Base Class: Rogue
Gatecrashers see themselves as cosmic free agents, independent forces who can influence the dynamic forces of planar magic itself. They are the tricksters of the multiverse, often testing the valiant, derailing the grasping, and deflating the egotistical. Their instinctive understanding of the nature of the universe allows them to perform actions that would otherwise be beyond them.
Gatecrashers see what they do as an art, not a science. The ability to choose the right moment to strike, the correct word to utter, the right rock to move, is more intuition than conscious thought. Gatecrashers can be found among other planar travelers, usually picking at the fabric of the universe and seeing what unravels.
To qualify to become a Gatecrasher, a character must fulfill all the following criteria:
- Alignment: Neutral
- Skills: Arcana
- Special: To qualify for this subclass class, you must have visited two planes of existence other than his native plane.
Native Tongues
When you reach 3rd level, you learn one language commonly spoken on other planes. Such languages include Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran. The DM may expand this list to fit the cosmology of the campaign. You learn one such additional language at 9th, 13th, and 17th levels.
Planar Adept
Starting at 3rd level, you gain the Analyze Portal and Planar Step features.
Analyze Portal: As an action, your eyes glow, allowing you to sense portals for 1 minute. You can tell whether the area within 60 feet of you contains a magical portal or the effect of a gate spell. If you study an area for 1 round, you know the sizes and locations of any such portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time.) Each round you study a portal, you can discover one property of the portal, in this order:
- Any key or command word needed to activate the portal.
- Any special circumstances governing the portal's use (such as specific times when it can be activated).
- Whether the portal is one-way or two-way.
- A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of your vision is limited to 60 feet. This feature does not allow other spells or abilities to extend through the portal. For example, you cannot also use detect magic or detect evil and good to study the area where the portal leads while viewing the area with this feature.
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.
Planar Step: You are able to quickly travel a short distance thru a personal planar portal, casting the misty step spell without using a spell slot. You can use this feature three times, regaining expended uses when you finish a short or long rest.
Portal Savant
At 9th level, you gain the Open/Close Portal and Scramble Portal features.
Open/Close Portal: Your understanding of planar forces extends to the workings of magic portals, such that you may force them open without the correct device, spell, or key. As an action, you can makes a Thieves' Tools check using your Intelligence modifier instead of your Dexterity modifier to attempt to open a magic portal. On a successful check, the portal opens and remains open for 1d4+1 rounds.
Portals typically have the following DCs:
Typical keyed portal: DC 25
Portal sealed by arcane lock spell: DC 20 + caster's level
Portal created by deity: DC 40
Additionally, you can close a magic portal using the arcane lock spell, which you can cast without using a spell slot. You can cast this spell a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Scramble Portal: You gain the ability to scramble a portal. As an action, you can randomize the destination of one interplanar portal for 1 minute. Anyone who passes through the portal from either side is sent to a random plane instead of the portal's intended destination unless they make a Wisdom save (DC = 8 + prof mod + Int modifier). All those who fail the save go to the same location on the same plane.
You can use this feature three times, regaining expended uses when you finish a short or long rest.
Planar Traveler
At 13th level, you gain the Planar Survival and Plane Shift features.
Planar Survival: You become attuned to the nature of the planes you visit and are personally immune to their natural planar effects.
For example, you are immune to the "normal" fires of the Elemental Plane of Fire, but fire-based attacks and unusually fiery areas there still affect you. Because this extraordinary ability is the result of attuning yourself to a particular plane, you remain vulnerable to the same sort of damage in other planes where that attack form is not part of the natural order (for example, fires on other planes, including the Material Plane, affect you normally).
Plane Shift: Once per day you can cast the plane shift spell without using a spell slot.
Gatekeeper
At 17th level, you gain the Planar Dampening and Interplanar Body features.
Planar Dampening: As an action, you can emit a field that suppresses spells and abilities within a 60-foot radius that access other planes for 1 minute. For example, an opponent within 60 feet couldn't escape you with a dimension door spell or get reinforcements with a summoning spell. You can choose not to suppresses certain spells and abilities within the field.
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.
Your planar dampening ability affects spells and abilities like: arcane gate, astral projection, banishment, blink, commune, contact other plane, dimension door, dismissal, ethereal jaunt, etherealness, far step, gate, Leomund's secret chest, maze, misty step, Mordenkainen's magnificent mansion, plane shift, reality break, rope trick, scatter, teleport, teleportation circle, thunder step and any conjure or summon spells or abilities.
Interplanar Body: If you die while on a plane other than your native plane, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying. You and your gear disappear, reappearing 1d3 days later at a location of your choice on your native plane, having gained the benefits of a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/16/2021 6:26:52 AM
|
18
|
0
|
1
|
Coming Soon
|
|
|
9/17/2021 12:43:45 AM
|
21
|
0
|
2
|
Coming Soon
|
|
|
9/17/2021 8:57:29 PM
|
31
|
1
|
3
|
Coming Soon
|
Comments