{"name":"Keeper","overview":"","hit_dice":"[roll:1d8] per keeper level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"[roll:1d8] (or 5) + your Constitution modifier per keeper level","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"None","saving_throws":"Constitution, Charisma","skills":"Choose two from Animal Handling, Arcana, History, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, and Religion","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) three daggers[\/li]\r\n[li](a)leather armor or (b) scale mail[\/li]\r\n[li](a) an explorer's pack or (b) a priest's pack[\/li]\r\n[li]An esoteric implement[\/li]\r\n[\/ul]\r\n\r\nAlternatively, you can start with [roll:5d4*10] gp and spend it on items.","spellcasting":"By 2nd level, you've earned the attention of the world around\r\nyou, and established yourself as a force of change. \r\n\r\n[h3]Preparing and Casting Spells[\/h3]\r\nThe Keeper table shows how many spell slots you have to\u00a0cast your spells. To cast one of your keeper spells of 1st level\u00a0or higher, you must expend a slot of the spell's level or higher.\u00a0You regain all expended spell slots when you finish a long\u00a0rest.\r\n\r\nYou prepare the list of keeper spells that are available for\r\nyou to cast, choosing from the keeper spell list. When you do\r\nso, choose a number of keeper spells equal to your Charisma\r\nmodifier + your keeper level (minimum of one spell). The\r\nspells must be of a level for which you have spell slots.\r\nFor example, if you are a 5th-level keeper, you have four\r\n1st-level and two 2nd-level spell slots. With a Charisma of 14,\r\nyour list of prepared spells can include seven spells of 1st or\r\n2nd-level, in any combination. If you prepare the 1st-level\r\nspell command, you can cast it using a 1st-level or a 2nd-level\r\nslot. Casting the spell doesn't remove it from your list of\r\nprepared spells.\r\n\r\nYou can change your list of prepared spells when you finish\r\na long rest. Preparing a new list of keeper spells requires\r\ntime spent bonding with the spirits surrounding you: at least\r\n1 minute per spell level for each spell on your list.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\nCharisma is your spellcasting ability for your keeper spells,\r\nsince their power comes from your ability to command the\r\nworld around you. You use your Charisma whenever a spell\r\nrefers to your spellcasting ability. In addition, you use your\r\nCharisma modifier when setting the saving throw DC for a\r\nkeeper spell you cast and when making an attack roll with\r\none.\r\n\r\n[center][b]Spell save DC[\/b] = 8 + your proficiency bonus + your Charisma modifier[\/center]\r\n[center][b]Spell attack modifier[\/b] = your proficiency bonus + your Charisma modifier[\/center]\r\n[h3]Ritual Casting[\/h3]\r\nYou can cast a keeper spell as a ritual if that spell has the\r\nritual tag and you have the spell prepared.\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\nYou can use an esoteric implement as a spellcasting focus for your keeper spells.\r\n","class_features":"[h2]Bound Companion[\/h2]\r\nYou have completed a ritual, binding yourself and a spirit together through a occult compact. You decide your bound companion's statistics using the guide detailed at the end of the class description.\r\n\r\nIf your bound companion is ever slain, the connection between you is tested. You take necrotic damage equal to twice your character level. This damage can't be reduced or prevented in any way, and reduces your hit point maximum by an amount equal to the damage taken (to a minimum of 1) which lasts until you finish a long rest.\r\n\r\nIf you finish a long rest while your bound companion is slain, your bond inevitably draws you back together. At the end of the long rest, your companion reforms near to you, having gained the benefits of a long rest, in a manner appropriate to its nature. A fire spirit could be reborn in a bonfire, while a ghost might simply arrive with a cold wind.\r\n\r\n[h2]Occultist's Seal[\/h2]\r\nThe binding placed upon your companion grounds it in reality, tying it to the material world. This more physical presence grants it a number of benefits.\r\n\r\nYour companion obeys your commands as best it can. It takes its turn on your initiative, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.\r\n\r\nYour companion's anchoring in this world is fledgling. As a result, it can't attack until you reach 3rd level in this class.\r\n\r\nYour companion has features and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own.\r\n\r\nYour companion gains no benefit from armour or weapons, whether or not it is physically capable of using them. Your companion has a natural armour class of 12 + your proficiency bonus.\r\n\r\nFor each keeper level after 1st, your companion gains an additional Hit Die and increases its hit points accordingly. Your companion's Hit Dice are d8s, regardless of its size. When your companion is reduced to 0 hit points, it makes death saving throws as a player character would. \r\n\r\nYour companion's level is equal to your keeper level for the purpose of spells and features like polymorph and true polymorph.\r\n\r\nWhenever you gain the Ability Score Improvement feature from this class, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.\r\n\r\nYou decide your companion's alignment and ideal. At your option, you can pick from or roll on the the tables below to determine its traits and flaws. Its bond is always \"I must protect my keeper. We are greater together than alone.\"\r\n\r\n[table]\r\n[tr]\r\n[th][roll:d4][\/th]\r\n[th]Trait[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]My keeper is mortal, and mortals are frail. It's my job to keep them safe[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]I show affection by making threats.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]I hoard any valuables I find.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]My keeper is the only family I've ever known. I trust them absolutely.[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[table]\r\n[tr]\r\n[th][roll:d4][\/th]\r\n[th]Flaw[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Dogs bark while I'm near, and cats never trust me.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]I'm jealous of anyone too close to my keeper.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]I loathe to explain what's obvious to a spirit being like myself.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Flaw? What flaws?[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]Gate of Rest[\/h2]\r\nYour companion can retreat to a pocket dimension, a private domain of your creation. As an action, you can temporarily dismiss your companion. It disappears into this domain, where it awaits your call. As an action while it is temporarily dismissed, you can cause your companion to reappear in any unoccupied space within 30 feet of you.\r\n\r\nYour companion leaves this domain if you die, and can't return unless you are resurrected.\r\n\r\n[h2]Awakened Sight[\/h2]\r\nWhen you reach 2nd level, your eyes open, ripples of magic and intent now visible to your sight. When you make an Arcana, Investigation, Perception, or Survival check, you can add half your Charisma modifier (rounded up, minimum of 1) to the result.\r\n\r\nStarting at 6th level, you instead add your Charisma modifier (minimum of 1).\r\n\r\n[h2]Gate of Battle[\/h2]\r\nStarting at 3rd level, your companion has grown in power, further grounding itself, and can now attack.\r\n\r\nChoose one or two of the following damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder. When a feature uses your companion's damage type, you use one of those damage types (your choice).\r\n\r\nYour companion has two natural weapons, which it is proficient with and can use to make melee weapon attacks. These weapons might take the shape of claws, powerful muscles, conjured weapons, or elemental blasts. Your companion can add its Strength, Dexterity, Intelligence, Wisdom, or Charisma modifier to their attack and damage rolls, and they deal [roll:1d6] of your companion's damage type on a hit. In addition, one of these natural weapons gains a benefit from the options on the Companion Attacks table.\r\n\r\n[table]\r\n[tr]\r\n[th]Attack[\/th]\r\n[th]Benefit[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Impact[\/td]\r\n[td]The weapon pushes the target up to 5 feet away from your companion on a hit.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Reach[\/td]\r\n[td]The weapon gains the reach property.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Ranged[\/td]\r\n[td]The weapon can be used to make ranged weapon attacks (range 20\/60).[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]Spirit Covenant[\/h2]\r\nAt 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. Your choice grants you features at 3rd level, and then again 5th, 7th, 11th, and 18th level.\r\n\r\n[h3]Covenant Spells[\/h3]\r\nEach covenant has a list of associated spells. You gain access to these spells at the levels specified in the covenant description. Once you gain access to a covenant spell, you always have it prepared. Covenant spells don't count against the number of spells you can prepare each day.\r\n\r\nIf you gain a covenant spell that doesn't appear on the keeper spell list, the spell is nonetheless a keeper spell for you.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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.\r\n\r\nAlternatively, you can choose a feat of your choice.\r\n\r\n[h2]Practitioner's Font[\/h2]\r\nStarting at 6th level, your companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and ignore resistance to damage of your companion's damage type. Additionally, during a short rest, you can call on the bond between you and your companion, summoning it even from death. At the end of the short rest, your companion reforms near to you with half its maximum hit points, having gained the benefits of a short rest, and can immediately spend Hit Dice to recover hit points.\r\n\r\nOnce you call on your companion with this feature, you can't do so again until you finish a long rest.\r\n\r\n[h2]Gate of Travel[\/h2]\r\nBeginning at 10th level, you can ride the bond between you and your companion like a wave. As a bonus action while your companion is within 120 feet of you, you can teleport to an unoccupied space within 5 feet of it, or teleport it to an unoccupied space within 5 feet of you. Alternatively, you can both teleport, swapping places. You don't need to see your companion to teleport using this feature.\r\n\r\nYou can use this feature twice. You regain all expended uses of it when you finish a short or long rest.\r\n\r\n[h2]Witch Gate[\/h2]\r\nBy 14th level, your companion is a gate to the magical world,\r\nand you are the key. You gain one 5th-level spell slot, which\r\nyou can use to cast your keeper spells.\r\n\r\nAt higher levels, you gain additional spell slots: one 6th level spell slot at 17th level, and one 7th level spell slot at 20th level. You regain all expended spell slots when you finish a long rest.\r\n\r\n[h2]Retribution[\/h2]\r\nStarting at 15th level, when you or your companion is reduced to 0 hit points, the other can retaliate in fury, demanding aid from nearby spirits. If they do so, the retaliator immediately regains hit points equal to your keeper level + your Charisma modifier, and for 1 minute, the first creature it hits with an attack on each of its turns takes an extra [roll:2d8] damage of your companion's damage type. Once you or your companion uses this feature, it can't be used again until you finish a long rest.\r\n\r\n[h2]World Gate[\/h2]\r\nBy 20th level, you are a gate to the material world, and your companion is the key. While your companion is alive, you do not age. Additionally, if you die while your companion still 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.\r\n\r\nIf 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.\r\n\r\n[hr]\r\n[h2]Creating a Companion[\/h2]\r\nYou use the rules presented here when creating your companion.\r\n\r\nYour companion is a Small or Medium creature (your choice) with a base walking speed of 30 feet. If mounted, it continues to act independently, not as a controlled mount.\r\n\r\nYou generate your companion's abilty scores using the following numbers: 15, 14, 13, 12, 10, and 8. You assign each of these numbers to an ability score of your choice. \r\n\r\nYour companion can be one of many creature types. Select one of the following types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant, or undead.\r\n\r\nYour companion is proficient in Charisma saving throws.\r\n\r\nAdditionally, choose one ability score other than Charisma. Your companion gains proficiency in saving throws using the chosen ability.\r\n\r\nYour companion is proficient in two skills of your choice, and can speak the languages you know.\r\n\r\nFinally, 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.\r\n\r\n[h3]Companion Traits[\/h3]\r\nThe following list shows options for your companion's traits.\r\n\r\n[h4]Aerial[\/h4]\r\nYour companion has a flying speed equal to its walking speed. Your companion can't use its flying speed while mounted or while grappling another creature until you reach 9th level in this class.\r\n\r\n[h4]Amorphous[\/h4]\r\nYour companion can move through small holes, narrow openings, and cracks small as 1-inch wide without squeezing.\r\n\r\n[h4]Amphibious[\/h4]\r\nYour companion can breathe air and water, and has a swimming speed equal to its walking speed.\r\n\r\n[h4]Blindsense[\/h4]\r\nYour companion has blindsight with a range of 30 feet.\r\n\r\n[h4]False Appearance[\/h4]\r\nChoose an object or kind of surface, such as a puddle, loose sand, uneven stone, a plant, or a statue. While your companion remains motionless, it is indistinguishable from that object or surface.\r\n\r\n[h4]Keen Senses[\/h4]\r\nYour companion has advantage on Wisdom (Perception) checks relying on two of the following senses of your choice: hearing, sight, or smell.\r\n\r\n[h4]Lurker[\/h4]\r\nYour companion has darkvision with a range of 60 feet. Additionally, your companion can attempt to hide even when it is only lightly obscured by dim light.\r\n\r\n[h4]Resistance[\/h4]\r\nYour companion has resistance to one of the following damage types (your choice): acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.\r\n\r\n[h4]Swarm[\/h4]\r\nYour companion can occupy another creature's space and vice versa, and can move through any opening large enough for a Tiny creature.\r\n\r\n[h4]Swift[\/h4]\r\nYour companion's base walking speed is 50 feet.\r\n\r\n[h4]Teleporter[\/h4]\r\nAs an action, your companion can teleport, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself.\r\n\r\n[h4]Towering[\/h4]\r\nYour companion is Large instead of Small or Medium.\r\n\r\n[h4]Wall Crawler[\/h4]\r\nYour companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","subclass_options":"[h2]Spirit Covenants[\/h2]\r\nThe bond between keeper and companion is a gateway between two worlds, and the powers that flow through that gate are defined by the covenant that opens it. Each covenant is a symbol of a relationship, and like any relationship, it can take many forms. Some keepers see their companions as pets, much like a familiar, while others consider them like family\u2014equals in a mutual partnership. More rarely, a keeper acts as apprentice, their companion acting as master and teacher.\r\n\r\n[spoiler][hr][b]Keepers of this covenant command such a presence that their will is enough to overwhelm the spirits of the world around them. When these legionnaires walk, the wind is at their back, their way is clear, and their pace is swift as they follow their path to victory, their most loyal companion and follower always by their side. They speak with the voice of a conqueror, and the universe listens.[\/b]\r\n\r\n[b][i]Hear me! I claim this place and name it mine! Let all who would oppose me speak now, or fall silent forevermore!\"[\/i][\/b]\r\n\r\n[h3]Covenant Spells[\/h3]\r\nYou gain covenant spells at the keeper levels listed.\r\n[table]\r\n[tr][th]Keeper Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i]command[\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]silence[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]spirit guardians[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]freedom of movement[\/i][\/td][\/tr]\r\n[tr][td]14th[\/td][td][i]dominate person[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Hearthkeeper[\/h3]\r\nWhen you reach 3rd level, you learn to speak with the spiritual denizens of an area. You can spend 10 minutes entreating or ordering these spirits, burning simple offerings, or otherwise commanding the attention of the world around you.\r\n\r\nIf you do so, you learn one fact of your choice about any of the following subjects as they relate to the area within 1 mile of you:\r\n[ul]\r\n[li]Frequently visited buildings and places of business[\/li]\r\n[li]Historically significant events[\/li]\r\n[li]Powerful aberrations, celestials, fey, fiends, elementals, or undead[\/li]\r\n[li]Safe sources of food, water, and places to rest[\/li]\r\n[\/ul]\r\nMortals and spirits experience life in fundamentally different ways. In offering their wisdom, the spirits' advice may be cryptic, spoken like a prophecy, or conveyed through potentially disturbing dreams and visions.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h3]Sworn Protector[\/h3]\r\nBy 3rd level, your companion is your faithful servant and protector. When a creature your companion can see attacks you, your companion can use its reaction to move up to its speed towards the attacker, imposing disadvantage on the attack roll if it ends this movement within 5 feet of the attacker.\r\n\r\n[h3]March of the Legion[\/h3]\r\nBeginning at 5th level, your companion can attack twice, instead of once, whenever it takes the Attack action on its turn.\r\n\r\n[h3]Unseen Serfdom[\/h3]\r\nAt 7th level, you gain access to the [i]unseen servant[\/i] spell. You always have it prepared, and it doesn't count against the number of spells you can prepare each day.\r\n\r\nAdditionally, when you cast unseen servant, you can create 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 under your command (maximum Strength score of 12), and you can mentally command any or all of the servants when you use your bonus action to command a servant, issuing the same command to each one.\r\n\r\nOnce you cast unseen servant in this way, you can't do so again until you finish a long rest.\r\n\r\n[h3]Oathbound Guardian[\/h3]\r\nStarting at 11th level, your companion is your devoted guardian. When you use your Sworn Servant feature, your companion can make a melee attack against the attacker as part of the same reaction.\r\n\r\nAdditionally, while your companion is within 5 feet of a hostile creature, that creature has disadvantage on any attack roll targeting you.\r\n\r\n[h3]Demesne[\/h3]\r\nBy 18th level, you can perform a ritual to claim ownership of a location no larger than 500 feet on a side, such as a section of forest, a manor, a castle, or other area, establishing it as your demesne. To perform the ritual, you must spend at least 24 consecutive hours within the area without resting, falling unconscious, or being reduced to 0 hit points. During the ritual, any creature within 1 mile of you is made aware of your claim and the consequences of the ritual. If you successfully complete the ritual, you claim the area as your demesne.\r\n\r\nWithin your demesne, you can shape reality to your will. You can use your action to manipulate an area you can see within your demesne no larger than a 20-foot cube, destroying solid structures, raising or depressing land, changing the weather and temperature, manifesting sounds or smells, or altering the material of a structure or surface - such as changing a stone wall to one of wood, ice, or flesh. If you manipulate an area to cause harm, each hostile creature within the area must make a Charisma saving throw against your keeper spell save DC. A creature takes [roll:4d8] damage of a type of your choice on a failed save, or half as much damage on a successful one.\r\n\r\nIf you claim another demesne, your lose ownership of your former demesne, and any changes you made within are slowly undone over the course of a week. Anything created by this feature vanishes when it leaves your demesne, and any changes made to an object are rapidly undone if it leaves your demesne.\r\n\r\n[hr] | Covenant of the Legion [\/spoiler]\r\n\r\n[spoiler][hr][b]Every keeper treads a measure in the world of the mystical. Some, however, go further, truly joining with the magical world. Called vessels, these keepers cut away fragments of their self, the bedrock of their identity, and fill the gaps with spirits kin to their companion. These vessels are imbued with wild, electrifying power, but must remain vigilant, or risk losing themselves to the spirits they invite within.[\/b]\r\n\r\n[b][i]\"Hungry spirits, rattlin' around inside you; something wild, to run faster, hit harder... It's enough to make you feel hollow.\"[\/i][\/b]\r\n\r\n[h3]Covenant Spells[\/h3]\r\nYou gain covenant spells at the keeper levels listed.\r\n[table]\r\n[tr][th]Keeper Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i]expeditious retreat[\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]alter self[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]haste[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]shadow of moil[\/i][\/td][\/tr]\r\n[tr][td]14th[\/td][td][i]spirit feast[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Burning the Candle[\/h3]\r\nAt 3rd level, the spirits invited within change you, making you restless, agitated, and just a little inhuman. You cannot sleep, magically or otherwise, and no longer need to, though you can still be knocked unconscious. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as pacing and keeping watch.\r\n\r\n[h3]Spirit Riding[\/h3]\r\nStarting at 3rd level, your will is steeled, strong enough to withstand assault from within.\r\n\r\nWhile within 60 feet of you, your companion can use its action to beckon spirits of its nature to enter your body, imbuing you with a portion of their strength through a practice called riding. These spirits remain for 10 minutes. Your Spirit Riding ends early if you die or if you dismiss it (no action required). Your companion can't use this feature while you're Spirit Riding. \r\n\r\nWhile Spirit Riding, you gain the following benefits:\r\n[ul]\r\n[li]Whenever you hit a creature with a weapon attack on your\r\nturn, you can push the creature up to 5 feet away from you\r\nand immediately move up to half your speed to an\r\nunoccupied space within 5 feet of the target.[\/li]\r\n[li]Immediately after you take damage, you gain temporary\r\nhit points equal to your Charisma modifier (minimum of\r\n1).[\/li]\r\n[li]You cannot be frightened. If you are frightened when you\r\nbegin Spirit Riding, the effect is suspended while you are\r\nSpirit Riding.[\/li]\r\n[li]You ignore the effects of any levels of exhaustion.[\/li]\r\n[\/ul]\r\nThe first time you use this ability, you suffer no adverse effect. Each time you use this feature again before you finish a short or long rest, you suffer one level of exhaustion.\r\n\r\n[h3]Extra Attack[\/h3]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h3]Hollowed Heart[\/h3]\r\nBy 7th level, your harrowed spirit can consume fragments of the dead. By spending 1 minute within 5 feet of a creature's corpse, you can learn what skill and tool proficiencies the creature possessed, what languages it spoke, and its type. \r\n\r\nWhen you use this feature, you can also choose to harvest fragments of its spirit. If you do so, you gain proficiency in two skills or tools of your choice, chosen from those the creature possessed in life, which remain until you harvest fragments of another creature's spirit. You can replace one or both of these selections with languages the creature spoke. If the creature did not speak a language, you can instead communicate with and be understood by any of its kind.\r\n\r\n[h3]Soul Frenzy[\/h3]\r\nStarting at 11th level, the spirits within you scream at the slightest provocation. When you hit a creature with a weapon attack while Spirit Riding, you can roll one of the weapon's damage dice one additional time and add it to the damage of the attack if that creature has damaged you or your companion since the end of your last turn.\r\n\r\n[h3]Spirit Vault[\/h3]\r\nStarting at 18th level, your body is animated by the spirits held within. You ignore the effects of the first five levels of exhaustion. In addition, while Spirit Riding, having 0 hit points doesn't knock you prone. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.\r\n\r\nAdditionally, when your Spirit Riding ends, you can open the vault within your soul and release a hurricane of hungry spirits. Each creature within 30 feet of you must make a Constitution saving throw against your keeper spell save DC. A target takes [roll:8d8] necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage is devoured whole. You regain hit points equal to your Charisma modifier for each creature devoured in this way. If your Spirit Riding ended early because you died and the spirits devour a creature, you are returned to life with 1 hit point.\r\n\r\nOnce you open the vault, you can't open it again until you finish a long rest.\r\n\r\n[hr] | Covenant of the Vessel [\/spoiler]\r\n\r\n[spoiler][hr][b]The bond between Keeper and companion typically implies a measure of servitude on the companion's part. This is not always the case. For some, the bond is much more intimate, and the line between the two halves is blurred. These merged beings, often called unions or fusions, embody the relationship between each partner, their mind and body shaped by the interplay between their halves.[\/n]\r\n\r\n[b][i]\"I'm not two people, fighting together. Everything they care about? Their love, their hate? I'm that, and so much more.\"[\/i][\/b]\r\n\r\n[h3]Covenant Spells[\/h3]\r\nYou gain covenant spells at the keeper levels listed.\r\n[table]\r\n[tr][th]Keeper Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i]bless[\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]aid[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]dreamscape[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]aura of life[\/i][\/td][\/tr]\r\n[tr][td]14th[\/td][td][i]ties that bind[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Unity[\/h3]\r\nAt 3rd level, your power over connections grants you the ability to become one with your companion. You can use your action while touching your companion to unify with it, merging into a single creature. Your bodies join together, but you retain your class features and other statistics. Your companion becomes a part of your body; it is incapacitated, has a speed of 0, and cannot be targeted by any attack, spell, or harmful effect.\r\n\r\nWhile 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 check, you can make the check using your companion's statistics, rather than your own.\r\n\r\nFor the duration, you gain the benefit of your companion's traits, including its senses and speeds. If your companion has a flying speed, you can't use it while unified until you reach 9th level in this class. If your companion is larger than you, you grow to its size \u2014 from Small to Medium, for example.\r\n\r\nAdditionally, you manifest your companion's natural weapons. You are proficient with them, and you can add your Strength or Dexterity modifier to their attack and damage rolls. When you use the Attack action with these natural weapons on your turn, you can make one attack with them as a bonus action.\r\n\r\nYour unification lasts for a number of hours equal to half your keeper level. You and your companion then revert to your separate forms, appearing in the nearest unoccupied spaces within 5 feet of you, unless you expend another use of this feature. It ends early if you or your companion choose to end 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.\r\n\r\n[h3]Kindred Spirits[\/h3]\r\nStarting at 3rd level, while you and your companion are on the same plane of existence, you can each communicate with the other telepathically. You don't need to see each other to communicate in this way.\r\n\r\n[h3]Equilibrium[\/h3]\r\nBeginning at 5th level, you and your companion can deal an extra [roll:1d6] damage of your companion's damage type to one creature you hit with an attack on each of your turns. While unified, you can deal this extra damage twice on your turn.\r\n\r\nWhen you reach 11th level in this class, this extra damage increases to [roll:2d6].\r\n\r\n[h3]Harmony[\/h3]\r\nAt 7th level, you gain the ability to strengthen the connection between yourself and another creature. As an action, you can force a creature you can see within 60 feet of you to make a Wisdom saving throw, which it can choose to fail. If the creature you choose has an Intelligence of 1, it is unaffected. \r\n\r\nOn a failed save, the target is charmed by you for 1 minute. While charmed, you and the target can communicate telepathically, can sense each other's emotional state, and have advantage on all Wisdom and Charisma checks made to interact with each other. You and the target don't need to share a language to understand each other.\r\n\r\nOn a successful save, or if you or your allies do anything harmful to the target, you can't use this feature on that creature again until you finish a long rest.\r\n\r\nThe effect ends early if you or your companions do anything harmful to the target, or if you use the feature again.\r\n\r\n[h3]Synthesis[\/h3]\r\nStarting at 11th level, when you or your companion unify, you can expend one spell slot to renew yourselves in your new form. Roll [roll:2d8], plus 2d8 for each slot level higher than 1st. You restore hit points equal to the total, which you can divide as you choose between you and your companion.\r\n\r\n[h3]Fusion[\/h3]\r\nAt 18th level, you become a master of bonds. You can use your Unity feature an unlimited number of times.\r\n\r\nAdditionally, your mastery over connections allows you to truly join with another being. As an action while you aren't unified, you can fuse with a willing creature you touch, becoming a single creature. When you fuse with a creature, you add your hit point maximums and current hit points together, using a shared pool.\r\n\r\nWhile fused, you and the creature retain your class features and proficiencies, in addition to gaining the proficiencies of the other. In combat, you each roll your own initiatives and act on your own turns. You use the higher of your ACs, speeds, ability scores, and sizes, any spell or effect that targets one of you targets both of you, and if either of you succeed on a saving throw, you both succeed.\r\n\r\nThe fusion lasts for 10 minutes. It ends early if you or the creature dies or chooses to end it (no action required), if the pool of hit points is reduced to 0, or if you unify with your companion. You and the creature then revert to your separate forms, appearing in the nearest unoccupied spaces within 5 feet of you and dividing the remaining hit points in the shared pool between you and the creature as you choose. \r\n\r\nOnce you fuse with another creature, you can't use this feature again until you finish a long rest.\r\n\r\n[hr] | Covenant of Unity [\/spoiler]","table_data":"","source":"u\/NotTheSmooze","jsondata":"","tags":"class,homebrew,keeper","templateId":"5460","blockId":"1209811","world":"d6a501e5-9aaf-42d2-a9a5-294d49b9e9cc","folder":"16958","isShared":"on"}