The Gatekeeper

The many planes of the universe are bound to each other through the Ethereal Plane. Whether it was an invention of your own, a gift from an extraplanar entity, or a relic of a lost civilization, you have come across a magical key that can access this bridge.

Expanded Spell List

1st-level Gatekeeper Feature

The Gatekeeper lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Gatekeeper Expanded Spells
Warlock Level Spells
1st Alarm, Protection from Good and Evil
3rd Arcane Lock, Rope Trick
5th Blink, Thunderstep
7th Banishment, Dimension Door
9th Far Step, Passwall

Gatekeeper’s Key

1st-level Gatekeeper Feature

At 1st level, you find a magical key that seems to fit every lock. You gain proficiency in Thieves’ Tools and may use your Gatekeeper’s Key to make lockpicking checks. When you make a lockpicking check with your Gatekeeper’s Key, you may use your Charisma modifier instead of your Dexterity modifier.

Unlock the Ethereal

1st-level Gatekeeper Feature

At 1st level, you have learned to use the Gatekeeper’s Key to open a door through the Ethereal Plane as a quick shortcut. As a bonus action on your turn, you may teleport up to 30 feet to an unoccupied space you can see. This ability can be used a number of times equal to your Charisma modifier. You regain expended uses at the end of a long rest.

Finding Familiars

As a note, your Planar Gateway feature has some familiar options which are capable of casting spells a certain number of times and recharge on rests. Casting Find Familiar again and summoning the same creature does not regain any charges on these spells. Your character must complete the associated rest to allow the familiar to regain those spells. However, summoning a different familiar, through your Key of the Five Realms feature or from the Elemental Chaos, will provide a new set of spells that have not been expended.

Creatures marked with * are homebrew creatures.

Planar Gateway

6th-level Gatekeeper Feature

At 6th level, you have learned to use the Gatekeeper’s Key to open gateways into dangerous planes, allowing for the entities that reside there to spill into the plane you occupy. At the end of a long rest, you may attune your Gatekeeper’s Key to one of the following planes: The Elemental Chaos, The Feywilds, The Abyss, The Seven Heavens, or The Outer Planes. Until the end of your next long rest, all spells associated with the chosen plane are considered known Warlock spells for you.

Additionally, you may expend uses of this ability to cast these spells without expending a spell slot. This ability has a number of uses equal to your proficiency bonus. You may cast spells associated with the plane the key is attuned to by expending a number of uses equal to the spell’s level. You regain expended uses at the end of a long rest.

Elemental Chaos Spells
Spell Level Spell
1st Find Familiar - additional option: Lesser Elemental (Avani, Basan, Sylph, Undine)*
2nd Flaming Sphere
3rd Tidal Wave
4th Conjure Minor Elementals
5th Conjure Elemental
Feywilds Spells
Spell Level Spell
1st Find Familiar - additional option: Nymph*
2nd Nathair’s Mischief
3rd Summon Fey
4th Conjure Woodland Beings
5th Insect Plague
Abyss Spells
Spell Level Spell
1st Find Familiar - additional option: Maw Demon
2nd Flock of Familiars - additional option: Vargouille
3rd Summon Lesser Demons
4th Summon Greater Demon
5th Infernal Calling

The Gatekeeper is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC

Aether Tunneler

Lucas Graciano, WotC

 

 

Seven Heavens Spells
Spell Level Spell
1st Find Familiar - additional option: Guardian Angel*
2nd Healing Spirit
3rd Spirit Guardians
4th Guardian of Faith
5th Summon Celestial
Outer Planes Spells
Spell Level Spell
1st Find Familiar - additional option: Choker
2nd Darkness
3rd Hunger of Hadar
4th Summon Aberration
5th Cloudkill

If you chose the Pact of the Chain as your Pact Boon, familiars you create from using the spells granted by this ability act as though they were a familiar created through your Pact Boon.

Arcane Door

10th-level Gatekeeper Feature

At 10th level, you have learned to travel quickly between frequently visited places. By performing a day-long ritual, you create an arcane door that allows for instantaneous travel across long distances. The door is 10 feet wide and 15 feet tall. You may create a number of these doors equal to your proficiency bonus. If you attempt to create a door after already reaching the maximum number of doors you can create, you must choose on of the doors you’ve already created. That door will disappear and cannot be used again.

As an action, you may use your Gatekeeper’s Key to open a door you created with this ability that is within 5 feet of you. Select one other door you’ve created that is on the same plane of existence as you. A portal forms between those two locations and remains there for the next minute, or until you use your bonus action to close and lock one of the doors. Any creature may walk through the portal as part of their movement while it is open, instantly transporting them to the other side.

Key of the Five Realms

14th-level Gatekeeper Feature

At 14th level, you have unlocked the key’s full potential. Your Gatekeeper’s Key is attuned to all five plane options listed in your Planar Gateway feature at all times and your Arcane Door feature is not limited to doors you created on your current plane.

Additionally, you may cast Plane Shift as a 10-day ritual once per long rest.

The Gatekeeper is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC