Druidic Circle of Gates
Circle of Gates
Members of the Gatekeepers, a druid sect dedicated to protecting nature from the unnatural, spend their lives fighting aberrations and guarding against extraplanar invasion and the release of ancient evils.
The Gatekeepers maintain the oldest continuous Druidic tradition on Kelden. Over fifteen thousand years ago, as their lore holds, the great sage Vivraak came to the Heartland and gathered followers around her. She had foreseen a cataclysm that only the younger races would be able to avert, and so she taught all those who would heed her how to work with earth and wood, and how to read the future in the movements of the stars. She charged her students to watch for the signs of the great disaster, and always seek to balance the nature against those forces that would corrupt it.
The calamity Vivraak foretold occurred seven thousand years later, when mind flayers and their forces from the Far Realm stepped through planar gateways and launched an overwhelming attack on the Prime Material Plane. Because they had kept Vivraak's teachings alive, the druids she had taught were able to seal the planar gateways, striking the decisive blow in the war against the illithids.
These druids maintain old wards scattered around all of Kelden, seals that hold back powers so ancient that no modern text can mention them. They also watch the skies for signs of deadly planar convergences. The Gatekeepers take initiates of all races, though humans are the majority.
The Gatekeepers seek to defend nature against aberrations, fiends, undead, and other horrors that have no place in the natural order of the world. They remain ever vigilant, preparing for war against any darkness that may rise. The Gatekeepers have a friendly relationship with the Wardens of the Wood, being kindred souls in the defense of nature – though in differing fronts. In general, the Gatekeepers have little interest in the politics and affairs of mortal governments, except where it threatens the planes.
Know My Enemies
At 2nd level, you learn to speak the languages of Deep Speech, Abyssal, and Infernal.
Though unknown to most, you are aware that most aberrations are in fact extraplanar threats alien to the world. Starting at 2nd level, any druid spell you cast that only functions on celestials, elementals, fey, fiends, or undead, also functions on aberrations.
Additionally, you have advantage on Wisdom (Survival) checks to track aberrations, fiends, or undead, as well as Intelligence checks to recall information about them.
Sense The Unnatural
The presence of the unnatural registers on your senses like a noxious odor. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any aberration, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (aberration, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
The Gatekeeper Druids perceive reality itself as nature, and so are taught a broader range of spells to help defend it. At 3rd, 5th, 7th, and 9th level you gain access to Gatekeeper Spells.
Once you gain access to a Gatekeeper spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
|Druid Level||Gatekeeper Spells|
|3rd||arcane lock, protection from evil and good|
|5th||glyph of warding, magic circle|
|7th||banishment, death ward|
|9th||circle of power, dispel good and evil|
Resist the Corruption
At 6th level, you impose a druidic flash of natural energy against the magic of an aberration, fiend, or undead. When you are or a creature you can see within 60 feet is attacked by a spell or spell-like ability of an aberration, fiend, or undead that you can see, you can use your reaction to resist or inhibit the spell attack. This will either impose disadvantage on the spell attack roll, or give advantage on the saving throw, as appropriate.
You can use the feature a number of times equal to your Wisdom modifier (a minimum of one). You regain all expended uses when you finish a short or long rest.
Strength Against the Darkness
By 10th level, you have acquired greater mental strength. You can gain advantage on all Intelligence, Wisdom, and Charisma saving throws against the spells and abilities used by aberrations, fiends, and undead.
Repel the Unnatural
When you reach 14th level, you can create a wave of natural purity that aberrations, fiends, and undead abhor. As an action, you present your druidic focus, speak a druidic prayer, and channel the power of the Prime Material Plane itself. Each aberration, fiend, or undead that can see or hear you within 60 feet of you must make a Wisdom saving throw against a DC equal to your druid spell save DC. If the creature fails its saving throw, it is repelled for 1 minute or until it takes any damage.
A repelled aberration, fiend, or undead must spend it turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Once you use this ability, you must finish a short or long rest in order to use it again.