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Maferan, The Planeswalker

Weapon (Dagger), Artifact (requires attunement by Luck Noir)

This legendary dagger is the physical manifestation of exploration and insatiable curiosity. Maferan has journeyed through the farthest reaches of the material plane and beyond, always wielded by renowned adventurers and explorers. Collecting and manifesting its vast experiences through its ethereal gem, Maferan provides its wielder with versatile and diverse power.

Might of the Infusion


Old

While wielding Maferan, you have a +2 to your spell save DC and your spell attack rolls.

New

While wielding Maferan, it functions as your spellcasting focus and grants you a bonus to your spell save DC and your spell attack rolls equal to your proficiency bonus .

Planar Enhancement (New)


Maferan's blade is adorned with an ethereal gem socket that you can enhance with special gems. Some of Maferan's features will grant you a "Gem Set" that augment Maferan in different ways. You can socket these gems into Maferan, having up to one gem per set socketed. Each gem, in addition to its other effects, will determine Maferan's damage dice (additively). Consult the table at the end to see corresponding gem damages.

Starting at 17th level, your spells deal bonus equal to Maferan's weapon damage.

You can use a bonus action to swap a single gem in Maferan. Weapon attacks with Maferan use your Charisma modifier.

Travel Buddy (New)


Your Hound of Ill Omen no longer requires a target and it no longer needs to solely attack or move towards said target. The hound's disadvantage effect applies to all enemies within 5 feet of it.

Elemental Gems (New)


You obtain the "Elemental Set" of gems for Maferan (Fire, Water, Air, Earth).

Elemental Lord (New)


Once per long rest you can use a bonus action to summon a small elemental to aid you (at an unoccupied location you can see within 30 feet of you). The elemental you summon depends on the current elemental gem you have socketed in Maferan. The elemental can be healed, but instantly disappears if it is reduced to 0 hit points. The elemental also disappears when you take a long rest. In combat, the elemental takes its turn immediately after you.

The DM will provide you with the stat block for your elementals. At 5th level, 9th level, 13th level, and 17th level, your elementals are upgraded to medium, large, greater, and elder respectively.

Delayed Spell (Metamagic)


When you cast a spell that has a casting time of one action or one bonus action, you can spend 1 sorcery point to delay the spell. At the start of your next 3 turns, you can choose to release it and have it take place. Once you release it or 3 rounds pass, you can no longer release it. On the turn you choose to release the spell, you can cast spells as you would normally. All spell parameters are chosen at release time, not cast time.

Energy Gems (New)


You obtain the "Energy Set" of gems for Maferan (Positive Energy, Negative Energy)

Quasi-Conjurist (New)


You gain access to a set of spells belonging to the Quasi-elemental planes. You can use an action to cast one one of these spells. The spell you cast depends on your current combination of elemental and energy gems. Each spell affects a wide area (100 foot sphere centered on you) and lasts for 3 rounds or until you cast another quasi-elemental spell. Once you cast a quasi-elemental spell you cannot cast another one until you roll max value on a 1d(2 * prof-1) recharge at the start of your turn or until you take a long rest.

Spells

NameElemental GemEnergy GemEffect
Solar FlareFirePositiveThe spell's area is engulfed by bright light from the sun. At the start of their turn all enemies must succeed on a constitution saving throw or be blinded until the start of their next turn and if they're undead they become turned until the end of their next turn.
Obscuring CloudWaterPositiveThe area of the spell is covered by a thick mist. You and all player allies are considered to be under the effects of the mirror image spell with one clone while inside the area.
ThunderstormAirPositiveA raging storm covers the spell's area, blocking all sunlight if any. At the start of your turn, all enemies in the area take (prof)d6 lightning damage.
Return to EarthEarthPositiveAt the end of each of their turns, enemies must make a strength saving throw or be petrified until the end of their next turn.
ConflagrationFireNegativeWhenever a player ally in the area deals damage, they an additional 1d4 damage.
Punish TabooWaterNegativeDesignate a creature you can see. As long as that creature is within the area of the spell, any other creature inside the area that harms the designated one must succeed a constitution saving throw or become paralyzed until the end of their next turn. If they succeed they are instead frightened.
Void MagicAirNegativeInstantly when you cast this spell, dispel all magic of 5th level or lower in the area. For the remainder of the duration, you are under the effects of detect magic in the entire area.
Sinking SandEarthNegativeAll enemies in the area are grounded. The terrain counts as difficult terrain for enemies. At the end of each of their turns, enemies must make a strength saving throw or be restrained until the end of their next turn.

Gem Table (New)


GemWeapon Attack Damage
Fire Gem1d8 fire
Water Gem1d8 cold
Air Gem1d8 lightning
Earth Gem1d8 bludgeoning
Positive Energy Gem1d8 radiant
Negative Energy Gem1d8 necrotic