Sorcerer
Base Class: Sorcerer

Starting at 1st level, the wielder develops 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 thought and make sure you don't regret this later. (going to leave this to you)
  • Aging inside the Treasury: All living beings would age at the same speed as time passes inside the treasury.

Weapon Specialization

At 1st level, you choose one type of signature weapon you'd like to specialize in. The damage type associated with this weapon is doubled when launched from your gate.

Draconic Ancestry
Weapon Damage Type (x2)

Longsword

1d8 Slashing 

Spear

1d6 Piercing

Lance

1d12 Piercing

Trident

1d6 Piercing

Shortsword

1d6 Slashing

Rapier

1d8 Piercing

Battleaxe

1d12 Slashing

Pike

1d10 Piercing

Dagger

1d4 Piercing

Javelin

1d6 Piercing

You can speak, read, and write Celestial. Additionally, whenever you make a performance check when interacting with weapons, your proficiency bonus is doubled if it applies to the check.

Battleaxe

Battleaxe Specialization

Dagger

Dagger Specialization

Javelin

Javelin Specialization

Lance

Lance Specialization

Longsword

Longsword Specialization

Pike

Pike Specialization

Rapier

Rapier Specialization

Shortsword

Shortsword Specialization

Spear

Spear Specialization

Trident

Trident Specialization

Gates

At 1st level, you gain the ability to open your own miniature Gates of Babylon, manifesting spectral weapons that you hurl at your enemies. As a bonus action, you can summon a number of spectral weapons adjacent to your corresponding charisma modifier. These weapons do half the amount of your specialized weapon to targets within 60 feet and don't consume a spell slot. 

You can divide these attacks between different creatures.

Level Number Of Gates
1 1
4 2
8 4
16 8

 

Melee weapons fired from the Gate of Babylon can be charged with energy, and you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6.

  • Summoning a gate to take items instantaneously happens

Golden Rule

Starting at 6th level, 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).

The Chains of Heaven

Starting a level 14, As an action, summon chains to bind a creature within 30 feet. The target must succeed on a Strength saving throw or be restrained for up to 1 minute. The restrained creature can attempt the saving throw again at the end of each of its turns. Whenever the creature attempts to free itself, the saving throw increases by +1 every time on failure.

Level 18: EA: Sword of Rupture

Beginning at 18th level, 

As an action, you summon EA and unleash its true name, releasing a catastrophic rupture of space.

Choose a point you can see within 120 feet. A 60-foot-long, 10-foot-wide line erupts from you toward that point, warping space and crushing everything in its path.

Each creature in the line must make a Constitution saving throw against your spell save DC.

  • On a failed save, a creature takes 14d10 force damage + 14d10 thunder damage, is knocked prone, and is restrained as space collapses around it until the end of its next turn.

  • On a successful save, a creature takes half damage and is not restrained or knocked prone.

Objects and nonmagical structures in the area automatically take maximum damage. Magical effects of 6th level or lower that intersect the line are dispelled.

This attack ignores resistance to force and thunder damage. Immunity is treated as resistance.

Once you use Sword of Rupture, you can’t use it again until you finish a long rest, unless you expend 7 sorcery points to use it again (no action required to resummon EA, but the action to fire it remains).


King of All Treasures

While EA is summoned (it remains for 1 minute after activation):

  • You gain advantage on all spell attack rolls and saving throw DCs.

  • When you cast a spell of 5th level or lower that deals damage, you may change its damage type to force.

  • If a creature is reduced to 0 hit points by EA, you regain 3 sorcery points (up to your normal maximum).

EA cannot be disarmed, suppressed by antimagic field effects lower than 9th level, or copied by any spell or feature.

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2025 5:30:18 PM
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Coming Soon

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