Portal Domain
Subclass of: Cleric
Clerics of the Portal Domain wield divine power over the very fabric of space, bending distances and opening rifts between realms with nothing but their will. Unlike those who fear planar instability, these clerics embrace the shifting nature of reality, walking the pathways between worlds as guides, explorers, and wardens of the unknown. Whether acting as guardians of sacred portals, navigators of the multiverse, or hunters of those who exploit planar magic, these clerics command the unseen threads of teleportation and traversal, ensuring that no barrier—physical or cosmic—can stand in their way.
"The multiverse is infinite, and I shall walk its every path."
The Portal Domain grants divine power over the weave of space itself, allowing a cleric to bend distances, create rifts, and traverse dimensions effortlessly. Those who follow this path are riftwalkers, planar navigators, and guardians of cosmic balance—though some seek to exploit their power for personal gain.
Level 3: Portal Domain Spells
Your divine connection to spatial magic grants you spells that warp space and open doorways.
3rd: Misty Step, Comprehend Languages
5th: Blink, Knock
7th: Dimension Door, Arcane Gate
9th: Teleportation Circle, Planar Binding
You always have these spells prepared, and they do not count against the number of spells you can prepare each day.
Level 3: Step Between Worlds
You gain the ability to briefly teleport allies as part of your divine magic.
When you cast a spell on an ally within 30 feet, you can use a reaction to teleport them up to 15 feet to an unoccupied space they can see.
You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and regain all expended uses when you finish a long rest.
Level 10: Improved Step Between Worlds
Your mastery of planar travel enhances your teleportation abilities.
You regain all expended uses of Step Between Worlds when you finish a short or long rest.
Additionally, when you teleport a creature with Step Between Worlds, they gain temporary hit points equal to 2d6 + your Wisdom modifier.
Level 14: Gatekeeper
You become a true master of planar pathways, allowing you to extend the power of your gates and portals.
You gain the following spells as always prepared domain spells: Arcane Gate, Gate. Gate becoming available when you have the appropriate spell slots.
Whenever you cast Arcane Gate or Gate, you can remove the Concentration requirement and the duration becomes a number of rounds equal to your Wisdom modifier (minimum 1 round).
When you or an ally passes through a portal created by Arcane Gate or Gate, you gain the following benefits for 1 minute:
Your Speed increases by 10 feet.
You are immune to difficult terrain.
Your movement cannot be reduced or restrained by magic.
You cannot be forcibly moved to another plane by anything short of a deity.
Level 14: Portal Sense
Finally, you are also able to sense teleportation magic in a way others cannot.
You can sense when and where a teleportation will occur within 120 feet, provided that you can see the location. When this happens, you may use an immediate reaction, including movement, before the teleportation takes place.
You can sense when teleportation magic has been used within the last 24 hours in an area you can see.
You may make a Wisdom (Insight) check to investigate the teleportation event to determine:
The plane of existence the teleportation led to or originated from.
Environmental clues from the destination (e.g., "the air carries a sulfuric scent, indicating a volcanic region").
The difficulty of this check is DC 10 + the level of the spell used for teleportation.