











































Keeper Finding her centre, a human wraps

her hands around the hilt of a crimson

sword. She charges into the fray, slashing at

the enemy soldiers about her as if they were nothing but paper. An experienced blade meets hers and the two warriors engage in epic struggle. He lunges, but his blade bounces off of the arcane energy that protects her. She studies her adversary, darts to the side, finds a gap, and cuts him down. She turns back to the fray, blood-red energy dancing about her. A halfling sits in the crook of a tree branch, hidden by the mottled greens and blacks of the leaves and the night. She warps the darkness around her hand until she is holding a bow. Her eyes find the gap in the trees where orange firelight dances lazily in a clearing. Around the fire, hobgoblins. She takes a black arrow from her quiver and knocks it, aiming for the leader. There’s a small thwip as the arrow is loosed, and the shot finds its mark. The hobgoblins scatter in fear as suddenly she steps from the darkness, in front of the one she shot. The dwarf raises a torch in front of him, a glowing hammer resting in the palm of his other hand. The flickering light illuminates the coffin in front of him, the arcane sigils flaring as the magic that binds the being within continues its task. The dwarf breaks the seals and is thrown back as a lich bursts from the coffin. It launches frost magic at him, but the ward around him drinks the power. The dwarf grins cockily and returns fire with a spell of his own. Keepers are both capable warriors and learned scholars. They are characterised by the weapons they draw from their very being and the wards that protect their bodies from injury. They are a learned people who have the potential to master an array of arts, from techniques of battle to the intricacies of magical study. They sacrifice defensibility for capability, and are a force to be utilised in any adventuring party.

The Keeper Level Proficiency Bonus Features Essence Weapon Damage 1st +2 Essence Weapon, Keeper's Ward 1d6 2nd +2 Empathic Learning, Expertise 1d6 3rd +2 Keeper Discipline 1d6 4th +2 Ability Score Improvement 1d6 5th +3 Extra Attack 1d6 6th +3 Mortal Focus, Empathic Learning (2/rest) 2d6 7th +3 Discipline feature 2d6 8th +3 Ability Score Improvement 2d6 9th +4 Essence Drain 2d6 10th +4 Shared Ward, Expertise 2d6 11th +4 Discipline feature 3d6 12th +4 Ability Score Improvement 3d6 13th +5 Rooted in the Hand and Mind 3d6 14th +5 Vigorous Burst, Empathic Learning (3/rest) 3d6 15th +5 Discipline feature 3d6 16th +5 Ability Score Improvement 4d6 17th +6 Gift of Tongues 4d6 18th +6 Sustaining Ward 4d6 19th +6 Ability Score Improvement 4d6 20th +6 Perfect Synergy 4d6 Mortal Coil Keepers are a shunned people. They have bastardised the forces of life and death so that they may live in a permanent state of pseudo-mortality. They treat the essence of their existence as a tool other than a sacred gift. They are driven by the pursuit of knowledge, and they augment themselves to transcend life so that they may continue to learn while their magics sustain them. A keeper enters a situation with the desire to learn something, and will rarely leave the situation until this desire is fulfilled. They are known to create weapons from their very being, and they wield these weapons with a terrifying ferocity. A keeper will act similarly to































fighter in combat, although their studies could lead them down other martial paths. Although skilled, they are not immortal, and are known for their strength above their durability. They do not fight and die for a worthless cause. One who dies is one who learns nothing. Knowers of Secrets, Seekers of Truth As well as hold their own with a fighter on the battlefield, their minds can match those of even the brightest wizard. Keepers are a close and well-connected community who work to uncover any truth that is hidden behind a veil of secrecy. People general know that if you lie to a keeper, it won’t take much time for them to realise the truth. A keeper will delve into the darkest dungeon and climb to the tallest peak on but the possibility that there is something to be learned. They will climb down into the lower planes and war against armies of demons and devils to steal unholy knowledge, and they will manipulate and dine with gods for but a glimpse into the well of truth. Creating a Keeper When you are creating your keeper character you may want to consider the driving force behind their thirst for knowledge. Do they have grand ambitions as a scholar or do they seek a famous reputation? Was there an event in their past that stuck with them and drove them down a path of learning? Perhaps it was as innocent as wanting to master the blade, or as tragic as a creature that they couldn’t defeat that laid ruin to their home. Would they take madness above failure? Or is it humanity and empathy that drives them? It is important to ask why your character would become a keeper. Their powers are considered foul and their path is the one of the spurned. It is not an easy life, but is rewarding for those who would follow it until the end. Quick Build You can make a keeper quickly by following these suggestions. First, Constitution should be your highest ability score. Make Strength or Dexterity your next highest if you plan to take the Blood or Shadow disciplines respectively, or Intelligence if you are drawn to the Spirit discipline. Second, choose the Sage background.













































Class Features As a keeper, you gain the following features. Hit Points Hit Dice: 1d4 per keeper level

Hit Points at 1st Level: 4 + your Constitution modifier

Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per keeper level after 1st Proficiencies Armour: Light armour, medium armour, shields

Weapons: Simple weapons

Tools: One of your choice



Saving Throws: Constitution, Intelligence

Skills: Choose two from Arcana, Athletics, History, Intimidation, Persuasion, and Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a spear or (b) a mace

(a) scale mail and a shield or (b) leather armour, a shortbow, and 20 arrows

(a) an explorer's pack or (b) a scholar's pack

A dagger Essence Weapon Your study as a keeper has enabled you to draw a weapon from your very being. You can use your bonus action to summon your Essence Weapon. The weapon appears in your hand, and takes the form of any one-handed melee weapon of your choice. The weapon does 1d6 necrotic damage. This damage increases as you gain keeper levels, as shown in the Essence Weapon Damage column of the keeper table. You are considered proficient with your Essence

Weapon, and you use Strength or Dexterity (your choice) when you make attack and damage rolls with the weapon. Your Essence Weapon lasts for an hour, though if it leaves

your hand it is dispelled, and you can dispel the weapon while you are holding it (no action required). The weapon is also dispelled if you fall unconscious or if you die, or if you are subject to an effect that disperses magic (such as a dispel magic or antimagic field spell). You can summon your Essence Weapon a number of times equal to your Constitution modifier (minimum of once). You regain any expended uses when you finish a long rest. Keeper's Ward You have a pool of health that your enemies must break through in order to damage you. Whenever you finish a short or long rest, you gain temporary hit points equal to four times your keeper level. The amount of temporary hit points you have can never exceed four times your keeper level. Empathic Learning Starting from 2nd level you can use an action to touch a willing creature. You gain proficiency with a skill, weapon, or tool that the creature is proficient in. You have this proficiency for 10 minutes. Once you use this feature, you can’t use it again until you finish a short or long rest. You gain an additional use of this feature at 6th level (twice per short or long rest) and 14th level (three times per short or long rest). Expertise At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability checks you make with the chosen skills. At 10th level, choose two more of your skill proficiencies to gain this benefit. Keeper Discipline At 3rd level, you choose a discipline that shapes the direction of your study and alters the properties of your Essence Weapon. Choose the Blood Discipline, Shadow Discipline, or Spirit Discipline, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th levels. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score over 20 using this feature. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mortal Focus Starting at 6th level, you can draw energy from your Keeper’s Ward in order to achieve clarity in the face of adversity. When you would make an attack roll, ability check, or saving throw, you can expend half of your remaining temporary hit points (rounded down) to gain advantage on the roll. You can choose to use this feature after you have rolled, but before the DM has determined if the roll was successful. You must have at least 2 temporary hit points to use this feature. Essence Drain Starting at 9th level, you establish a connection between your enemy, your Essence Weapon, and your Keeper’s Ward. Once per turn, the first time you hit a creature with an attack with your Essence Weapon, you gain temporary hit points equal to half of the damage you dealt (rounded down). Shared Ward Starting at 10th level, the effects of your Keeper’s Ward can be extended to your allies. When you finish a short or long rest, you can divide the amount of temporary hit points granted by your Keeper’s Ward feature between yourself and up to 10 other willing creatures. Rooted in the Hand and Mind Starting at 13th level, you can’t be disarmed of your Essence Weapon, and the weapon isn’t dispelled when it is subject to an effect that disperses magic. Vigorous Burst Starting at 14th level, the energy that sustains you makes terrifying efforts to keep you alive. If you have no temporary hit points, when you are damaged by a melee weapon attack you can use your reaction to push the attacking creature 5 feet and gain temporary hit points equal to twice your Keeper level. You lose these hit points, or whatever remains of them, at the end of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. Gift of Tongues Starting at 17th level, you understand all spoken languages, and you can speak the language of any creature that understands one. You also understand any written language that you see. This feature does not decode the meanings of secret messages or arcane sigils. Sustaining Ward Starting at 18th level, you can no longer die of old age. Additionally, when you drop to 0 hit points but are not killed outright, you may choose to stay conscious instead of falling unconscious. If you do, you gain temporary hit points equal to your keeper level. In this state, you can take an action or bonus action on your turn, but not both, and you make death saving throws at the end of your turn as usual. When you fail a death saving throw, or when your temporary hit points are reduced to 0, you fall unconscious and continue making death saving throws until you stabilise or regain additional hit points. Once you use this feature, you can’t use it again until you finish a long rest. Perfect Synergy Starting at 20th level, whenever you score a critical hit with your Essence Weapon you regain a use of your Essence Weapon feature. Additionally, you can summon your Essence Weapon without requiring an action. Keeper Discipline Different keepers have different ambitions, which drive their scholarly pursuits and deepens their prowess with their Essence Weapon. The Keeper Discipline you choose reflects your approach. Blood Blood keepers dedicate their efforts to martial prowess and hone their abilities to a deadly precision. Bonus Proficiencies When you choose this discipline at 3rd level, you gain proficiency with heavy armour and martial weapons. Martial Prowess When you choose this discipline at 3rd level, you gain one additional use of your Essence Weapon feature. Bloodied Aspect Your Essence Weapon appears to be drawn from your very own lifeblood. When it is summoned, blood spills from your body and solidifies into a crimson-coloured armament. When you choose this discipline at 3rd level, your Essence Weapon gains the Versatile (1d8) property.

Fortified Strike Starting at 7th level, you also add

your Constitution modifier to attack rolls

you make with your Essence Weapon. Bloodlust Starting at 11th level, whenever you hit a creature with an attack with your Essence Weapon, you can expend an additional use of your Essence Weapon to immediately make another attack as part of the same action. You can only use this feature once per turn. Keeper's Plate Starting at 15th level, you can use your Mortal Focus feature to cause your Keeper’s Ward to harden around you as a reaction. You gain a +1 bonus to AC for every 10 temporary hit points that were expended (rounded down). Additionally, you gain resistance to force damage and advantage on saving throws against being pushed and saving throws against being knocked prone. This bonus lasts for 1 minute, but ends earlier if you fall unconscious or if you die. Shadow Shadow keepers are a force that operate in the darkness. They keep to the shadows that give them their namesake and defeat threats while they remain in hiding. Longstride Starting from when you choose this discipline at 3rd level, your speed increases by 5 feet and you can take the Dash action as a bonus action on your turn. Hunter's Mark Starting from when you choose this discipline at 3rd level, while you have temporary hit points you can cast the hunter’s mark spell at will at its lowest level. Shadowed Aspect Your Essence Weapon appears to be drawn from the pools of darkness scattered about the landscape. When it is summoned, shadows coalesce around your weapon hand and solidify into an ebony-coloured armament. When you choose this discipline at 3rd level, your Essence Weapon can take the form of a longbow. It gains the the Ammunition (range 150/600) and two-handed properties.





































Blackened Arrows Starting at 7th level, when you use your bonus action to summon your Essence Weapon, you can expend an additional use of your Essence Weapon to summon a quiver of blackened arrows as part of the same bonus action. The number of blackened arrows in this quiver is equal to your Constitution modifier. When you fire a blackened arrow from your Essence Weapon, choose one of the below effects before you roll to hit. Some of these effects require the target to make a saving throw. Blackened Arrow DC = 8 + your proficiency bonus + your Dexterity modifier

Binding Shot. When a creature would use a magical means of teleportation, you can use your reaction to make a ranged weapon attack with your Essence Weapon (this attack deals no damage). On a hit, the creature must make a Charisma saving throw or its attempt to teleport fails. Fast Shot. On a hit, you can make another ranged weapon attack with your Essence Weapon as a bonus action. Fearful Shot. On a hit, the creature must make a Wisdom saving throw or become frightened of you until the end of its next turn. Grounding Shot. On a hit, the creature must make a Strength saving throw or be knocked prone. If the creature is flying, it instead falls 10 feet. Lethal Shot. This attack scores a critical hit on rolls of 18, 19, and 20. Pushing Shot. On a hit, the creature must make a Strength saving throw or be pushed 10 feet. Stunning Shot. On a hit, the creature must make a Constitution saving throw or become stunned until the start of its next turn. Embrace of Shadows Starting at 11th level, you can use your Mortal Focus feature to cast the blur, disguise self, invisibility, or pass without trace spells at their lowest level without requiring material components.













































Dark Door Starting at 15th level, when you hit a creature with a ranged weapon attack using a blackened arrow you can choose to teleport to that creature or have that creature teleport to you as part of the same action. If you would have the creature teleport to you, it must make a Charisma saving throw. On a success, the creature isn’t teleported. Spirit Spirit keepers are masters of their craft. They are scholars of the highest order and strive to understand that which is beyond mortal comprehension. Spellcasting When you choose this discipline at 3rd level, you augment your modus of operandi with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for spell lists. When you gain this feature, choose the Cleric, Druid, or Wizard spell lists. Your choice will determine the spells you have access to as you gain levels in this class. Regardless of which spell list you choose, all of your known spells are considered Keeper Spells for you. Spell Slots. The Spirit Keeper Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spellcasting Focus. You use your Essence Weapon as a spellcasting focus for your keeper spells. Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from the spell list you chose. The Spells Known column of the Spirit keeper Spellcasting table shows when you learn more keeper spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list you chose, and it must be of a level for which you have spell slots. Spellcasting Ability. Intelligence is your

spellcasting ability for your keeper spells, since you

learn your spells through study and memorisation. You

use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a keeper spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier



Spell attack modifier = your proficiency bonus + your Intelligence modifier Cantrips When you choose this discipline at 3rd level, you learn two cantrips from your chosen spell list. Whenever you gain a level in this class, you can replace one of your cantrips with another cantrip of your choice from your chosen spell list. Spiritual Aspect Your Essence Weapon appears to be drawn from some mercurial force of your being. When it is summoned, a visible aura exudes from your body and forms into an ethereal armament. When you choose this discipline at 3rd level, your Essence Weapon deals radiant damage instead of necrotic damage. Spiritual Attunement Starting at 7th level, whenever you hit a creature with an attack with your Essence Weapon, or whenever a creature hits you with a melee attack, you can expend a use of your Essence Weapon to learn one of the following features about the creature: The creatures Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma score

The creatures AC

The creatures maximum hit points or remaining hit points

One of the creatures damage resistances, damage weaknesses, damage immunities, or condition immunities

If the creature has levels in any class Ward Absorb Starting at 11th level, while you have temporary hit points you have advantage on saving throws against magic. Additionally, whenever you succeed on a saving throw against a spell effect, you can use your reaction to regain a spent spell slot equal to half the spells level (rounded down).