Base Class: Sorcerer
The Golden Treasury
Starting at 1st level, descendants of Gilgamesh develop the ability to summon portals to a demi-plane known as the Golden Treasury. Each treasury is unique to the user and is a reality created by how they imagine it, for some, it is a massive vault with weapons and gold lying down everywhere and for others, it could be a mansion where all their weapons are kept in the walls and perfectly organized.
Your treasury can be used to store your possessions but you cannot physically enter it. Starting at level 14 you can cast a variant of Demiplane as a ritual to open a door into your Golden Treasury.
Time inside the treasury moves at a sixth of the speed of the Material Plane while the door is shut, meaning that for every six seconds that passes inside the treasury one will pass in the Material Plane.
The gate can only be entered by willing creatures. Any mind-altering effect is discarded and the creature must be fully aware of what they are doing to enter the treasury.
Only a maximum of 3 creatures can enter at a time.
- Familiars.. etc are automatically unsummoned upon entering.
- Downtime Inside the treasury: 100% DMs call in the treasury you will have 6 times as much time to work with so crafting and other stuff will, of course, be faster, this might be good for some DMs but horrible for others so just...Give it some taught and make sure you don't regret this later. (going to leave this to you)
- Ageing inside the Treasury: All living beings would age at the same speed as time passes inside the treasury.
Starting at 1st level, you can summon 5-foot radius intangible portals into your Golden Treasury. The portals can be summoned on any space 15 ft around you and the portals can be used to summon any object out of the Treasury. To take out an object one must simply will it so and the portal will produce the object, materializing it in an unoccupied space near the portal.
You can also launch objects within your Demiplane, as if by the Catapult spell. In case of melee weapons, make an attack roll against the target using your spellcasting ability modifier. The weapon deals its basic attack damage using your ability modifier for its damage rolls.
Launched objects return to the Golden Treasury after a number of turns equal to 6 - your Charisma modifier provided that they're not being worn, carried, or destroyed.
| Level | Number Of Gates |
|---|---|
| 1 | 1 |
| 5 | 2 |
| 11 | 3 |
| 17 | 4 |
Melee weapons fired from the Gate of Babylon can be charged with energy, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
- Gates require you to have weapons inside of the Golden Treasury in order to fire them.
- Weapons retain any properties that can be used without attunement.
- Weapons that are fired will automatically return to the treasury after 6-(Charisma Mod) rounds.
- Gates have a range of 90/120 ft
- Gates can also use Wands and Staffs (double charge consumption for balancing?)
- You must spend 1-minute casting per 5ft of portal you open (these ones are capable of taking items in)
Golden Rule
Starting at 6th level, descendants of Gilgamesh awaken to their limited divinity inherited from Gilgamesh. At level 6, choose two skills from Insight, Intimidation, Perception, and Persuasion. You gain proficiency in your chosen skills. If you are already proficient in all four skills, you can double your proficiency modifier for two of the above skills.
You also add Identify to your list of known spells, and it is considered a sorcerer spell for you. You have advantage on Arcana and History checks to recall information about magic items.
You also have advantage on saves and checks made to see through and resist illusions.
Your Golden Treasury acquires the ability to create items with the gold stored inside of it, as long as you have the value of the item in gold you can create the items inside the treasury immediately making it part of it and being able to take it out as normal. This costs 1.2x the items normally cost. (if you think this is too much I'll delete it, I wasn't sure whether to just delete this but so I tried tacking on that bit at the end).
Enkidu: Chains of Heaven
Starting at 14th level, you inherit a section of the great restraining chain Enkidu, named for Gilgamesh's one and only friend in life.
When you hit a target with an attack from the Gate of Babylon, you can cast Hold Monster as a bonus action. If the effect ends on them, you cannot cast this on the same target again until the next dawn. The spell ignores resistances and works on undead beings.
EA: The Sword Of Rupture
starting at 18th level, you gain the ability to summon EA better known as the Sword of the Rupture it is the most powerful weapon that king Gilgamesh gave to his descendants while its power diminishes greatly when not wielded by Gilgamesh you gain the ability to cast a new 9th level spell "Enuma Elish" the spell summons EA into your hand and fires it in a 60ft cone in a direction of your choice, creatures caught in the blast must make a Consitution Save or take 20d6 Force damage and 20d6 piercing damage or half as much in a successful save. The caster may choose up to twice his Spellcasting Modifier in creatures to make immune to the effects of the spell.
Gate of Babylon
You can summon 5-foot radius intangible portals into your Golden Treasury. The portals can be summoned on any space 15 ft around you and the portals can be used to summon any object out of the Treasury. To take out an object one must simply will it so and the portal will produce the object, materializing it in an unoccupied space near the portal.
You can also launch objects within your Demiplane, as if by the Catapult spell. In case of melee weapons, make an attack roll against the target using your spellcasting ability modifier. The weapon deals its basic attack damage using your ability modifier for its damage rolls.
Launched objects return to the Golden Treasury after a number of turns equal to 6 - your Charisma modifier provided that they're not being worn, carried, or destroyed.
| Level | Number Of Gates |
|---|---|
| 1 | 1 |
| 5 | 2 |
| 11 | 3 |
| 17 | 4 |
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.