Base Class: Druid
The Gatekeepers are the oldest druidic sects of Khorvaire, guardians of the natural order long before the rise of many modern circles. Though their numbers were decimated during the invasions of the daelkyr, their sacred mission endures: to defend the world’s wild places against the unnatural. Gatekeepers see aberrations, outsiders, undead, and other twisted forces as blights upon the balance of life, and they dedicate their lives to opposing these threats.
Trained in both lore and combat, Gatekeepers act as vigilant wardens, patrolling borders between the natural and the unnatural. They are both scholars of the strange and deadly creatures that threaten the natural world, and warriors empowered by their connection to the land, capable of calling upon the forces of nature to drive back corruption wherever it arises.
Level 3: Circle of the Gatekeepers Spells
When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Aid, Resistance, Protection from Evil and Good |
| 5 | [Magic Circlespells][/spells], Glyph of Warding |
| 7 | Banishment, Guardian of Faith |
| 9 | Dispel Evil and Good, Hallow |
Level 3: Sentinel of the Natural Order
**3rd Level – Sentinel of the Natural Order**
When you choose this circle at 3rd level, you gain the ability to call upon the vigilance of the Gatekeepers without physically transforming.
As a bonus action, you may expend one use of your Wild Shape to enter the Sentinel of the Natural Order state. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. While in this state, you do not change form, but you gain the benefits of your druidic vigilance:
* You have advantage on saving throws against spells and effects from aberrations,, fiends, and fey.
* You can use your reaction to impose disadvantage on an attack roll made by an aberration, fiend, or fey. You can use this feature a number of times equal to your proficiency bonus while under the effects of this power.
Level 6: Sight of the Ward
**6th Level – Sight of the Ward**
At 6th level, your attunement to the natural order allows you to perceive unnatural threats with supernatural clarity.
Activation: As an action, you can activate Sight of the Ward, which lasts 10 minutes. This feature can be used once per short or long rest.
While Sight of the Ward is active:
You can sense all aberrations, fiends, and fey within 60 feet, knowing their location .
On your turn, you can use an action to focus on one creature you can see that is aberration, a fiend, or a fey. When you do, you discern:
* Its creature type
* Any resistances, immunities, or vulnerabilities it possesses
* Ward Discharge: Once you have focused on a creature, you can choose to discharge Sight of the Ward, ending its effects. When you do, you place a magical ward on the target. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, you may remove one resistance or reduce an immunity to a resistance of your choice for that target.
This feature embodies the Gatekeeper’s vigilance, allowing you to identify, mark, and weaken unnatural threats in preparation for battle.
Level 10: Warding Circle
**10th Level – Warding Circle**
At 10th level, you can create a protective ward that repels unnatural creatures and channels the power of the natural order.
As an action, you can summon a warding circle with a radius of 15 feet centered on yourself or a point you can see within 30 feet. The circle lasts for one minute or until you dispel it or are Incapacitated.
While the ward is active:
Aberrations, fiends, and fey that attempt to enter the circle must succeed on a Charisma saving throw against your spell save DC.
On a failed save, the creature is affected as if by the banishment spell (save ends as normal).
On a successful save, the creature may enter the circle but takes radiant damage equal to 1d8 per point of your Wisdom modifier.
Any aberration, fiend, or fey already within the warding circle when it is created must immediately make this saving throw.
Succeed or fail, a creature only makes this Saving Throw once.
Once you use this feature, you must finish a long rest to use it again.
Level 14: Gatekeeper's Judgment
At 14th level, you become a paragon of natural defense, able to strike directly at unnatural forces.
As an action, you can target one aberration, fiend, or fey within 60 feet. That creature must make a Charisma saving throw against your spell save DC.
On a failed save, the target takes 8d8 radiant damage and is Incapacitated until the start of your next turn.
On a successful save, the target takes half damage and is not Incapacitated, and your use of this feature is not expended.
You can use this feature once per short or long rest
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