Base Class: Cleric
The Gatekeeper Domain focuses on the protection of gateways, both figurative and literal, to maintain order. Gateways are points of transition, marking the space between what is known and what is beyond. Only those who are worthy should be granted the privilege of being admitted through those doors. Clerics of the Gatekeeper Domain are the guardians of those doors. Rites of passage are figurative gateways and clerics of the Gatekeeper Domain often preside over them. They also guard sacred places, divine secrets, and ancient treasures. Almost all gods have clerics who act as guardians of knowledge or tradition, and so almost any could claim some influence over this domain, but is gods of death or the underworld (Hel, Osiris, Hades, Arawn, The Keeper, Wee Jas, Kelemvor), gods of law, magic and knowledge (Odin, Ptah, Athena, Oghma, Aureon, Gilean, Istus, Mystra, Azuth) and protection and watchfulness (Heimdall, The Silver Flame, Helm, Paladine) who have the greatest influence.
Gatekeeper Domain Spells
| Cleric level | Spells |
|---|---|
| 1st | alarm, ceremony |
| 3rd | arcane lock, knock |
| 5th | glyph of warding, tiny hut |
| 7th | banishment, dimension door |
| 9th | teleportation circle, passwall |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Standing Your Ground
Also starting at 1st level, you can repel attackers and are very difficult to move out of the way. As a bonus action you can shove a creature up to 5ft away from you. Also, if you are not moving, you gain Advantage on any Strength (Athletics) check to resist being shoved.
Channel Divinity: Eyes of the Sentinel
Starting at 2nd level, you can use your Channel Divinity to attune yourself to a given doorway and know when someone passes, or tries to pass through it.
As an action, you press your holy symbol against the door or frame and attune yourself to it. What is defined as a doorway may include the lids of chests or boxes, an archway, a gate or a cave entrance. When you are attuned to a doorway you have an automatic sense when someone goes through or tries to go through. If you concentrate for a round you can determine the number of people and whether or not they are good or evil. The range of this sense is unlimited and even works if you are on a different plane. You may only be attuned to one doorway at a time.
Keeper of Secrets
Beginning at 6th level, your mind is a closed door. Your thoughts cannot be read by others, such as by a detect thoughts spell and you have Advantage on saving throws against being charmed. If you are charmed, you are immediately allowed a new saving throw if the caster attempts to get you to reveal any secret knowledge you may have.
Channel Divinity: Sentinel Presence
At 8th level, you gain the ability to project your spirit to a doorway you have attuned to. Your spirit leaves your body and appears there as an incorporeal likeness of you, bound to an area of 5ft from the doorway. You can communicate with any creatures there, provided you speak the same language. You cannot interact physically or cast any spells. However, if the doorway you have attuned to is a locked door then you can decide to open it, if you so wish. Your real body is unconscious and in a state of suspended animation until your spirit returns.
Divine Lock
Starting at 17th level, when you cast arcane lock it is not affected by knock and the DC to break or pick the lock is increased by 15. It counts as a 9th level spell when targeted by dispel magic.
Previous Versions
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8/1/2018 11:17:39 PM
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