Base Class: Druid
The Gatekeepers are the oldest of Khorvaire's druid sects. They were taught their magic by the dragon Vvaraak in order to aid the dragons in driving back the invasions of the daelkyr. They seek to defend Eberron against aberrations, fiends, undead, and similarly unnatural beings.
Smite the Unnatural
Starting at 2nd level, you can deal additional damage to enemies from beyond Eberron: aberrations, celestials, and fiends. When you hit a creature of the aberration, celestial, or fiend type with a weapon, cantrip, or natural attack, you may expend a spell slot to deal an additional 1d6 force damage per spell level expended.
Language of Madness
When you choose this circle at 2nd level, you learn the Daelkyr language.
Gatekeeper Spells
Your training allows you to defend nature from unnatural forces, infusing you with the ability to cast certain spells. At 2nd, 5th, 9th, and 13th level you gain access to the spells in the list below.
Once you gain access to a Gatekeeper spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Gatekeeper
| Druid Level | Spells |
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3rd |
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5th |
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9th |
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11th |
In addition, any abjuration spells you cast that target or affect specific types of creatures can also target aberrations.
Nature's Purge
When you reach 6th level, whenever you cast a druid spell with a square, sphere, cube, or cylinder area, you may choose to have it purge the creatures from that area. Each creature in the area of the spell must make a Strength saving throw or be moved by the shortest possible route outside the area of the spell. This happens after all other effects of the spell have been resolved.
Aberrant Seal
When you reach 10th level, whenever you cast a druid spell with a square, sphere, cube, or cylinder area, you may choose to have it seal one creature within the area. Select one creature in the area of the spell. That creature must make a Charisma saving throw or be trapped within the spell's area of effect. The creature may make a new Charisma save each round. Until the creature makes a saving throw, they may not use any movement form or extra-planar movement ability to leave the area of the spell. They may not be moved out of the area of the spell, hitting the edge of the spell area as if it were a wall.
Living Seal
When you reach 14th level, your presence stabilizes the planar boundaries. Within 20 ft. of you, all extradimensional travel is prevented. This includes astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, phasing, plane shift, shadow walk, teleport, and similar spell-like abilities.
In addition, the effects of any manifest zones are suspended within 20 feet of you. When you are on a different plane, the normal planar features still apply.
This zone does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms such as a basilisk's gaze. This zone also does not prevent summoned creatures from disappearing at the end of a summoning spell.
With an action, you may suspend this effect. You may turn it back on with another action.
Previous Versions
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5/19/2020 2:27:19 PM
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Posted May 19, 2020Added the ability to turn off Living Seal. Eliminating ally teleportation completely is entirely unfun.