 0.2.0-10092017 - Larger update with mechanical changes to the damage types associated with the leylines as well as the Realmstrider natural hit dice ability. Added loss of leyline connection on sleep.
Version: 0.1.6-10032017 - Updated Leyline attunement and mana charge mechanic to be lost after a long rest and must be re-attuned. Set damage primary and secondary damages aligned with leyline colors and updated abiltiy that changes damage types under Realmstrider Natural Abilities
Version: 0.1.5-09282017 - Updated to have "Instinct of a Realmstrider" sent back to the last place you took a long rest. Additionally changed the name of "Mana Slots" to "Mana Charges".
Version: 0.1.4-09272017 - Updated with origins of a spark. Updated the name of the normal mana abilities to "Natural Mana Abilities"
Version: 0.1.3-09222017 - Corrected grammar and spelling. Added in Player's Handbook Page reference for easier rule verification. Updated "Instinct of a Realmstrider" to rule to last place the Realmstrider had realmstrided to.
Version: 0.1.2-09172017 - Updated Credits credits. Added spelling corrections and descriptor of travel time through blind eternities.
Version: 0.1.1-09152017 - Added Reddit names to credits