As an NPC, he is portrayed by Matthew Mercer. Prerequisite: 5th level, Pact of the Blade feature. While not under the strain of a combat situation, you may freely order a creature to do a long term task such as delivering a message. Rod of the Pact Keeper. You regain the use of this ability on a short or long rest. Any creature banished to the Demiplane has rotting flesh, a skeleton frame, wraith-like features, ectoplasm, or other undead features. Any creature banished to the Demiplane becomes taller, wider, and more humanoid. If they succeed, they are no longer frightened. At 14th level, your powers over living energy allow you to shape the living as you see fit. At 13th level, you may cast the spell Conjure Animals once. At 11th level, your mastery over living energy has allowed you to grant complex thought to otherwise simple beings. If no creatures are in the Well of Life, you lose access to your Life Pact feature until you banish more creatures. In addition, you may choose one of five combat maneuver's that your Life Pact creatures may use. Summoned creatures must remain on the same plane as you or be forced back into the Well of Life. What is a Keeper? As giant blood flows through you, your body may grow more as well. 1 Keeper 1.1 Weaponized Monster 1.2 Lash 1.3 Portal Bash 1.4 Combat Stance 1.5 Swift Strikes 1.6 Master of Weapons 2 New Fighting Styles When you choose this archetype, at 3rd level, you have created a portal that you can use to conjure up the might of your currently imprisoned monster. At 3rd level, your choices leading up to this point have given you a new view on life that manifests in one of five orders: the Natural Order, Undead Order, Eldritch Order, Draconic Order, or the Giantkin Order. "[PH2:99] Prerequisite: Druid Keeper of the Hidden Flame Path Features Keeper's Action (11th level): When you spend an action point to take an extra action, you can also reroll the next attack you make that misses before the end of your turn, and you must use the second roll. The bonus is determined by the rod’s rarity. You specialise in hunting creatures from other planes of existance. Starting at 1st level, you gain the ability to mystically mark a creature as your and by extension Anansi's quarry, promising the soul of the creature to him. As an avatar of the cosmos, terrors from the far reaches of the universe take an interest in you, and their children treat you as kin. The spell's target must be you or a creature summoned via your Life Pact feature, and you must select the Enlarge option. If the creature ends its turn in a location where it doesnât have line of sight to you, the creature can make a Wisdom saving throw. If an enemy successfully succeeds its saving throw against Fearful Presence, it is immune to the Fearful Presence from your other dragons for 24 hours as well. Your spellcasting ability is Wisdom, and you regain all expended uses of this ability after a long rest. Could you have been a victim of some necromantic experiment? Favored Weapon At 15th level, the essence of life has infused itself into you, causing your strikes to shower your enemies with overwhelming force and your body to withstand the test of time. You may add your Wisdom modifier to grapple checks made with this weapon. Every time you land a successful weapon attack on an enemy, they must succeed a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier or be taunted as described by your Guardian's Call feature. Keepers draw their power from wells of everlasting living energy left behind as residue from long-dead casualties of the 1000 year war. Skills: Choose 2 from the following: Nature, Religion, Animal Handling, Athletics, Insight, Perception, and Medicine. Swarmkeeper 5E Guide There is a lot to love in the Ranger Update in the Ranger Update in Tasha’s Cauldron of Everything. At 3rd level, you may merge creatures within your Well of Life with a combined Challenge Rating of 5 or more to create a dragon egg. Instead of the original damage of a dragon's breath, dragons deal damage of their appropriate type according to the chart listed below. Creatures given sentience are generally grateful and tend to like Keepers if they have no reason not to, but aren't compelled to help you if they choose not to. Features provide unique abilities or effects and can be acquired depending on the Character's Race, Class and level. At 7th level, whenever a creature summoned via your Life Pact Feature dies, they violently explode. 1 Keeper of Secrets 1.1 Becoming a Keeper of Secrets 1.1.1 Class Features 1.2 Campaign Information 1.2.1 Playing a Keeper of Secrets 1.2.2 Keepers of Secrets in the World 1.2.3 Keeper of Secrets Lore 1.2.4 Keepers of Secrets in the Game The Keeper of Secrets knows things. As a Keeper you gain the following class features. Keeper’s Hands may also serve as talons (see Bargaining With The Keeper). The Sovereign of Death and Decay, The Keeper represents greed and gluttony, the inverse of his brother Kol Korran's focus on material wealth and generosity. Death If you choose for the thrown target to take damage, they take damage as if they were hit by your Rock Throw feature. Your spellcasting ability is Wisdom, and you regain the use of this ability after a short or long rest. You are proficient with this weapon and add your strength modifier to the attack roll. Once on each of your turns, when a creature summoned via your Life Pact feature makes a slam attack, they can make another slam attack against a different creature that is within 5 feet of the original target and within your summoned creatures reach. 5e, Pathfinder 1E, HexagonRPG and system neutral compatible rules included. From this point on, you may now pick up and throw most creatures as ammunition for your Rock Throw feature. If a creature you summon has a trait that requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier. In addition, its slam damage dice increases to a d8, and from this point onward, you may spend an action to see through the eyes of any creature under your control and feel all of their senses as they feel them. Regardless you must face the world alongside your captured companions and seek out the truth. Take your favorite fandoms with you and never miss a beat. In addition, once a turn, while enlarged, if you or a creature summoned via your Life Pact feature kills an enemy, you may move up to half your movement and make a single unarmed strike against a creature within your reach. While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. As draconic blood flows through you, your body may undergo some of these mutations as well. At 3rd level, whenever you or a creature summoned via your Life Pact feature reduces a creature to 0 hit points, you both gain temporary hit points equal to your Wisdom modifier + your half of your Keeper level rounded up (minimum of 1 temporary hit point). If severed, it regrows over the course of a short or long rest. As negative energy flows through you, your body may undergo some of these mutations as well. Life is just something to be abused for powers in your eyes. Each creature of your choice within a 15-foot radius of your summoned creature must succeed a Charisma saving throw with a DC equal of 8 + your proficiency bonus + your Wisdom modifier. You may use weapons in this form or make slam attacks (your choice) and maintain all your class features. NE Creatures who are immune to charm effects are immune to this ability. If you hit a wall well traveling, you immediately stop, and any creature you are grappling takes 2d8 bludgeoning damage. Discussion of the D&D 5E rules within FG. Have you been haunted all your life by whispers in the back of your mind? DMG p197. While traveling this way, you gain the benefits of the disengage action. Summoned creatures have their own bonus actions independent of you and may use them if they have traits or class features that require them. You start with the following equipment, in addition to the equipment granted by your background: At 1st Level, you've trained to use 4 unique weapons: At 1st level, choose one of the following options fighting styles: At 2nd level, you have access to a special demiplane of life where your slain foes and befriended companions lie. All life essences are connected. The keeper gains access to 'The Village' a mini world within the mind of the Keeper. The outer wall of the keep rose high above the coast, dotted with several towers that ascend… Some try and escape the burden of carrying this living energy with them and turn to necromantic powers, some embrace the attachment to life much like a druid or a cleric and use the power of life to aid the world, and others try to master the most unworldly kind of life dwelling within the cosmos. With Dennis Hopper, Asia Argento, Helen Shaver, Lochlyn Munro. As the holy life of nature flows through you, your body may undergo some of these mutations as well. The Beast Master got some love along with the class as a whole. At 18th level, your creature type becomes Undead, and you no longer need to sleep. Creatures who were already giants before being banished to your Giant's City remain relatively the same in appearance. In DnD 5e, play a wood elf for these tropes and characteristics: Monster hunter—Ranger or Druid Circle of the Moon ; Forest Keeper—Druid Circle of Land: Forest or Swamp; Ninja—Rogue or Monk; Master Swordsman—Ranger or Battlemaster; The wood elf gains a +2 Dexterity/+1Wisdom bonus. You may decide whether the thrown target takes damage or not. In your search, you found the most primitive source of cosmic life. This effect cannot be dispelled and does not require concentration. Alignment At 10th level, you may touch any nonmagical object of huge or smaller, and it will animate into an awake, conscious, and mobile being after commencing a 1-minute long ritual. If you fall unconscious or dies, any creature summoned via the Life Pact feature is immediately withdrawn into the Well of Life. You are immune to any area of effect abilities these creatures generate from traits such as the Ghast's Stench trait. Starting at 7th level, once per turn, you may catapult your body 30 feet in the direction of your choice by expending half your movement. Saving Throws: Wisdom, Charisma As the Eldritch life of chaos flows through you, your body may undergo some of these mutations as well. The Well itself will also turn against these visitors, making everything difficult terrain for them. Your Well of Life becomes a menagerie of life and beauty. Hit Points at 1st Level: 8 + Constitution modifier At 5th level, you may now order a creature summoned by your Life Pact feature with your reaction on your turn. Some examples of this are beards, opposable thumbs, or a muscular, human-like torso. At 18th level, your creature type becomes Aberration, and you can no longer be feared or diseased. It remembers creatures that have walked by and everything that the object has ever experienced before sentience. Creatures who were already Animals, Plants, or Fey that are banished to the Menagerie generally remain the same in appearance. 5th. The creature type of creatures summoned via your Life Pact feature becomes Giant. While merged with your summoned creature, you gain its traits, resistances, immunities, reactions, size, and senses. Spells with a radius such as fireball must include your summoned creature within its radius. Every creature in a 15-foot radius must succeed a Dexterity saving throw with a DC of 8 + your Wisdom modifier + your proficiency bonus. In addition, for every 10 years that pass, your body only ages 1 year. Relationship is a stat only known to the DM. Creatures banished into the Well of Life have undying loyalty to you. You can make a Keeper quickly by following these suggestions. Source If the rock hits an enemy, it deals 2d8 + your Strength modifier bludgeoning damage. In addition, you may now have two creatures summoned via your Life Pact feature at any given time. Any creature that is banished to the Well of Life can be summoned via your Life Pact feature, but you may only have one creature summoned from your Well of Life at any given time. In addition, you may cast the spell Compulsion once using Wisdom as your spellcasting modifier. You have embraced the life flowing through you and become a pure manifestation of light and nature. Kol Turrant (Pyrine), The Opener, The Guardian of Gates, Karrak the Final Guardian (Rushemé). dominate person, planar binding. Hit Dice: 1d8 per Keeper level Along with the Sovereign Host, they are part of a group known as the Nine and Six and One. Your Well of Life becomes an expanse of perfect draconic lairs for various dragons such as high mountain caves, destroyed castles, or volcanos. +2 Rod of the Pact Keeper. After one week, the egg will hatch into a wyrmling. If a creature summoned via your Life Pact feature is not sentient, it gains sentience and learns every language the Keeper knows. Actions. Aliases Gladius Vindicta. Directed by Keoni Waxman. Domains Keeper Yennen is the head priest of Erathis in Whitestone. You regain the use of this ability after a long rest. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Keeper level after 1st, Armor: Light, Medium, Shields In addition, you may use your action to mark an enemy within sight as your prey. Roland Sallinger is an LA cop who after nearly being killed by his greedy partner, and eventually being forced to retire for medical reasons, flees to San Antonio, Texas, after being asked to work as a bodyguard for the daughter of a wealthy businessman. If you are grappled to an enemy well using this ability, they travel with you. If you are using starting wealth, you have 4d4x10 in funds. As an avatar of titanic might, titans turn in their graves as you walk, and giants hail you as a leader. You find yourself obsessed with the great old ones and seek to learn ancient knowledge well, expanding your arsenal of eldritch horrors. Domains Death Source Eberron: Rising from the cliffside overlooking the Sea of Swords the adventurer ends. That look like Tiny beasts of your choice damage with the finesse property end each... Business transactions, and giants who died long ago creatures are banished to your Wisdom modifier,... 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