Base Class: Cleric
Divine Gate Domain Clerics worship a deity of the Divine Gate, the force that that protects and facilitates travel through the space between realms and the worlds beyond. These deities are often called gods of travelers, patron gods of conjuration, or overseers of the multiverse. Clerics that worship these deities are granted knowledge and aid from beyond their realms and can summon a living embodiment of the Divine Gate to serve as their ally and an emissary of their deity's power.
Level 3: Gatekeeper's Magic
Your deity has gifted you with magical power from beyond the Divine Gate. Choose three spells from any spell list that are of a level you can cast but are no higher than level 5. You always have these spells prepared and they are Cleric spells for you. When you gain a level in this class you can replace any of the spells given by this feature with another eligible spell.
Level 3: Living Gate
As a Magic Action you can summon a living embodiment of the Divine Gate in an unoccupied space within 10 feet. The Living Gate is a Tiny intangible Construct with a Hit Point maximum equal to three times your Cleric level, a speed and Fly speed of 30 feet, and a score of 2 for all abilities. You decide what the Living Gate looks like. When you summon the Living Gate it will have 1 Hit Point and it cannot regain Hit Points. The Living Gate follows you when not in combat but cannot interact with creatures or objects. As a Bonus Action, you can dismiss your Living Gate. Your Living Gate will be automatically dismissed whenever you finish a Long Rest.
In combat the Living Gate acts on your turn but cannot take any actions. On your turn, you can mentally command it to move up to its speed in any direction (no action required). Because the Living Gate is intangible, it cannot be targeted by attacks or effected by spells or magical effects, and it is immune to Difficult Terrain. If your Living Gate is ever more than 60 feet away from you it is automatically dismissed.
You can cast your Cleric spells as if you were in the Living Gate’s position using your senses, including spells with a range of Touch. If you cast a spell with a range of Self that creates an effect that attaches to yourself for the duration, such as Spirit Guardians, you can cast it through your Living Gate to have the effect attached to it instead.
Level 3: Divine Travel
Your Living Gate serves as a connection to the pathways between realms, allowing you to instantly travel through it. As a Bonus Action, you can expend a use of your Channel Divinity to instantly teleport to an unoccupied space within 5 feet of your Living Gate if it is within 30 feet of you.
Level 6: Gatekeeper's Boon
The magic of your spells feeds your Living Gate, allowing it to grant you additional power. Once per turn, when a spell you cast or have previously cast through your Living Gate does damage or restores Hit Points, your Living Gate regains a number of Hit Points equal to the number of dice rolled to determine the damage dealt or Hit Points restored by the spell. This is the only way your Living Gate can regain Hit Points. When your Living Gate is at its Hit Point maximum you can take a Bonus Action to gain one of the following effects. After using any of these effects, your Living Gate’s Hit Points are reduced to 1.
Divine Weapon. If your Living Gate is within 5 feet of you, you can pull a melee weapon from it and make a melee spell attack with Advantage against a creature you can see within 10 feet. On a hit, the attack does 6d6 Force damage and the creature is Frightened until the start of your next turn. If the attack misses, your Living Gate instantly returns to half its Hit Point maximum. The weapon disappears after you make the attack.
Divine Wrath. Raw power burst forth from within your Living Gate. Each creature of your choice within a 20-foot radius Sphere centered on the Living Gate must make a Wisdom saving throw against your spell save DC. A creature takes 6d6 Force damage on a failed save or half as much on a success.
Divine Aid. Healing energy flows from your Living Gate. Each creature of your choice within 5 feet of your Living Gate regains Hit Points equal to 6d6 plus your Wisdom modifier.
Level 17: Champion of the Gatekeeper
As a Magic Action while your Living Gate is summoned, you can cast the Planar Ally spell through it without expending a spell slot. You do not need to have the spell prepared to cast it in this way, but you cannot do so again until you finish a Long Rest.
The creature is summoned in an unoccupied space within 10 feet of your Living Gate. If your Living Gate is at its Hit Points maximum you can reduce it to 1 Hit Point to ensure the creature summoned is one that you requested, but only if the creature does not have a CR higher than half your Cleric level (round up).
When summoned, the creature will aid you for 10 minutes, fighting your enemies and protecting your allies. The creature will not demand any form of payment and can complete multiple tasks within the duration if possible. If the creature is brought below half its Hit Point maximum it will immediately return to its home plane regardless of the remaining duration.
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Posted Mar 27, 2026I wanted to make a Cleric Subclass that was based on gods like Hermes and focused not only on mobility but also giving the player an incentive to make effective use of their spells every turn. It ended up being a sort-of "Pet Class", with a focus on slowly building up the power of this living portal-like entity called a "Living Gate", and then unleashing that power to harm your enemies or aid your allies. I also wanted to try a different take on the expanded spell list design, allowing the player to choose exactly which spells they get but severely limiting the total number of spells. What resulted is an incredibly Versatile and Tactical Subclass that is very fun to play.
I've made sure everything works properly with D&D Beyond Character Sheets, so please give it a try and let me know what you think so I can improve on it in Version 2.