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Portal/Gate Domain

The Portal domain was a deity domain that granted divine spellcasters powers related to magic portals. They gained the ability to sense nearby portals, regardless of said portals' activity. This domain is granted by Goddess Pahice.   Portal Domain Spells   1 (1st) - protection from outsiders, detect outsiders   3 (2nd) - misty step, rope trick   5 (3rd) - blink, conjure animals   7 (4th) - conjure minor elemental, dimension door   9 (5th) - teleportation circle, conjure elemental   Planar Knowledge: The cleric may make a special knowledge check with a bonus equal to his cleric level + his Intelligence modifier to see whether he knows some relevant information about notable people, legendary items, or noteworthy places on another plane of existence.   A successful planar knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A cleric may not take 10 or take 20 on this check; this sort of knowledge is essentially random.   DC Type of Knowledge   10 Common, known by at least a substantial minority of the local population.   15 Uncommon but available, legends known by only a few people.   20 Obscure, known by few, hard to come by.   25 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.   1st Level Feature: You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.   See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.   When you gain this feature, you also learn Celestial, Abyssal, Infernal, Demonic, Ignan, Aquan, Auran, Terran or Sylvan. You can choose an additional language at 6th and 14th level.   Channel Divinity 1: At 2nd level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can use a channel divinity to teleport up to 10 feet before each attack to an unoccupied space you can see.   If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.   Channel Divinity 2: Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.   Divine Travel: At 8th level, once per long rest, you can transport yourself and others to another location as if casting the plane shift or teleport spells, except you can only choose a Teleportation Circle you know the sigil sequence for.   Effortless Transposition. At 17th level, you can teleport up to double your speed as a move action, and you can switch between the Material Plane and the Ethereal Plane (similar to the etherealness spell) as a bonus action.

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