Keeper, 2nd Variant (5e Class)
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- 1 A Living Well
- 2 A Keeper's Cause
- 3 A Keeper's Cause
- 3.1 Class Features
- 3.1.1 Table: The Keeper
- 3.1.2 Keeper's Weapons
- 3.1.3 Fighting Style
- 3.1.4 Well of Life
- 3.1.5 Life Pact
- 3.1.6 Living Order
- 3.1.7 Ability Score Increase
- 3.1.8 Animated Body
- 3.1.9 Living Weapons
- 3.1.10 Massive Damage
- 3.1.11 Awaken
- 3.1.12 Animated Mind
- 3.1.13 Morph
- 3.1.14 Soul Vessel
- 3.1.15 Animated Soul
- 3.1.16 Grand Keeper
- 3.2 The Natural Order
- 3.3 The Undead Order
- 3.4 The Eldritch Order
- 3.5 The Draconic Order
- 3.6 The Giantkin Order
- 3.7 Multiclassing
- 3.1 Class Features
A Living Well
What is a Keeper? A Keeper is someone whose intense bond to life allows them to manifest a companion from a Demiplane of their slain foes and treasured allies. Keepers draw their power from wells of everlasting living energy left behind as residue from long dead casualties of the 1000 year war. They channel this might to destroy their foes and manipulate the world around them. Some try and escape the burden of carrying this living energy with them and turn to necromantic powers, some embrace the attachment to life much like a druid or a cleric and use the power of life to aid the world, and others try to master the most unworldly kind of life dwelling within the cosmos.
|This art belongs to Luis Royo|
A Keeper's Cause
A Keeper's Cause
Have you been haunted all your life by whispers in the back of your mind? Perhaps you were training to be a druid but the way your powers manifested was far more bizarre. Maybe you are part of an ancient organization of Keepers to maintain the natural order of life or even destroy it? Could you have been a victim to some necromantic experiment? Regardless you must face the world alongside your captured companions and seek out the truth.
- Quick Build
You can make a Keeper quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the haunted one background.
As a Keeper you gain the following class features.
- Hit Points
Armor: Light, Medium, Shields
Weapons: Simple weapons, Keeper's weapons
Saving Throws: Wisdom, Constitution
Skills: Choose 4 from the following: Nature, Religion, Animal Handling, Athletics, Insight, Perception, and Medicine
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two Keeper Weapons or (b) a Keeper Weapon and a Shield
- (a) a Priest's Pack or (b) an Explorer's Pack
- (a) Studded Leather Armor or (b) Scale Mail
- (a) any simple melee weapon or (b) any simple ranged weapon
- If you are using starting wealth, you have 6d8x10 in funds.
|1st||+2||Keeper's Weapons & Fighting Style|
|2nd||+2||Well of Life & Life Pact|
|4th||+2||Ability Score Improvement|
|7th||+3||Living Order Feature|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Living Order Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Living Order Feature|
|19th||+6||Ability Score Improvement|
At 1st Level you've trained to use 4 unique weapons:
- A polearm dealing 2D6 slashing damage with the two-handed, heavy, and reach properties
- A hammer dealing 1D10 bludgeoning damage with the heavy and the versatile (1D12) properties
- Arming Cane
- A wooden polearm dealing 1D8 bludgeoning damage with the finesse, light, and versatile (1D10) properties
- A pair of fist weapons dealing 1d6 bludgeoning damage. While wearing a gauntlet in each hand, whenever you make the attack action you may make an additonal attack with this weapon as a bonus action.
At 1st level, choose two of the following options.
- You gain a +4 bonus to attack rolls and damage rolls you make with ranged weapons.
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.
- While you are wearing armor, you gain a +3 bonus to AC.
- Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Well of Life
At 2nd level you have access to a special Demiplane of life where your slain foes and befriended companions lie. You cannot forcefully banish a creature into the Demiplane unless you kill it with a weapon attack or a creature summoned via your Life Pact feature. You may also touch a creature that has died from any source within the past hour as an action and banish it to your Well of Life, however you may only banish a number of creatures equal to your Wisdom modifier +3 this way before completing a long rest. Conjured creatures are not immune to this feature. Creatures who are willing to join the Well of Life may do so without violence after a 1 minute long bonding ritual. Any creature that is banished to the Well of Life can be summoned via your Life Pact Feature but you may only have two creatures summoned from the Well of Life at any given time. Creatures banished into the Well of Life have undying loyalty to their Keeper. You may not enter the Well of Life & neither can any creature who is not bound there. As more creatures are banished to your Well of Life, it grows in size to accommodate living space for each of them. While in the Well of Life, all creatures that dwell there recover all of their Hit Points whenever the Keeper long rests. If ever the Keeper falls unconscious or dies, any creature summoned via the Life Pact feature is immediately withdrawn into the Well of Life. If no creatures are in the Well of Life, you lose access to your Life Pact feature until you banish more creatures.
At 2nd level you may summon forth an ally from your Well of Life as an action in a unoccupied space next to you. You may also send a creature under your control back to your Well of Life as a bonus action. You have a telepathic link with creatures summoned via this ability and the creature acts on your initiative. The creature has the same resistances, senses, immunities, movement, and size as the original creature. The creature also maintains specific actions, legendary actions, legendary traits, the ability to cast spells, and any lair action that the creature may have had, and maintains reactions and traits such as the Warhorse's Trampling Charge trait. The creature maintains its original ability scores and the same Armor Class, they have the same proficiency bonus as you, and have the same Maximum Hit Points as before they enter the Well of Life. Summoned creatures have their own bonus actions independent of you and may use them if they have traits or class features which require them. If a creature you summon has a trait that requires a saving throw the DC is equal to 13 + your proficiency bonus + your Wisdom modifier. Keepers are immune to area of effect abilities their creatures generate from traits they possess such as the Ghast's Stench ability. You may use an action to order two creatures summoned from your Well of Life to do any task and it will try, to the best of it's ability, to follow your order until the creatures does the task. While not under the strain of a combat situation you may freely order a creature to do a long term task such as delivering a message. Summoned creatures must remain on the same plane as the Keeper or be forced back into the Well of Life. When a creature created via this feature drops to 0 hit points it's dead but it can be brought back to life by returning it to your Well of Life.
At 3rd level your choices leading up to this point have given you a new view on life that manifests in one of five orders: the Natural Order, Undead Order, Eldritch Order, Draconic Order, or the Giantkin Order. You gain an additional feature from your choice at 7th, 13th, and 18th level.
Ability Score Increase
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 above 20 using this feature.
At 5th level you may now order a creature summoned by your Life Pact feature with a reaction. In addition you may add your Strength modifier or your Dexterity modifier (whichever is higher) to the melee damage roles of a creature summoned via your Life Pact feature. From this point onward you may spend an action to see through the eyes of any creature under your control and feel all of their senses as they feel them. You may end this effect at anytime but as long as you remain in this state, you are blind and deaf in regards to your own senses.
At 6th level your weapon attacks are now considered magical for the purpose of bypassing resistance and immunity to nonmagical weapons. Creatures summoned via your Life Pact feature also gain this benefit.
At 9th level attacks made by creatures summoned via your Life Pact feature now gain 1D12 bludgeoning damage plus their original damage if they do a melee attack. In addition you may choose one of five combat maneuver's that your Life Pact creatures may use. At 15th level this damage increases to 1D16 bludgeoning damage and you may select an additional combat maneuver.
- Pack Tactics
- The creature has advantage on all attack rolls if at least one of the its allies is within 30 feet of the creature and the ally isn't incapacitated.
- Heavy blow
- When the creature lands an attack they may attempt to perform the shove action with their bonus action.
- Mounted Tactics
- While being mounted by a Keeper the creature gains a +5 to its Armor Class & damage roles and the Keeper has advantage on initiative checks.
- Grounding Strike
- An enemy who takes damage from the creatures attack while flying must succeed a Strength saving throw with a DC of 15 + your proficiency bonus + the summoned creatures Strength modifier or be catapulted to the ground causing its speed to becomes 0 until the end of its next turn.
- Innate Magic
- The creature gains the innate ability to cast the spell Life Transference two times as an action, but it can only be used by a single creature summoned from your Well of Life and the target for the healing of this spell must always be the Keeper. At 15th level they may use this ability thrice. You regain all uses of this ability and may switch which creature gains this benefit over the course of a long rest.
At 10th level you may touch any nonmagical and magical object of huge or smaller and it will animate into an awake, conscious, and mobile being after commencing a 1 minute long ritual and there are like that until you decide otherwise. You may turn the creature back into an inanimate object with an action but only if the creature is willing. Creatures summoned via this feature cannot join your Well of Life. Creatures given sentience are grateful and are loyal to the Keepers. It remembers creatures that have walked by and everything that the object has ever experienced before sentience. The Dungeon Master determines the statistics and magical abilities for creatures summoned via this feature. You may use this ability a number of times equal to your Wisdom modifier +2 (a minimum of once) and you regain all uses of this ability after a long rest.
At 11th level your mastery over living energy has allowed you to grant complex thought to otherwise simple beings. If a creature summoned via your Life Pact feature is not sentient, it gains sentience and learns every language the Keeper knows. Although it can make its own decisions, it is still bound to the Keeper and will not seek motives that harm the Keeper. In addition creatures summoned via your Life Pact feature gain a bonus to their Armor Class equal to your Wisdom modifier +3.
At 14th level your powers over living energy allows you to shape the living as you see fit. You may cast the spell Polymorph 5 times without material components. Aside from beasts, you may also transform targets into creatures of a different creature type. The creature type you may select is based on your Living Order as shown by the chart below. However, the maximum Challenge Rating of creatures you may turn into or turn others into is 13. If the creature you transform into has the ability to cast spells or speak, you may do so. Your spellcasting ability is Wisdom and you regain all expended uses of this ability after a long rest.
- The Natural Order: Fey
- The Undead Order: Undead
- The Eldritch Order: Aberration
- The Draconic Order: Dragon
- The Giantkin Order: Giant
At 15th level the essence of life has infused itself into you causing your strikes to shower your enemies with overwhelming force and your body to withstand the test of time. Whenever you land a successful weapon attack on an enemy they take 1D12 extra Force damage. In addition for every 100 years that pass, your body only ages 1 year.
At 17th level The rage of life wells within your summoned companions empowering them with brutal might and allowing their attacks to cleave through enemies. Once on each of your turns when a creature summoned via your Life Pact feature makes an attack, they can make another attack against a creature that is within 10 feet of the original target and within your summoned creatures reach (it can be the same target).
At 20th level your immense power over life gives you more access to your Well of Life. You may spend an action to enter or leave your Well of Life and may stay there as long as you wish causing the land itself to bow to serve you, supplying you with endless food, comfort, and shelter. If you leave the Well of Life you reappear in the nearest safe and unoccupied space closest to where you entered it. You may store items in your Well of Life as you see fit. You may now allow others entities into your Well of Life if they cast the Gate or Plane Shift spell. The creatures in your Well of Life will remain passive towards your guests unless you deem them no longer welcome, in which case they will be hostile to the guests and all terrain within your Well of Life will turn to difficult terrain for the unwelcome guests. In addition you may now have three creatures summoned via your Life Pact feature at any given time, however you may only order three of your summoned creatures during your turn.
The Natural Order
You have embraced the life flowing through you and become a pure manifestation of light and nature. You dedicate yourself to the purity of life and its preservation. Your Well of Life becomes a menagerie of life and beauty. Creatures brought to the Demiplane become covered in bark, antlers, fur, claws, flowers, or other natural features. As the holy life of nature flows through you, your body may undergo some of these mutations as well. Creatures who were already Animals, Plants, or Fey that are banished to the Menagerie remain generally the same in appearance. The creature type of creatures summoned via your Life Pact feature becomes Beast, Plant, or Fey.
- Grove Soldier
At 3rd level creatures summoned via your Life Pact feature gain 8 maximum hits points. Whenever you gain a level in this class thereafter, their hit point maximum increases by additional 5 hit points. In addition when you or a creature summoned via your Life Pact feature reduces a creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your half of your Keeper level rounded up +4(minimum of 1 temporary hit point). Creatures currently summoned via your Life Pact feature gain these temporary hit points as well.
- Guardian's Call
At 7th level You are constantly under the effect of the Speak with Animals spell. In addition creatures summoned via your Life Pact feature can use their action to taunt nearby enemies into attacking them. Each creature of your choice within a 30ft radius of your summoned creature must succeed a Charisma saving throw with a DC equal of 14 + your proficiency bonus + your Wisdom modifier. On a failed save, effected creatures cannot target any other creature besides themselves or your summoned creature as a target for weapon attacks and spell attacks. Spells with a radius such as fireball must include your summoned creature within it's boundary. At the end of each of an effected creature's turn they may repeat their saving throw against this ability. If you recall a summoned creature into your Well of Life, taunted enemies are immediately freed from this effect. Creatures who are immune to charm effects are immune to this ability. You may use this ability a number of times equal to you Wisdom modifier (a minimum of once) and regain uses of this ability after finishing a long rest. At 13th level creatures taunted by this ability have disadvantage on attack roles.
- Animal Harbinger
At 13th level you may cast the spell Conjure Animals twice. You do not need to concentrate on this spell and the duration is up to 10 hours, you may only summon a single beast with a challenge rating of 5 or cast the spell normally with a 7th-level slot. You regain the use of this ability after a short or long rest.
- Lord of the Woods
At 18th level your creature type becomes beast, plant or fey (your choice). As an avatar of life you will likely be sought after by higher beings in order to ally themselves with you or try and drain your life energy. From this point on you may spend your action to merge with a creature summoned via your Life Pact feature into a fusion of both of your bodies. Well merged with your summoned creature you take on all of the statistics as your summoned creature currently has as described by your Life Pact feature including its current hit points. Well in this form you gain the effects of any feature that normally effects creatures summoned via your Life Pact feature. You may use weapons in this form or make attacks (your choice) and maintain all your class features. Every time you land a successful weapon attack on an enemy they must succeed a Wisdom saving throw with a DC of 14 + your proficiency bonus + your Wisdom modifier or be taunted as described by your Guardian's Call feature. Whenever a creature attacks you with a melee attack well in this form, they take piercing damage equal to your Wisdom modifier +6 from barbed thorns that protrude from your body. This form lasts an hour or until it drops to 0 hit points. When this form is destroyed the creature you merged with returns to your Well of Life with 1 hit point and you return to the hit points you were at before transforming. You may use this ability twice and regain expended uses after a long rest.
The Undead Order
Although most Keepers accept the gift of life within them you have denied your gift and turned to vile necromancy. You twist and warp the dead to serve you and become a patron of the dead. Life is just something to be abused for powers in your eyes. Your Well of Life becomes a Graveyard filled with muck and tombstones. Any creature banished to the Demiplane has rotting flesh, a skeleton frame, wraith like features, ectoplasm, or other undead features. As the Unholy life of undeath flows through you, your body may undergo some of these mutations as well. Creatures who are already Undead that are banished to the Graveyard remain relatively the same in appearance. The creature type of creatures summoned via your Life Pact feature becomes Undead.
- Cursed Touch
At 3rd level your summoned creatures gain the ability to debilitate enemies momentarily. Thrice every short or long rest when a creature summoned via your Life Pact feature lands a successful attack, you may force the damaged creature to make a Wisdom saving throw with a DC of 14 + your Wisdom modifier + your proficiency bonus. On a failed save the target suffers one of the following effects of your choice.
- The creature is blinded for three rounds.
- The damage dealt by its weapon attacks is halved for three rounds.
- It is charmed by a chosen ally within 50ft for three rounds.
- Grave Bomb
At 7th level whenever a creature summoned via your Life Pact Feature dies, they violently explode. Every creature in a 30ft radius must succeed a Dexterity saving throw with a DC of 14 + your Wisdom modifier + your proficiency bonus. On a failed save any creature in the radius takes 5D10 necrotic damage or half as much on a successful save. At 13th level you may apply one of the effects listed in your Cursed Touch feature to creatures who fail their Dexterity saving throw. At 18th level the damage from this feature increases to 9D10. In addition you may cast the spell Speak with Dead a number of times equal to your Wisdom modifier +2 and you regain all uses of this ability after a long rest.
At 13th level Once during a turn you may destroy a creature summoned via your Life Pact feature or within your Well of Life to regain 1D15 + your Wisdom modifier + 8 hit points. When you sacrifice a creature that is already summoned via your Life Pact feature you may immediately summon a new creature as a bonus action. You may summon replacement creatures this way twice and regain the uses of this after a short or long rest.
- Grave Lord
At 18th level your creature type becomes Undead, you no longer need to sleep and you gain immunity to necrotic damage. Although you no longer need to sleep you must still spend at least 2 hours of light activity on a daily basis to gain the benefits of a long rest. As a avatar of death, dark beings may observe your progress and cultists are likely to start following you. In addition you may cast the spell Circle of Death thrice without using material components. Your spellcasting ability is Wisdom and you regain all expended uses of this ability after a short or long rest.
The Eldritch Order
- Eldritch Sanctum
In your search you found the most primitive source of cosmic life. You find yourself obsessed with the great old ones and seek to learn ancient knowledge well expanding your arsenal of eldritch horrors. Your Well of Life becomes a living organism made out of tentacles, eyes, arms, legs, and teeth. Any creature banished to the Demiplane gains tendrils, extra eyes, more mouths, or huge brains. As the Eldritch life of chaos flows through you, your body may undergo some of these mutations as well. The creature type of creatures summoned via your Life Pact feature becomes Aberration. Creatures who were already aberrations that are banished to the Eldritch Sanctum remain relatively the same in appearance.
At 3rd level you gain tentacles as a Keeper Weapon. Tentacles are a special weapon dealing 1D15 Piercing damage with the finesse property. When you land a successful hit with this weapon, you may attempt to grapple your target as a bonus action. You may add your Wisdom modifier + 3 to grapple checks made with this weapon. This weapon is attached to your body and cannot be disarmed unless it's severed. If severed, it regrows over the course of a short or long rest.
Starting at 7th level you may catapult your body 60ft in one direction of your choice by expending all of your movement for the turn. Well traveling this way you gain the benefits of the disengage action. If you are grappled to an enemy well using this ability they travel with you. If you hit a wall well traveling you immediately stop and any creature you are grappling takes 4D6 bludgeoning damage.
- Inhuman Form
Starting at level 13 creatures summoned via your Life Pact feature gain your tentacles feature as well. Their tentacles gain all features that directly influence tentacles whenever you gain access to them and all features that work with attacks also work with these tentacles. In addition your Tentacles now gain the reach weapon property and even if your form is altered by Polymorph or similar spells you may still use your tentacles as one of your actions. If a creature you transform into has the multi-attack action you may replace one of the attacks listed with a tentacle weapon attack.
- Cosmic Lord
At 18th level your creature type becomes Aberration and you can no longer be feared or diseased. As an avatar of the cosmos, terrors from the far reaches of the universe take interest in you and their children treat you as kin. From this point onward creatures that are grappled by your tentacles have disadvantage on all saving throws. In addition you may cast the spells Regenerate & Telepathy thrice each without using material components. Your spellcasting ability is Wisdom and you regain the use of this ability after a long rest.
The Draconic Order
- Dragon's Lair
Draconic Keepers are Keepers who have tapped into a well of draconic influence and seek to not only create and grow dragons, but use them more effectively as well. Your Well of Life becomes a expanse of perfect draconic lairs for a variety of dragons such as high mountain caves, destroyed castles, or volcanos. Any creature banished to the Demiplane has their body heavily influenced by draconic magic similar to the way a Dragonborn compares to a Human. Some examples of this are scaly skin, leathery wings, claws, or dragon shaped skulls. As draconic blood flows through you, your body may undergo some of these mutations as well. The creature type of creatures summoned via your Life Pact feature becomes Dragon. Creatures who were already dragons before being banished to your Dragon's Lair remain relatively the same in appearance.
- Draconic Mark
At 3rd level you may spend an action to curse a target that you can see, forcing them to make a Wisdom saving throw with a DC equal to 14 + your proficiency modifier + your Wisdom modifier. On a failed save they gain vulnerability to two of the following damage types of your choice for three rounds: acid, poison, cold, fire, or lightening. This has no effect if the target has immunity to the selected damage type, and if the target has resistance they lose the resistance instead of becoming vulnerable. You may use this ability a number of times equal to your Wisdom modifier +3 (a minimum of once) and regain expended uses on a long rest. In addition you may merge creatures within your Well of Life with a combined Challenge Rating of 2 or more to create a dragon egg. The type of dragon egg that is created is up to your Dungeon Master's discretion. After one week, the egg will hatch into a Wyrmling. To further advance the dragon's growth you may now use the draconic feasting ability:
- Draconic Feasting
You may feed your dragons with the power of other beings within your Well of Life to bring them to the next stage of development as follows:
- To age a Wyrmling into a Young Dragon you must combine creatures with a total Challenge Rating of 4 or more.
- To age a Young Dragon into an Adult Dragon you must combine creatures with a total Challenge Rating of 8 or more.
- To age a Adult Dragon into an Ancient Dragon you must combine creatures with a total Challenge Rating of 12 or more.
- Dragon's Breath
Starting at 7th level creatures you summon that would not normally have breath weapons, may now use them. The Difficulty Class of saving throws generated via this feature is equal to 14 + your proficiency modifier + your Wisdom modifier. Metallic dragons still have the option of picking between a damaging breath or the other breath weapon detailed in their bestiary however they may only use this type of breath thrice before completing a long rest. Instead of the original damage of a dragon's breath, dragons deal damage of their appropriate type according to the chart listed below. Breath weapons still recharge as normal and the area they effect, such as a line or cone, remains the same as it does in the bestiary of each individual dragon.
- Wyrmling Dragon breath: 10D6
- Young Dragon breath: 14D6
- Adult Dragon breath: 18D6
- Ancient Dragon breath: 22D6
- Fearful Presence
At 13th level dragons which have the Fearful Presence action may now spend their action to use it. The DC of this ability is equal to 16 + your proficiency modifier + your Wisdom Modifier.
- Draconic Lord
Starting at 18th level your creature type becomes Dragon and you gain resistance to three of the following damage types of your choice: acid, poison, cold, fire, or lightening. You may change your selected damage type after completing a short rest. As an avatar of draconic influence you may draw the attention of powerful dragons seeking to destroy or befriend you. In addition you may cast the spell Compulsion thrice using Wisdom as your spellcasting modifier. You regain the use of this ability on a short or long rest.
The Giantkin Order
- Giant's City
Giantkin Keepers are Keepers who draw their might from Titans and Giants who died long ago. As Giantkin Keepers grow stronger, they grow in size and find themselves thinking more like their ancient patrons. Your Well of Life becomes a expansive viking city suited to fit giants. Any creature banished to the Demiplane becomes taller, wider, and more humanoid. Some examples of this are beards, apposable thumbs, or a muscled upright upper body. As giant blood flows through you, your body may grow more as well. The creature type of creatures summoned via your Life Pact feature becomes Giant. Creatures who were already giants before being banished to your Giant's City remain relatively the same in appearance.
- Giant's Fist
At 3rd level your unarmed strikes now deal bludgeoning damage equal to 1D10 + your Strength modifier. From this point onward you may cast Enlarge/Reduce thrice as a bonus action without material components and a duration of concentration up to 45 minutes, however the target of the spell must be you or a creature summoned via your Life Pact feature and you must select the Enlarge option. You regain the use of this feature after completing a short or long rest. In addition once a turn, well enlarged, if you or a creature summoned via your Life Pact feature kills an enemy, you may move up to half your movement and make a single unarmed strike against a creature within your reach.
- Rock Throw
At 7th level you may spend an action to pick up a large boulder, chunk of rubble, or rip large pieces of material out of walls directly and make a ranged attack against a target within 80ft of you. If you cannot conceivably gain anything to throw, you may not use this feature. You are proficient with this weapon and add your Strength modifier to attack roles and damage rolls made with it. If the rock hits an enemy, it deals 2D12 + your Strength modifier bludgeoning damage. If your size is large or larger this deals 3D12 + your Strength modifier bludgeoning damage instead. At 18th level whenever a creature is damaged via your Rock Throw ability they must succeed a Strength saving throw with a Difficulty Class equal to 14 + your proficiency modifier + your Strength modifier. On a failed save they are knocked prone.
- Eye of the Colossus
At 13th level you are constantly under the effects of the Enlarge section of the Enlarge/Reduce spell, this effect cannot be dispelled and does not require concentration. In addition you may use your action to mark an enemy within sight as your prey. Whenever a creature is marked by this ability they must succeed a Charisma saving throw with a Difficulty Class equal to 14 + your proficiency modifier + your Strength modifier. On a failed save, the target is frightened of you. Even if the target succeeds, they are still marked. The mark lasts 5 hours or until you mark another creature, and you have advantage on survival checks to track marked targets. Whenever you or a creature summoned via your Life Pact feature lands a successful attack on a marked creature they take an additional 1D10 force damage. You may use this ability a number of times equal to your Wisdom modifier +2 (a minimum of once) and regain all uses of this ability after a long rest.
- Giant Lord
At 18th level your creature type becomes Giant and your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24 as well. Your size increases by one category. This is permanent and cannot be taken away. As an avatar of titanic might, titans turn in their graves as you walk and giants hail you as a leader. From this point on you may now pickup and throw most creature as ammunition for your Rock Throw feature. You may not throw creatures who are more then one size larger then you. You may decide whether the thrown target takes damage or not. If you choose for the thrown target to take damage, they take damage as if they were hit by your Rock Throw feature. A creature unwilling to be thrown must make a Strength saving throw with a Difficulty Class equal to 14 + your proficiency modifier + your Strength modifier. On a failed save, you may throw them.
Prerequisites. To qualify for multiclassing into the Keeper class, you must meet these prerequisites: You must have a wisdom score of 13 or higher and some connection to a Well of Life or living energy.
Proficiencies. When you multiclass into the Keeper class, you gain the following proficiencies: simple weapons, keeper's weapons, light armor, medium armor, and shields.