Base Class: Sorcerer
Magic of the Gatekeeper
The sealing and opening of doorways, the forging and breaking of chains, the transition between one state of being to another: these are the domain of the Gatekeeper sorcerer. The areas in between are where you are at home. Where others feel unease, torn between one state of being and the next, you walk easily through and between worlds, as naturally as breathing. No door, no lock, no portal can resist the inherent power which surges through your veins. With a single thought, each will bend and break at your whim.
Perhaps you or an ancestor were born in or exposed to a powerful portal which forever altered the makeup of your soul. Or perhaps you were used as the conduit in a ritual to open such a door. Regardless, the power is now seeded within you, flowing through your veins just as naturally as water should flow through a river.
Gatekeeper Features
As your power grows and your soul becomes ever more connected to the passageways and secret connections of the world, you gain the following features:
Gatekeeper Sorcerer Features by Level
1- Call of the Gatekeeper
6- Divided Soul
14- Force of the Planes
18- Wayfinder
In addition, you gain access to the following spells as you learn to more and more easily create, transverse, block, peer through, or summon creatures and objects from doorways. These spells count as sorcerer spells for you, but do not count against the number of sorcerer spells you know.
Gatekeeper Sorcerer Spells by Level
1- find familiar, protection from evil and good
3- locate object, rope trick
5- sending, magic circle
7- conjure minor elementals, summon greater demon
9- contact other plane, passwall
Call of the Gatekeeper
Starting at first level, the intricacies of passageways between different places and planes come as naturally to you as breathing. You can use an action to perform one of the following tasks:
Sense Gates— You close your eyes, taking a moment to concentrate. As you do, any doorway, portal, or passage—even those hidden by physical or arcane means—within 30 feet of you is perceived by you as having an intense glow and an almost magnetic pull. This effect lasts for one minute.
Open the Way— You touch any doorway, portal, or passage that has been sealed or locked by some mechanical or arcane means. You reach out with the power that resides in your soul to attempt to unlock or unseal it. To do so, you make a skill check with your spell attack modifier (CHA bonus + proficiency bonus) to attempt to overcome the DC of that particular lock or magic. On a success, the door, portal, or passage is opened to you. On a failure, that particular doorway, portal, or passage becomes immune to this ability for the next 24 hours.
Planar Step
At 6th level, your deep connection to the passageways between worlds allows you to walk them with more freedom than others. As a bonus action on your turn, you can expend 3 sorcery points to open a passageway onto a parallel plane (for example, if on the material plane, a passage could be opened onto the ethereal plane) and take your movement there before returning. This allows you to avoid opportunity attacks and areas of effect. In addition, while moving in this way, your movement speed increases by 15 feet. You can return to your original plane at any time in your movement. You can’t take any other actions besides the dash action while on the other plane, and you are automatically returned to your plane of origin as though you had teleported to your new space when you choose to return, expend all of your movement, or your turn ends.
At 10th level, the extra distance you can move while on another plane using this feature is increased to 20 feet. At 15th level it increases to 30 feet.
Divided Soul
By 14th level, your connection to the paths in between has grown so strong that a small piece of your soul resides permanently in the space between planes. As a reaction to an attack being made against you, you can expend 6 sorcery point to reconnect the entirety of your soul to this piece, causing your physical body and mental presence to disappear from your current plane of existence. This renders you immune to all attacks, damage, and effects originating from that plane. You remain in the space between planes until the beginning of you next turn. While in this place between planes, you are considered incapacitated, as you exist in a space without space, without sight or sound, without movement. When you return to your original plane at the start of your next turn, you have no awareness of events that have transpired since you left your original plane.
Wayfinder
At 18th level, you have become so in tune with the energy of gates in your universe that you have nearly mastered travel between planes. You automatically learn the spell Plane Shift. This does not count against your sorcerer spells known. Once per long rest, you can cast this spell without expending a spell slot or using the specified material component. However, doing this taps into the very energy of your soul. Make a constitution saving throw of DC 17. On a failure, you take 4d10 force damage. On a success, you take half.
Previous Versions
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10/24/2019 8:39:22 PM
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9/18/2020 4:12:04 AM
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Coming Soon
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