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Keeper

Standing not quite alone in the centre


of a gloomy woodland glade, a human
parts the mists surrounding them with
the head of their sceptre, demanding the
knowledge of the forest spirits for the
third and final time. The command takes
hold, and the human falls perfectly still
as their mind is seized by a vision.
Suspecting vulnerability, a powerful
beast spirit steps into the glade, eager
to make the interloper regret their
brazen attitude, but before it can strike,
a formless shroud of shock-white frost
coalesces into the shape of a knight bearing
a sword and shield, ready to defend its master.
Hand grasped tightly around the leash
locked to their companion's neck, a tiefling
makes slow, confident strides towards their
foe, the hellhound bound to them growling all the
while, spitting sparks and cinders from the gaps
between its jagged teeth. The dog's spine arches,
and it howls, loud and angry. The tiefling barks an
order as their body is filled with infernal vigor,
burning spirits crawling underneath their skin. In
an instant, the leash is dropped, their companion
blitzing towards the nearest enemy with hate in its
eyes, its master close behind.
Islands of calm in an ocean of chaos, two partners
dance to a symphony only they can hear, the violence
surrounding them seeming all the quieter for the bond
they share. A whirling stormcloud bound into
humanoid shape by scorched rags and bandages
envelops their genasi companion, and a crack of
lightning strikes the ground at their feet. Where two
figures once stood, a blue-skinned giant clutching a
thunderbolt readies themselves for battle, veins
pulsing with electric blue light, and the dance continues.
Keepers and their companions are a living gate
between the magical and the mundane, defined by their
bond to each other and the covenant they form. Wielding
esoteric magic, they exert their will on the world by
commanding the tiny unseen spirits and connections that
permeate the multiverse, drawing on that power to summon
otherworldly beings, bind the wills of others, discover hidden
secrets, and make their voices heard.
Modest Magic
Seven gods live in every grain of rice. A thousand more live in
every meal, and a thousand thousand more than that in every
home. Such is the wisdom of a keeper. Where many
spellcasters call forth their power from within or channel
energy from a higher being, keepers engross themselves in
the spirits of place near and dear to wherever they might be,
forming relationships with them—whether their bond be
gentle, domineering, or outright hostile—and calling on them
for strength.

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In this way, keepers captivate the world's attention, and in Quick Build
turn, its power. They must be careful, however, to avoid the You can make a keeper quickly by following these
opposite. A keeper can earn much favour from spirits by suggestions. First, make Strength or Dexterity your highest
making bold declarations of their nature and intent, and lose ability score if you plan to focus on martial combat, or
it just as quickly by breaking their promises. As such, keepers Charisma if you'd rather prioritize your occult talents.
are wise enough to say what they mean, at least while the Second, choose the hermit or sage background. Third, follow
universe is listening. After all, life is a challenge when the the guide to creating your companion detailed at the end of
whole world is against you, but when all creation is on your the class description.
side, you couldn't ask for a more powerful ally.
Open the Gate Class Features
All things must come to dust. Each and every mortal will one As a keeper, you gain the following class features
day suffer the ravages of time, be withered by age, injury,
sickness, or malice. Even immortals must fall in the end, Hit Points
coming to nothing, or simply fading, forgotten. Spirits, less Hit Dice: 1d8 per keeper level
grounded in reality, know this truth all too well. Rarely, these Hit Points at 1st Level: 8 + your Constitution modifier
spirit-beings might even slip from the world entirely, falling Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
between the cracks as they lose their grip on the objects and modiier per keeper level after 1st
places which anchor them.
Rather than vanish, however, a number of these beings find Proficiencies
a semblance of life in the form of a covenant, a compact Armour: Light armour, medium armour, shields
sealed with a mortal, binding the pair together, sharing the Weapons: Simple weapons, martial weapons
lives they possess with one another. In this way, the spirit acts Tools: None
as a gate to the magical world, allowing their mortal partner Saving Throws: Constitution, Charisma
to immerse themselves in things unearthly and occult, while Skills: Choose two from Animal Handling, Arcana, History,
the mortal acts as a gate to the mundane, the material, Insight, Intimidation, Medicine, Perception, Performance,
through which the spirit might flee the jaws of oblivion. Persuasion, and Religion
Creating a Keeper Equipment
You start with the following equipment, in addition to the
As you create your keeper, you must ask yourself two equipment granted by your background:
questions above all others: what is your companion, and what
are they to you? Did you find and care for a newborn creature (a) a martial weapon and a shield or (b) two martial
or egg, only to be surprised when it later declared itself your weapons
companion? Were you in danger, and saved by forming a bond (a) a light crossbow and 20 bolts or (b) three daggers
with your companion, or did you hunt, tame, and bring a (a) leather armour or (b) scale mail
spirit being to heel, forcing it to serve you? (a) an explorer's pack or (b) a priest's pack
Your companion's nature has great effect on your bond. Are An esoteric implement
they a celestial spirit who came to you in a moment of need, Alternatively, you can start with 5d4 x 10 gp and spend it
in return for your aid spreading their influence? Did you trick on items from Chapter 5 of the Player's Handbook.
a fiend into your service, wielding its true name like a leash?
Or did you bargain with a fey, earning its teachings in
exchange for some strange sacrifice you would later regret?
Perhaps you even created your companion, raising them Multiclassing
from death or hosting a spirit within a body of your own Prerequisites. The prerequisite for multiclassing
construction. as a keeper is a Strength or Dexterity score of 13
Consider also your magical abilities. Your bond is the and a Charisma score of 13.
source of your power, but how develop your mystical Proficiencies. When you multiclass into keeper,
knowledge? Were you taught by your family, following ages you gain proficiency in light armour, medium
old tradition, or did your companion tutor you in the armour, shields, simple weapons, and martial
workings of your new powers? Perhaps you still don't truly weapons. When determining your total spell slots,
understand the rules, simply figuring them out as you you add one half of your keeper levels (rounded
down) to the total.
plunge ever deeper into the occult.
The Keeper
—Spell Slots per Spell Level—
Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Bound Companion, Occultist's Seal, Gate of Rest — — — — —
2nd +2 Awakened Sight, Spellcasting 2 — — — —
3rd +2 Gate of Battle, Spirit Covenant 3 ─ — — —
4th +2 Ability Score Improvement 3 ─ — — —
5th +3 Spirit Covenant feature 4 2 — — —
6th +3 Awakened Sight improvement, Practitioner's Font 4 2 — — —
7th +3 Spirit Covenant feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Gate of Travel 4 3 2 — —
11th +4 Spirit Covenant feature 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Witch Gate (5th level) 4 3 3 1 —
15th +5 Retribution 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 Witch Gate (6th level) 4 3 3 3 1
18th +6 Spirit Covenant feature 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Witch Gate (7th level), World Gate 4 3 3 3 2

Bound Companion Occultist's Seal


You have completed a ritual, binding yourself and a spirit The binding placed upon your companion grounds it in
together through a occult compact. reality, tying it to the material world. This more physical
You decide your bound companion's statistics using the presence grants it a number of benefits.
guide detailed at the end of the class description. Your companion obeys your commands as best it can. It
If your bound companion is ever slain, the connection takes its turn on your initiative, and you determine its actions,
between you is tested. You take necrotic damage equal to decisions, attitudes, and so on. If you are incapacitated or
twice your character level. This damage can't be reduced or absent, your companion acts on its own.
prevented in any way, and reduces your hit point maximum by Your companion's anchoring in this world is fledgling. As a
an amount equal to the damage taken (to a minimum of 1) result, it can't attack until you reach 3rd level in this class.
which lasts until you finish a long rest. Your companion has features and game statistics
If you finish a long rest while your bound companion is determined in part by your level. Your companion uses your
slain, your bond inevitably draws you back together. At the proficiency bonus rather than its own.
end of the long rest, your companion reforms near to you, Your companion gains no benefit from armour or weapons,
having gained the benefits of a long rest, in a manner whether or not it is physically capable of using them. Your
appropriate to its nature. A fire spirit could be reborn in a companion has a natural armour class of 12 + your
bonfire, while a ghost might simply arrive with a cold wind. proficiency bonus.

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For each keeper level after 1st, your companion gains an Spellcasting
additional Hit Die and increases its hit points accordingly.
Your companion's Hit Dice are d8s, regardless of its size. By 2nd level, you've earned the attention of the world around
When your companion is reduced to 0 hit points, it makes you, and established yourself as a force of change. See
death saving throws as a player character would. Chapter 10 of the Player's Handbook for the general rules of
Your companion's level is equal to your keeper level for the spellcasting and the end of this document for the Keeper
purpose of spells and features like polymorph and true spell list.
polymorph.
Whenever you gain the Ability Score Improvement feature Preparing and Casting Spells
from this class, your companion's abilities also improve. Your The Keeper table shows how many spell slots you have to
companion can increase one ability score of your choice by 2, cast your spells. To cast one of your keeper spells of 1st level
or it can increase two ability scores of your choice by 1. As or higher, you must expend a slot of the spell's level or higher.
normal, your companion can't increase an ability score above You regain all expended spell slots when you finish a long
20 using this feature unless its description specifies rest.
otherwise. You prepare the list of keeper spells that are available for
You decide your companion's alignment and ideal. At your you to cast, choosing from the keeper spell list. When you do
option, you can pick from or roll on the the tables below to so, choose a number of keeper spells equal to your Charisma
determine its traits and flaws. Its bond is always "I must modifier + your keeper level (minimum of one spell). The
protect my keeper. We are greater together than alone." spells must be of a level for which you have spell slots.
For example, if you are a 5th-level keeper, you have four
d4 Trait 1st-level and two 2nd-level spell slots. With a Charisma of 14,
My keeper is mortal, and mortals are frail. It's my your list of prepared spells can include seven spells of 1st or
___1___
job to keep them safe. 2nd-level, in any combination. If you prepare the 1st-level
spell command, you can cast it using a 1st-level or a 2nd-level
2 I show affection by making threats. slot. Casting the spell doesn't remove it from your list of
3 I hoard any valuables I can find. prepared spells.
My keeper is the only family I've ever known. I
You can change your list of prepared spells when you finish
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trust them absolutely. a long rest. Preparing a new list of keeper spells requires
time spent bonding with the spirits surrounding you: at least
d4 Flaw
1 minute per spell level for each spell on your list.
___1___
Dogs bark while I'm near, and cats never trust Spellcasting Ability
me. Charisma is your spellcasting ability for your keeper spells,
2 I'm jealous of anyone too close to my keeper. since their power comes from your ability to command the
world around you. You use your Charisma whenever a spell
3
I'm loathe to explain what's obvious to a spirit refers to your spellcasting ability. In addition, you use your
being like myself. Charisma modifier when setting the saving throw DC for a
4 Flaw? What flaws? keeper spell you cast and when making an attack roll with
one.
Gate of Rest Spell save DC = 8 + your proficiency bonus +
Your companion can retreat to a pocket dimension, a private your Charisma modifier
domain of your creation. As an action, you can temporarily
dismiss your companion. It disappears into this domain, Spell attack modifier = 8 + your proficiency bonus +
where it awaits your call. As an action while it is temporarily your Charisma modifier
dismissed, you can cause your companion to reappear in any
unoccupied space within 30 feet of you.
Your companion leaves this domain if you die, and can't Variant: Gate of Disguise
return unless you are resurrected. If you'd rather your companion blend in than hide,
your Dungeon Master might allow this variant
Awakened Sight feature, which replaces the Gate of Rest feature.
When you reach 2nd level, your eyes open, ripples of magic Gate of Disguise. Choose a Small or smaller
beast. Your companion can use its action to
and intent now visible to your sight. When you make an polymorph into that beast, or back into its true
Arcana, Investigation, Perception, or Survival check, you can form. It reverts to its true form if it dies. Any
add half your Charisma modifier (rounded up, minimum of 1) equipment it carries is absorbed or carried by the
to the result. new form (its choice). While polymorphed, its size
Starting at 6th level, you instead add your Charisma and speed are replaced by those of the new form,
modifier (minimum of 1). and it can't attack. It otherwise retains its statistics.
Your companion's disguise resembles it in some
way. For example, a monstrous horned wolf might
take the form of an unusually ferocious dog.

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Spirit Covenant
At 3rd level, you define the seal binding you and your
companion together, and the gateway you form between the
mortal world and the spiritual. Choose the Covenant of the
Legion, Covenant of the Vessel, or the Covenant of Unity.
Ritual Casting Your choice grants you features at 3rd level, and then again
You can cast a keeper spell as a ritual if that spell has the 5th, 7th, 11th, and 18th level.
ritual tag and you have the spell prepared.
Covenant Spells
Spellcasting Focus Each covenant has a list of associated spells. You gain
You can use an esoteric implement (detailed at the end of this access to these spells at the levels specified in the covenant
document) as a spellcasting focus for your keeper spells. description. Once you gain access to a covenant spell, you
always have it prepared. Covenant spells don't count against
Gate of Battle the number of spells you can prepare each day.
Starting at 3rd level, your companion has grown in power, If you gain a covenant spell that doesn't appear on the
further grounding itself, and can now attack. keeper spell list, the spell is nonetheless a keeper spell for
Choose one or two of the following damage types: acid, you.
bludgeoning, cold, fire, force, lightning, necrotic, piercing,
poison, psychic, radiant, slashing, or thunder. When a feature Ability Score Improvement
uses your companion's damage type, you use one of those When you reach 4th level, and again at 8th, 12th, 16th, and
damage types (your choice). 19th level, you can increase one ability score of your choice
Your companion has two natural weapons, which it is by 2, or you can increase two ability scores of your choice by
proficient with and can use to make melee weapon attacks. 1. As normal, you can't increase an ability score above 20
These weapons might take the shape of claws, powerful using this feature.
muscles, conjured weapons, or elemental blasts. Your
companion can add its Strength, Dexterity, Intelligence, Practitioner's Font
Wisdom, or Charisma modifier to their attack and damage Starting at 6th level, your companion's attacks count as
rolls, and they deal 1d6 of your companion's damage type on magical for the purpose of overcoming resistance and
a hit. In addition, one of these natural weapons gains a immunity to nonmagical attacks and damage, and ignore
benefit from the options on the Companion Attacks table. resistance to damage of your companion's damage type.
Companion Attacks Additionally, during a short rest, you can call on the bond
Attack Benefit between you and your companion, summoning it even from
death. At the end of the short rest, your companion reforms
Impact
The weapon pushes the target up to 5 feet near to you with half its maximum hit points, having gained
away from your companion on a hit. the benefits of a short rest, and can immediately spend Hit
Reach The weapon gains the reach property. Dice to recover hit points.
Once you call on your companion with this feature, you
///Ranged///
The weapon can be used to make ranged
weapon attacks (range 20/60).
can't do so again until you finish a long rest.

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Gate of Travel Spirit Covenants
Beginning at 10th level, you can ride the bond between you The bond between keeper and companion is a gateway
and your companion like a wave. As a bonus action while between two worlds, and the powers that flow through that
your companion is within 120 feet of you, you can teleport to gate are defined by the covenant that opens it. Each covenant
an unoccupied space within 5 feet of it, or teleport it to an is a symbol of a relationship, and like any relationship, it can
unoccupied space within 5 feet of you. Alternatively, you can take many forms. Some keepers see their companions as
both teleport, swapping places. You don't need to see your pets, much like a familiar, while others consider them like
companion to teleport using this feature. family—equals in a mutual partnership. More rarely, a keeper
You can use this feature twice. You regain all expended acts as apprentice, their companion acting as master and
uses of it when you finish a short or long rest. teacher.
Witch Gate Covenant of the Legion
By 14th level, your companion is a gate to the magical world, Keepers of this covenant command such a presence that
and you are the key. You gain one 5th-level spell slot, which their will is enough to overwhelm the spirits of the world
you can use to cast your keeper spells. around them. When these legionnaires walk, the wind is at
At higher levels, you gain additional spell slots: one 6th their back, their way is clear, and their pace is swift as they
level spell slot at 17th level, and one 7th level spell slot at follow their path to victory, their most loyal companion and
20th level. You regain all expended spell slots when you finish follower always by their side. They speak with the voice of a
a long rest. conqueror, and the universe listens.
Retribution "Hear me! I claim this place and name it mine! Let all who
Starting at 15th level, when you or your companion is would oppose me speak now, or fall silent forevermore!"
reduced to 0 hit points, the other can retaliate in fury,
demanding aid from nearby spirits. If they do so, the Covenant Spells
retaliator immediately regains hit points equal to your keeper You gain covenant spells at the keeper levels listed.
level + your Charisma modifier, and for 1 minute, the first
creature it hits with an attack on each of its turns takes an Covenant of The Legion Spells
extra 2d8 damage of your companion's damage type. Keeper Level Spell
Once you or your companion uses this feature, it can't be
used again until you finish a long rest. 3rd command
5th silence
World Gate 9th spirit guardians
By 20th level, you are a gate to the material world, and your
companion is the key. While your companion is alive, you do 13th freedom of movement
not age. Additionally, if you die while your companion still 14th dominate person
lives, the connection between you returns you to the world of
the living; if your companion finishes a long rest while you
are dead, you can return to life, reforming your body near to
your companion, having gained the benefits of a long rest.
You can reform your body as a younger version of yourself, if
you wish.
If a spell, such as raise dead, has the sole effect of restoring
you to life, the caster can cast the spell on your companion as
though it were your corpse.
Hearthkeeper Demesne
When you reach 3rd level, you learn to speak with the By 18th level, you can perform a ritual to claim ownership of
spiritual denizens of an area. You can spend 10 minutes a location no larger than 500 feet on a side, such as a section
entreating or ordering these spirits, burning simple offerings, of forest, a manor, a castle, or other area, establishing it as
or otherwise commanding the attention of the world around your demesne. To perform the ritual, you must spend at least
you. 24 consecutive hours within the area without resting, falling
If you do so, you learn one fact of your choice about any of unconscious, or being reduced to 0 hit points. During the
the following subjects as they relate to the area within 1 mile ritual, any creature within 1 mile of you is made aware of your
of you: claim and the consequences of the ritual. If you successfully
complete the ritual, you claim the area as your demesne.
Frequently visited buildings and places of business Within your demesne, you can shape reality to your will.
Historically significant events You can use your action to manipulate an area you can see
Powerful aberrations, celestials, fey, fiends, elementals, or within your demesne no larger than a 20-foot cube,
undead destroying solid structures, raising or depressing land,
Safe sources of food, water, and places to rest changing the weather and temperature, manifesting sounds
Mortals and spirits experience life in fundamentally or smells, or altering the material of a structure or surface -
different ways. In offering their wisdom, the spirits' advice such as changing a stone wall to one of wood, ice, or flesh. If
may be cryptic, spoken like a prophecy, or conveyed through you manipulate an area to cause harm, each hostile creature
potentially disturbing dreams and visions. within the area must make a Charisma saving throw against
Once you use this feature, you can't use it again until you your keeper spell save DC. A creature takes 4d8 damage of a
finish a long rest. type of your choice on a failed save, or half as much damage
on a successful one.
Sworn Protector If you claim another demesne, your lose ownership of your
By 3rd level, your companion is your faithful servant and former demesne, and any changes you made within are
protector. When a creature your companion can see attacks slowly undone over the course of a week. Anything created by
you, your companion can use its reaction to move up to its this feature vanishes when it leaves your demesne, and any
speed towards the attacker, imposing disadvantage on the changes made to an object are rapidly undone if it leaves your
attack roll if it ends this movement within 5 feet of the demesne.
attacker.
Covenant of the Vessel
March of the Legion
Beginning at 5th level, your companion can attack twice, Every keeper treads a measure in the world of the mystical.
instead of once, whenever it takes the Attack action on its Some, however, go further, truly joining with the magical
turn. world. Called vessels, these keepers cut away fragments of
their self, the bedrock of their identity, and fill the gaps with
Unseen Serfdom spirits kin to their companion. These vessels are imbued with
At 7th level, you gain access to the unseen servant spell. You wild, electrifying power, but must remain vigilant, or risk
always have it prepared, and it doesn't count against the losing themselves to the spirits they invite within.
number of spells you can prepare each day. "Hungry spirits, rattlin' around inside you; something wild, to
Additionally, when you cast unseen servant, you can create run faster, hit harder... It's enough to make you feel hollow."
a number of additional servants equal to half your keeper
level. When you cast unseen servant in this way, each servant
has a Strength score equal to the number of unseen servants Covenant Spells
under your command (maximum Strength score of 12), and You gain covenant spells at the keeper levels listed.
you can mentally command any or all of the servants when Covenant of The Vessel Spells
you use your bonus action to command a servant, issuing the
same command to each one. Keeper Level Spell
Once you cast unseen servant in this way, you can't do so 3rd expeditious retreat
again until you finish a long rest.
5th alter self
Oathbound Guardian 9th haste
Starting at 11th level, your companion is your devoted
guardian. When you use your Sworn Protector feature, your 13th shadow of moil
companion can make a melee attack against the attacker as 14th spirit feastKS
part of the same reaction.
Additionally, while your companion is within 5 feet of a Spells marked with KS can be found at the end of this
hostile creature, that creature has disadvantage on any attack document.
roll targeting you.

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Burning the Candle Spirit Vault
At 3rd level, the spirits invited within change you, making you Starting at 18th level, your body is animated by the spirits
restless, agitated, and just a little inhuman. You cannot sleep, held within. You ignore the effects of the first five levels of
magically or otherwise, and no longer need to, though you exhaustion. In addition, while Spirit Riding, having 0 hit
can still be knocked unconscious. To gain the benefits of a points doesn't knock you unconscious. You still must make
long rest, you can spend all 8 hours doing light activity, such death saving throws, and you suffer the normal effects of
as pacing and keeping watch. taking damage while at 0 hit points.
Additionally, when your Spirit Riding ends, you can open
Spirit Riding the vault within your soul and release a hurricane of hungry
Starting at 3rd level, your will is steeled, strong enough to spirits. Each creature within 30 feet of you must make a
withstand assault from within. Constitution saving throw against your keeper spell save DC.
While within 60 feet of you, your companion can use its A target takes 8d8 necrotic damage on a failed save, or half
action to beckon spirits of its nature to enter your body, as much damage on a successful one. A target killed by this
imbuing you with a portion of their strength through a damage is devoured whole. You regain hit points equal to
practice called riding. These spirits remain for 10 minutes. your Charisma modifier for each creature devoured in this
Your Spirit Riding ends early if you die or if you dismiss it (no way. If your Spirit Riding ended early because you died and
action required). Your companion can't use this feature while the spirits devour a creature, you are returned to life with 1
you're Spirit Riding. hit point.
While Spirit Riding, you gain the following benefits: Once you open the vault, you can't open it again until you
finish a long rest.
Whenever you hit a creature with a weapon attack on your
turn, you can push the creature up to 5 feet away from you Covenant of Unity
and immediately move up to half your speed to an
unoccupied space within 5 feet of the target. The bond between Keeper and companion typically implies a
Immediately after you take damage, you gain temporary measure of servitude on the companion's part. This is not
hit points equal to your Charisma modifier (minimum of always the case. For some, the bond is much more intimate,
1). and the line between the two halves is blurred. These merged
You cannot be frightened. If you are frightened when you beings, often called unions or fusions, embody the
begin Spirit Riding, the effect is suspended while you are relationship between each partner, their mind and body
Spirit Riding. shaped by the interplay between their halves.
You ignore the effects of any levels of exhaustion. "I'm not two people, fighting together. Everything they care
The first time you use this ability, you suffer no adverse about? Their love, their hate? I'm that, and so much more."
effect. Each time you use this feature again before you finish
a short or long rest, you suffer one level of exhaustion. Covenant Spells
You gain covenant spells at the keeper levels listed.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, Covenant of Unity Spells
whenever you take the Attack action on your turn. Keeper Level Spell
Hollowed Heart 3rd bless
By 7th level, your harrowed spirit can consume fragments of 5th aid
the dead. By spending 1 minute within 5 feet of a creature's
corpse, you can learn what skill and tool proficiencies the 9th dreamscapeKS
creature possessed, what languages it spoke, and its type. 13th aura of life
When you use this feature, you can also choose to harvest
fragments of its spirit. If you do so, you gain proficiency in 14th ties that bindKS
two skills or tools of your choice, chosen from those the
creature possessed in life, which remain until you harvest Spells marked with KS can be found at the end of this
fragments of another creature's spirit. You can replace one or document.
both of these selections with languages the creature spoke. If
the creature did not speak a language, you can instead Unity
communicate with and be understood by any of its kind. At 3rd level, your power over connections grants you the
ability to become one with your companion. You can use your
Soul Frenzy action while touching your companion to unify with it,
Starting at 11th level, the spirits within you scream at the merging into a single creature. Your bodies join together, but
slightest provocation. When you hit a creature with a weapon you retain your class features and other statistics. Your
attack while Spirit Riding, you can roll one of the weapon's companion becomes a part of your body; it is incapacitated,
damage dice one additional time and add it to the damage of has a speed of 0, and cannot be targeted by any attack, spell,
the attack if that creature has damaged you or your or harmful effect.
companion since the end of your last turn.

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While unified, you have resistance to all damage, and each
time you take damage, your companion takes the same
amount of damage. In addition, whenever you make an ability Me, Myself, and I
check, you can make the check using your companion's The union between keeper and companion is often
statistics, rather than your own. a being in its own right, possessing its own distinct
For the duration, you gain the benefit of your companion's personality. At your option, you can pick from or
traits, including its senses and speeds. If your companion has roll on the following table to create a quirk for your
a flying speed, you can't use it while unified until you reach union.
9th level in this class. If your companion is larger than you, d6 Quirk
you grow to its size — from Small to Medium, for example.
Additionally, you manifest your companion's natural ///1/// You actually were born yesterday.
weapons. You are proficient with them, and you can add your Your halves are almost irreconcilable,
Strength or Dexterity modifier to their attack and damage 2
making you dangerously self-destructive.
rolls. When you use the Attack action with these natural
weapons on your turn, you can make one attack with them as 3
You only exist while your halves are unified.
a bonus action. You wish they spent more time that way.
Your unification lasts for a number of hours equal to half 4 You delight in playing matchmaker.
your keeper level. You and your companion then revert to your You have difficulty understanding the
separate forms, appearing in the nearest unoccupied spaces 5
concept of 'personal space'.
within 5 feet of you, unless you expend another use of this
feature. It ends early if you or your companion choose to end 6 Two hearts means twice as much passion!
it (no action required), are reduced to 0 hit points, or die.
You can use this feature twice. You regain all expended
uses of it when you finish a long rest. Beginning at 11th level,
you can use this feature three times between rests. Synthesis
Starting at 11th level, when you or your companion unify, you
Kindred Spirits can expend one spell slot to renew yourselves in your new
Starting at 3rd level, while you and your companion are on form. Roll 2d8, plus 2d8 for each slot level higher than 1st.
the same plane of existence, you can each communicate with You restore hit points equal to the total, which you can divide
the other telepathically. You don't need to see each other to as you choose between you and your companion.
communicate in this way.
Fusion
Equilibrium At 18th level, you become a master of bonds. You can use
Beginning at 5th level, you and your companion can deal an your Unity feature an unlimited number of times.
extra 1d6 damage of your companion's damage type to one Additionally, your mastery over connections allows you to
creature you hit with an attack on each of your turns. While truly join with another being. As an action while you aren't
unified, you can deal this extra damage twice on your turn. unified, you can fuse with a willing creature you touch,
When you reach 11th level in this class, this extra damage becoming a single creature. When you fuse with a creature,
increases to 2d6. you add your hit point maximums and current hit points
together, using a shared pool.
Harmony While fused, you and the creature retain your class features
At 7th level, you gain the ability to strengthen the connection and proficiencies, in addition to gaining the proficiencies of
between yourself and another creature. As an action, you can the other. In combat, you each roll your own initiatives and
force a creature you can see within 60 feet of you to make a act on your own turns. You use the higher of your ACs,
Wisdom saving throw, which it can choose to fail. If the speeds, ability scores, and sizes, any spell or effect that
creature you choose has an Intelligence of 1, it is unaffected. targets one of you targets both of you, and if either of you
On a failed save, the target is charmed by you for 1 minute. succeed on a saving throw, you both succeed.
While charmed, you and the target can communicate The fusion lasts for 10 minutes. It ends early if you or the
telepathically, can sense each other's emotional state, and creature dies or chooses to end it (no action required), if the
have advantage on all Wisdom and Charisma checks made to pool of hit points is reduced to 0, or if you unify with your
interact with each other. You and the target don't need to companion. You and the creature then revert to your separate
share a language to understand each other. forms, appearing in the nearest unoccupied spaces within 5
On a successful save, or if you or your allies do anything feet of you and dividing the remaining hit points in the shared
harmful to the target, you can't use this feature on that pool between you and the creature as you choose.
creature again until you finish a long rest. Once you fuse with another creature, you can't use this
The effect ends early if you or your companions do feature again until you finish a long rest.
anything harmful to the target, or if you use the feature again.

9
Building Azra
Delilah is an aspiring Keeper, and seeks a powerful
companion. She comes across the spirit of a feral,
animalistic demon, bargains and bonds with it, and
the two become a sychronized pair.
The spirit is not subtle, and so Delilah's player
decides her companion is a Medium creature.
Her companion is ferocious, and so Delilah's
Creating a Companion player prioritizes its physical statistics in creating
it. It is a predator spirit, however, and so she
You use the rules presented here when creating your considers its Wisdom, too.
companion. In the end, her companion's ability scores and
Your companion is a Small or Medium creature (your modifiers look like this: Strength 15 (+2), Dexterity
choice) with a base walking speed of 30 feet. If mounted, it 13 (+1), Constitution 14 (+2), Intelligence 8 (-1),
continues to act independently, not as a controlled mount. Wisdom 12 (+1), Charisma 10 (+0).
Delilah's companion is demonic, and so,
You generate your companion's abilty scores using the naturally, is a Fiend.
following numbers: 15, 14, 13, 12, 10, and 8. You assign each Delilah's player decides to give her companion
of these numbers to an ability score of your choice. proficiency in Constitution saving throws, in
Your companion can be one of many creature types. Select addition to Charisma, to represent its thick hide.
one of the following types: aberration, beast, celestial, She also decides to give it proficiency in the
construct, dragon, elemental, fey, fiend, giant, monstrosity, Perception and Survival skills, to represent its
ooze, plant, or undead. hunting talent.
Your companion is proficient in Charisma saving throws. Delilah's player selects the traits Keen Senses,
Additionally, choose one ability score other than Charisma. selecting hearing and smell, and Resistance,
Your companion gains proficiency in saving throws using the selecting fire, for her companion.
chosen ability. All these traits combined style her companion as
a wild demonic beast, kin to hellhounds. She
Your companion is proficient in two skills of your choice, names it Azra, and begins to plan the nuances of
and can speak the languages you know. her and her companion's partnership.
Finally, select two traits from the list below to give your
companion a feeling uniquely its own. Choose carefully. Once
created, your companion's features cannot be changed.

10
Companion Traits Keeper Spell List
The following list shows options for your companion's traits. The following spells are presented in alphabetical order.
Aerial 1st Level 3rd Level
Your companion has a flying speed equal to its walking speed.
Your companion can't use its flying speed while mounted or Alarm Animate Dead
while grappling another creature until you reach 9th level in Animal Friendship Clairvoyance
this class. Bane Conjure Animals
Bless Dispel Magic
Amorphous Cause Fear DreamscapeKS
Your companion can move through small holes, narrow Charm Person Glyph of Warding
openings, and cracks small as 1-inch wide without squeezing. Command Magic Circle
Amphibious Compelled Duel Nondetection
Your companion can breathe air and water, and has a Cure Wounds Phantom Steed
swimming speed equal to its walking speed. Comprehend Sending
Languages Speak With Dead
Blindsense Detect Evil and Good Speak With Plants
Your companion has blindsight with a range of 30 feet. Detect Magic Summon DragonkinKS
False Appearance Disguise Self Summon Lesser
Choose an object or kind of surface, such as a puddle, loose Healing Word Demons
sand, uneven stone, a plant, or a statue. While your Heroism Tongues
companion remains motionless, it is indistinguishable from Practitioner's RitesKS
that object or surface. Purify Food and Drink 4th Level
Sanctuary Arcane Eye
Keen Senses Speak With Animals Banishment
Your companion has advantage on Wisdom (Perception) Unseen Servant Charm Monster
checks relying on two of the following senses of your choice: Conjure Minor
hearing, sight, or smell. Vengeful SpiritKS
Elementals
Lurker 2nd Level Conjure Woodland
Your companion has darkvision with a range of 60 feet. Aid Beings
Additionally, your companion can attempt to hide even when Animal Messenger Dimension Door
it is only lightly obscured by dim light. Arcane Lock Locate Creature
Augury Mordenkainen's
Resistance Faithful Hound
Calm Emotions
Your companion has resistance to one of the following Summon Greater
damage types (your choice): acid, cold, fire, force, lightning, Enhance Ability
necrotic, poison, psychic, radiant, or thunder. Enthrall Demon
Gentle Repose Wake PlantlifeKS
Swarm Invisibility
Your companion can occupy another creature's space and Knock 5th Level
vice versa, and can move through any opening large enough Lesser Restoration Animate Objects
for a Tiny creature. Locate Animals or Commune With Nature
Plants Conjure Elemental
Swift
Your companion's base walking speed is 50 feet. Locate Object Contact Other Plane
Nystul's Magic Aura Danse Macabre
Teleporter PossessionKS Dispel Evil and Good
As an action, your companion can teleport, along with any See Invisibility Geas
equipment it is wearing or carrying, to an unoccupied space it SkinchangeKS Hallow
can see within 30 feet of itself. Skywrite Infernal Calling
Planar Binding
Towering
Your companion is Large instead of Small or Medium. Scrying
Teleportation Circle
Wall Crawler
Your companion can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.

11
6
. th Level 7th Level Vengeful Spirit
Arcane Gate Conjure Celestial 1st-level conjuration
Conjure Fey
Conjure UndeadKS
Divine Word Casting Time: 1 action
House of LifeKS Range: 60 feet
Create Undead Plane Shift Components: V, S
Forbiddance Symbol Duration: Instantaneous
Planar Ally Teleport You beckon a spirit to your side, feeding it a vengeful rage.
Soul Cage
.
The spirit rushes towards a creature or object within range,
True Seeing seeking to destroy it. Make a melee spell attack against the
target. On a hit, the target takes 3d8 necrotic damage. Hit or
.
New Spells miss, the spirit then vanishes.
If the target has attacked you or targeted you with a
This section presents new spell options for the Keeper to use. harmful spell since the end of your last turn, the spirit's lust
for vengeance is set aflame. If the attack hit, the spirit hounds
Practitioner's Rites the target a moment longer, preventing it from taking
1st-level conjuration (ritual) reactions until the start of its next turn.
Casting Time: 1 minute At Higher Levels: When you cast this spell using a spell
Range: Touch slot of 2nd level or higher, the damage increases by 1d8 for
Components: V, S, M (Chalk and a handful of edible food, each slot level above 1st.
which the spell consumes)
Duration: Instantaneous Possession
You invoke a rite, entreating a boon from nearby spirits. 2nd-level enchantment
When you cast the spell, choose one of the following rites, the Casting Time: 1 action
target of which must be within 10 feet of you throughout the Range: 60 feet
casting. Components: V, S
Rite of Elegy. You speak the name of a dead humanoid, Duration: Concentration, up to 1 hour
and imbue a creature or object precious to it in life—such as a You enter a trance, your mind eclipsing the spirit of a willing
loved one or treasured belonging—with nostalgia. If the dead creature within range. While in the trance, you possess the
humanoid became an undead with unfinished business, such target. The target is incapacitated and loses control of its
as a ghost, spectre, or poltergeist, and is within 1 mile of you, body, but remains dreamily aware of its surroundings. Your
it must succeed on a Wisdom saving throw or spend its turns body falls into a catatonic state; you are unaware of your
moving as close to the target as it can for 1 hour or until it body's surroundings, and it can't take actions or move.
takes damage. Once you possess a creature's body, you control it. Your
Rite of Fertility. One willing creature you touch is imbued game statistics are replaced by the statistics of the creature,
with life. Any attempts the affected creature makes to though you retain your alignment and your Intelligence,
conceive a child within the next 24 hours are successful. If Wisdom, and Charisma scores. You also retain all of your
the creature is pregnant, the pregnancy cannot fail or be skill and saving throw proficiencies, in addition to gaining
terminated without the creature's consent, and any disease those of the creature. You retain the benefit of your own class
affecting the creature will not harm their offspring. features. If the target has any class levels, you can't use any of
Rite of Warding. One homestead or small building is its class features.
sheltered by a protective blessing until you leave the building You must make a Constitution saving throw to maintain
or fall unconscious. As part of casting the spell, you touch a your concentration on this spell whenever your body or the
number of thresholds, such as doors, windows, or other target's body takes damage. The spell ends early if the target
entryways. For the duration, each threshold has resistance to is no longer willing.
all damage, and any fey, fiend, or undead that attempts to At Higher Levels: If you cast this spell using a spell slot of
enter must succeed on a Charisma saving throw be unable to 3rd level or higher, the duration is 8 hours, and the spell
willingly pass through until the end of its next turn. On a doesn't require concentration. You can end the spell early at
successful save, the creature is immune to this effect for 24 any time (no action required).
hours.
Rite of Wild Sanctuary. One animal you touch with an
Intelligence of 6 or lower is shepherded by gentle spirits. The
animal has a +10 bonus to all checks made to evade capture
and will be led to the nearest source of enough food, water,
and shelter to sustain them until they find a safe habitat to
live in.

12
Skinchange Summon Dragonkin
2nd-level transmutation (ritual) 3rd-level conjuration
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S, M (blood, hide, or other remains taken Components: V, M (a gemstone worth at least 100 gp)
from the desired beast, applied to the target as the spell is Duration: Concentration, up to 1 hour
cast) You call draconic spirits into the shape of a drake spirit,
Duration: Concentration, up to 1 hour which appears in an unoccupied space you can see within
You invite a willing creature into the guise of a mundane range. The drake spirit disappears when it drops to 0 hit
animal. A creature you touch transforms into a beast with a points or when the spell ends. When you summon the drake,
challenge rating of 1/4 or lower. This spell has no effect on a it is imbued with the nature of a certain kind of dragon. It
creature with 0 hit points. gains a climbing speed, a burrowing speed, or a swimming
While in this form, the target's game statistics are replaced speed of 20 feet. Additionally, choose acid, cold, fire, lightning,
by the statistics of the beast, but it retains its hit points, or poison. The drake gains resistance to the chosen damage
Intelligence, Wisdom, and Charisma scores. The target type, and its bite deals an extra 1d6 damage of that type when
retains its alignment and personality, though its mannerisms it hits.
may be slightly affected by the nature of the beast. The drake is friendly to you and your companions. Roll
The creature is limited in the actions it can perform by the initiative for the drake, which has its own turns. It obeys any
nature of its new form, and it can't speak, cast spells, or take verbal commands that you issue to it (no action required by
any other action that requires hands or speech. you). If you don't issue any commands to the drake, it defends
The target's gear melds into the new form. The creature itself from hostile creatures but otherwise takes no actions.
can't activate, use, wield, or otherwise benefit from any of its At Higher Levels: When you cast this spell using a spell
equipment. slot of 4th level or higher, the drake spirit gains 10 temporary
The spell ends early if the target is reduced to 0 hit points, hit points for each slot level above 3rd. If you use a spell slot
or if they end the spell on their turn (no action required). of 5th level or higher, the duration is concentration, up to 24
hours.
Dreamscape
3rd-level illusion (ritual)
Casting Time: 1 action
Range: Self (30-foot radius) Drake Spirit
Components: V, S Large dragon, unaligned
Duration: 8 hours
You share yourself, and allow others the same opportunity. Armour Class 15 (natural armour)
For the duration of the spell, you and any creature of your Hit Points 42 (5d10 + 15)
choice within range can use their action to enter a shared Speed 30 ft., fly 60 ft.
dreamscape, entering a meditative trance or falling asleep
(target's choice). STR DEX CON INT WIS CHA
The appearance of the dreamscape is up to you; you and
any creature of your choice can shape the environment of the 16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 13 (+1)
dreamscape, creating landscapes, objects, and other images,
such as showing past memories. The dreamscape relies on Skills Perception +4
the creativity of its residents, and cannot create something Senses darkvision 60 ft., passive Perception 14
that has not been seen or imagined by a creature within the Languages understands Draconic but can't speak
dreamscape. A creature within the dreamscape can leave at Challenge 2 (450 XP)
any time, waking from their trance or sleep.
Regardless of its contents, the dreamscape soothes the Actions
soul with its catharsis. A creature that spends at least 4 hours Multiattack. The drake makes two attacks: one with
of a long rest within the dreamscape recovers an additional its bite and one with its claws.
level of exhaustion at the end of the rest.
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d8+3) piercing damage.
Claw. Melee weapon attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d6+3) slashing damage.
Wake Plantlife Conjure Undead
4th-level transmutation 6th-level conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: 90 feet
Components: V, S Components: V, S
Duration: Concentration, up to 8 hours Duration: Concentration, up to 1 hour
You briefly instill a semblance of life within a Huge or smaller You channel necrotic power, summoning an incorporeal
plant you can see within range, transforming it into an undead of challenge rating 5 or lower, such as a ghost or a
awakened tree (MM 317), though it has an Intelligence and wraith. The undead appears in an unoccupied space you can
Charisma score of 1, and it can't speak. The target grows see within range, and disappears when it drops to 0 hit points
until it is Huge, if it was smaller. If the target already had an or when the spell ends.
Intelligence score, it is unaffected. The undead is friendly to you and your companions for the
The tree is friendly to you and your companions. Roll duration. Roll initiative for the undead, which has its own
initiative for the tree, which has its own turns. While the tree turns. It obeys any verbal commands that you issue to it (no
is within 1 mile of you, you can telepathically communicate action required by you). If you don't issue any commands to
with it. The tree obeys any commands you issue to it (no the undead, it defends itself from hostile creatures but
action required by you). If you don't issue any commands to otherwise takes no actions.
the tree, it defends itself from hostile creatures but otherwise If your concentration is broken, the undead creature
takes no actions. If the tree is reduced to 0 hit points, the doesn't disappear. Instead, you lose control of the undead, it
spell ends. becomes hostile toward you and your companions, and it
At Higher Levels: When you cast this spell using a spell might attack. An uncontrolled undead can't be dismissed by
slot of 5th level or higher, you can target one additional plant you, and it disappears 1 hour after you summoned it.
for every two slot levels above 4th. The DM has the undead creature's statistics.
Spirit Feast House of Life
5th-level necromancy 7th-level necromancy
Casting Time: 1 reaction, which you take when a creature Casting Time: 1 hour
you can see within 60 feet of you dies Range: 10 feet
Range: Self Components: V, S, M (50 pounds of flesh and two cupped
Components: V, S handfuls of blood taken from a humanoid or beast, which
Duration: Instantaneous are consumed by the spell, and an esoteric implement,
You rush towards a dying creature and gorge yourself on its which is buried within the house's chest as the spell is cast)
spirit. As part of casting the spell, you can move up to your Duration: Instantaneous
speed. If you end this movement within 5 feet of the target, You shape, structure, and bind a house of life, which appears
you devour its spirit. You regain 40 hit points, and the target in an unoccupied space you can see within range. The house
can't be resurrected by any means short of a wish spell. has the same statistics as a Flesh Golem (MM 169), though it
lacks the Berserk trait.
Ties That Bind The house is friendly to you and your companions. Roll
5th-level evocation initiative for the house, which has its own turns. It obeys any
Casting Time: 1 action verbal commands that you issue to it (no action required by
Range: Self (60-foot radius) you). If you don't issue any commands to the house, it defends
Components: V itself from hostile creatures but otherwise takes no actions.
Duration: Concentration, up to 10 minutes If a willing creature dies within 60 feet of the house, you
can use your reaction to cage its soul within the house. The
You radiate kinship in an aura with a 60-foot radius, soul remains within the house until the house is destroyed, or
reminding your allies of their support for each other. Until the until it chooses to leave. A soul within the house can control
spell ends, the aura moves, centered on you. While in the it. Its game statistics are replaced by the statistics of the
aura, each friendly creature in the aura (including you) can't house, though it retains its alignment and its Intelligence,
be charmed, and deals extra damage the first time it hits with Wisdom, and Charisma scores. It also retains all of its skill
an attack on each of its turns. This damage equals 1d6 + the and saving throw proficiencies, in addition to gaining those of
number of allies affected by this spell, to a maximum of 10. the house, and it retains the benefits of its own class features.
The house collapes into a puddle of flesh when it is
reduced to 0 hit points, or after 24 hours. To maintain the
house's form for another 24 hours, you must cast this spell on
the house again before the current 24-hour period ends.
When you cast this spell to maintain a house's form, it has a
casting time of 1 minute, and you can ignore the spell's
material components.

14
Credits
Created By: u/NotTheSmoooze. You can find more
of my work here, and support me here
With the Help & Support of: AurThEx,
u/BunnygeonMaster, u/Cometdance,
u/GenuineBelieverer, Izzy | Inkfore, u/layhnet,
u/Leuku, Onin, PMGD, u/VampireBagel_, as well as
my loving boyfriend, who refused to be credited as
anything but.
To everyone who helped create this class, with
all the sincerity in my heart; thank you so much.
The Keeper wouldn't exist as it does without you.
With Illustrations by:
Jason Nyugen
Damian Handzlik
Sandara Tang
Chris Rahn
Alena Aenami
Anna Podedworna
Created Using: GM Binder
Keeper Class Symbol: Game Icons

New Items
This section presents options for the keeper's esoteric New Simple Weapon
implement, alongside a handful of items the DM may choose Item Damage Cost Weight Properties
to add to their world. Ritual 1d4 Finesse, light,
5gp 1 lb.
Knife piercing special
Esosteric Implements
Item Cost Weight
Ritual Knife. You can roll the ritual knife's damage die one
Chalice 10gp 3 lbs. additional time and add it to the damage of a weapon attack
Lantern 2gp 8 lbs.
against a prone or restrained target.
Ring 5gp 0.3 lbs. Sovereign Concord, +1, +2, or +3
Ritual Knife 5gp 1 lbs. Wondrous Item, uncommon (+1), rare (+2), very rare (+3)
Sceptre 10gp 4 lbs. Once, these concord scrolls were sworn by knights in
protection of their liege, the magic infused into the contract
Standard 2gp 10 lbs. empowering the signee even as it bound them. The magic,
Talisman 5gp 1 lbs. now dimmed, no longer possesses the grip over the signee's
will it once did; its boon, however, remains.
Esoteric Implement. A keeper's implement says a great As an action, you can present this concord to another,
deal about the persona they project to the world. A keeper offering its power. If the creature accepts the concord, it gains
with a chalice might hoard power, saving their strength for a a bonus to the attack and damage rolls of its weapon or spell
crucial moment, while a keeper with a sceptre might be the attacks (your choice). The bonus is determined by its rarity. If
opposite, bold, brilliant, dramatic, readily making proud the creature already has a bonus to its weapon or spell
claims and challenges. attacks from a magic item, use whichever bonus is higher.
A keeper can use an esoteric implement as a spellcasting This bonus lasts until the concord is destroyed, its power is
focus, as described in chapter 10 of the Player's Handbook. used again, or the signee attacks the creature that presented
To use the implement in this way, the caster must hold it in the concord to them.
hand or wear it visibly.

15

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