Sorcerer
Base Class: Sorcerer

Whether you were chosen by the universe or it runs in your family, you are a gatekeeper, an individual with the ability and charge to guard doors to other planes. You have the potential to both open and seal portals; thus preventing passage of unauthorized individuals. Traversing the planes comes easier for you than others. Additionally, being near a portal fills you with additional vitality to help you serve your cause. 

Gatekeeper Spell List

As you focus on developing your abilities your soul becomes more in tune with the universe. 

You gain the following spells, as a Gatekeeper, which count as sorcerer spells for you, but do not count against the number of spells known. 

1st - protection from evil and good, alarm

3rd- knock

5th- sending

9th- banishment, hold monster

11th- forbiddance, planar ally

Additional Language

You gain the ability to speak, read, and write in one exotic language: Abyssal, Celestial, Dragonic, Deep Speech, Infernal, Primordial, Sylvan, or Undercommon. 

Unlocked Soul

In accepting your role as a gatekeeper, you have learned to find harmony inside that you can manifest without. At times, you may find this useful in hunting down hidden gateways. 

When you touch a door or passage that has been sealed or locked by mechanical or magical means, you can reach out your soul to attempt to unlock or unseal it. Make a skill check with your spell attack modifier (CHA modifier + proficiency) against the DC of the lock. On a success, the door or passage is opened to you. On a failure, that particular door or passage becomes immune to this ability for the next 24 hours. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gate Sense

Starting at 6th level, you can take an action to tune into the presence of hidden doors within 30 feet of you for the next minute. 

At 14th level, you can use this feature to detect arcane doors within 30 feet of you for the next minute. At 18th level, the distance you can detect increases to 60 feet and you gain the ability to sense extraplanar gateways. 

Planar Shift

Starting at 14th level, as a bonus action, you can shift onto a parallel plane of existence. On this plane, your movement speed increases by 20 ft and the only action that you can take is to dash. You return to your plane when you finish your movement, or when your turn is over. You can use this feature a number of times equal to your proficiency bonus, which recharge after a long rest. 

You cannot take other creatures with you as you shift and using this feature does not incur opportunity attacks. You do not need to be able to see the place you will move to on the parallel plane. The parallel plane contains the same barriers and structures that your current plane does. 

At 18th level, the movement bonus increases to 20 ft. 

Keeper of the Gate

Starting at 18th level, your reach has transcended beyond the bounds of your home plane. You can now temporarily create or seal gateways to other planes of existence. You can spend one action to open or close a gateway for one minute. If you spend 10 minutes casting the spell, the effect will last for one hour. If you spend 8 hours, the created gateway will last until dismissed or until another gateway is made using the same feature; a sealed gateway stays sealed until opened once more or until destroyed. The DC for closing a gateway is equal to the spellcaster's spell save DC at the time of casting. Likewise, others attempting to open gateway you sealed is equal to your spell save DC at time of casting. When creating a gateway, it cannot be used until you have completed your casting of the spell. Those who attempt to enter before then, will be shunted into a random plane of existence and take [roll]4d10[/roll] force damage. 

Creating a gateway takes an immense amount of energy, so after completing a casting, you must wait 1 week before creating another gate.

As with the Gate spell, Deities and other planar rulers can prevent portals created by this feature from opening in their presence or anywhere within their domains. If a casting fails because of this, they must wait 24 hours before attempting to use this feature again. 

The portal can be rectangular or circular in shape, but exceed no more than a 200ft^2 area. 

Previous Versions

Name Date Modified Views Adds Version Actions
9/28/2021 11:59:42 PM
11
0
1
Coming Soon
9/29/2021 12:12:42 AM
13
0
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes