Keeper (5e Class)
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Contents
- 1 Keeper
- 2 Class Features
- 2.1 Hit Points
- 2.2 Proficiencies
- 2.3 Equipment
- 2.4 Class Ability Descriptions
- 2.4.1 ABOVE (Level 1)
- 2.4.2 FIGHTING STYLE (Level 1)
- 2.4.3 ANCIENT ENCHANTMENT (Level 2)
- 2.4.4 THE KEEPER ARCHETYPE (Level 3)
- 2.4.5 INCREASE IN CHARACTERISTICS (Level 4)
- 2.4.6 ADDITIONAL ATTACK (Level 5)
- 2.4.7 RESISTANCE INFLUENCE (Level 9)
- 2.4.8 COMBAT EXPERIENCE (Level 13)
- 2.4.9 STEADFASTNESS (Level 17)
- 2.5 KEEPER ARCHETYPE: BASTION
Keeper[edit]
Introduction[edit]
A lone guardian, clad in armor that glistens with a burgundy hue in the sun, despite the blood and mortal wounds covering his body, the man stands adamantly among the ruins of the ancient gate, showering hordes of enemies with a blood-curdling gaze.The gray hair sparkles in the rays of moonlight, which seems to pour only on the solemnly laughing dwarf on the edge of the abyss. His hammer glitters like his eyes as he holds off the onslaught of the two giants again and again, until with one mighty blow he throws the creatures into the abyss.
An experienced spearman fights in the vanguard and knows well how to use his spear to pierce the invader's shield, bringing joy to an equal fight in his eyes and gaining a tactical advantage. His opponent's hammer flashes a scarlet light and emits a wave that shakes the earth. All these heroes are Guardians. Nameless knights, driven by long—forgotten goals, guardians of sacred places, elite defensive vanguard, indestructible walking bastions - all of them, like guardians, masterfully wield their weapons, are clad in durable armor and trained in ancient knowledge of combat. Death is their eternal friend, they are well acquainted with it — they endure it themselves and openly laugh in her face.
Class Features[edit]
As a Keeper, you gain the following class features.
Hit Points[edit]
Hit Dice: 1D12 per Keeper level
Hit Points at 1st Level: D12 + your Constitution modifier
Hit Points at Higher Levels: 1D12 + your Constitution modifier
Proficiencies[edit]
Armor: Light and Heavy, Shield.
Weapons: All Weapons.
Tools: No.
Saving Throws: Strength and constitution.
Skills: Choose 2 from Athletics, Perception, Survival, [[Magic (5e)|]], Intimidation, History, Insight.
Equipment[edit]
You start with the following equipment, in addition to the equipment granted by your background:
- a) A set of armor or b) Riveted leather armor
- a) a military weapon and a shield or b) two military weapons
- a) a light crossbow and 20 bolts or b) two military weapons with the property "Throwing"
- a) a set of dungeon explorer or b) a set of traveler
The Keeper
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Combat style, Above |
2nd | +2 | Ancient enchantment |
3rd | +2 | Guardian Archetype, Keeper Archetype Skill |
4th | +2 | Increase in characteristics |
5th | +3 | Additional attack |
6th | +3 | Increase in characteristics |
7th | +3 | Keeper Archetype Skill |
8th | +3 | Increase in characteristics |
9th | +4 | Resistance to influence |
10th | +4 | Keeper Archetype Skill |
11th | +4 | Additional attack |
12th | +4 | Increase in characteristics |
13th | +5 | Combat experience |
14th | +5 | Increase in characteristics |
15th | +5 | Keeper Archetype Skill |
16th | +5 | Increase in characteristics |
17th | +6 | Steadfastness |
18th | +6 | Keeper Archetype Skill |
19th | +6 | Increase in characteristics |
20th | +6 | Additional attack |
Class Ability Descriptions[edit]
ABOVE (Level 1)[edit]
You can use the "Weapon Defense" spell with a bonus action, the number of times equal to your Intelligence modifier. You recover all the spent uses after the end of a long rest.
FIGHTING STYLE (Level 1)[edit]
You choose a fighting style that matches your specialization. Choose one of the following options. You cannot choose the same fighting style option, even if later you will have the opportunity to choose another style.:
- The Duelist
As long as you hold a melee weapon in one hand and don't use another weapon, you get a +2 bonus to damage rolls with this weapon.
- Protection
If the creature you see is attacking not you, but another creature within 5 feet of you, you can react to interfere with its attack roll. To do this, you must use a shield.
- Defense
As long as you wear the armor, you get a +1 bonus to the armor.
- Battle with big weapons
If you have a "1" or "2" on the weapon damage dice during an attack that you made with a melee weapon, holding it with two hands, then you can throw this bone, and must use the new result, even if "1" or "2" fell out again. To take advantage of this advantage, your weapon must have the "two-handed" or "universal" property.
- Battle with two weapons
If you fight with two weapons, you can add a characteristic modifier to the damage from the second attack.
- A blind battle
You get blind vision within 10 feet. Within this distance, you can see everything that is not behind full cover, even if you are blinded or in the dark. Moreover, you can see an invisible creature within this distance, unless it has succeeded in trying to hide from you.
ANCIENT ENCHANTMENT (Level 2)[edit]
You learn to enchant your weapons with the energy of other planes. With a bonus action, you can enchant your weapon until the next short or long rest. Your attacks with this weapon deal magical damage instead of physical damage. Only one weapon can be enchanted at a time.
THE KEEPER ARCHETYPE (Level 3)[edit]
You choose an archetype that reflects the style and technique you aspire to.
INCREASE IN CHARACTERISTICS (Level 4)[edit]
When you reach the 4th, then the 6th, 8th, 12th, 14th, 16th and 19th levels, you can increase the value of one of your characteristics by 2 or two characteristics by 1. As usual, the value of the characteristic should not exceed 20.
ADDITIONAL ATTACK (Level 5)[edit]
If you make an Attack action on your turn, you can make two attacks instead of one. The number of attacks increases to three at the 11th level of this class, and to four at the 20th level.
RESISTANCE INFLUENCE (Level 9)[edit]
Magic fills your body, forever strengthening your resilience. You take advantage of saving throws from the effects of paralysis, fear and charm.
COMBAT EXPERIENCE (Level 13)[edit]
Your combat experience allows you to react on an instinctive level. Your speed increases by 5 feet, and whenever you make a Power, Agility, or Physique saving throw, you get a saving throw bonus equal to your Wisdom modifier.
STEADFASTNESS (Level 17)[edit]
Your fighting spirit can keep you on your feet. If the damage drops your hits to 0, but does not kill you, you are left with 1 hit, and immediately make an additional move, interrupting the current one. Having used this skill, you will be able to reuse it after the end of a long rest.
KEEPER ARCHETYPE: BASTION[edit]
Guardian Dice (Level 3)[edit]
If you choose this archetype, you learn techniques using special dice called guardian dice.
Techniques. You study three techniques of your choice. Most techniques strengthen the attack in one way or another. You can only use one move during one attack. You learn two additional techniques when you reach the 7th, 10th and 15th levels. Every time you learn new techniques, you can also replace one of the techniques you know with another.
Dice guard. You have four Guardian Dice. Dice guards are spent when using techniques. You replenish all spent dice at the end of a short or long rest, as well as in battle for every third attack on you.
You get one more Guardian Dice at the 7th and 15th levels.
Saving throws. Some of your techniques require a saving throw from the target to avoid the effect of the reception. The complexity of such a saving throw is calculated as follows:
The difficulty of the saving throw of the reception = 8 + your skill bonus + your Strength or Dexterity modifier (of your choice)
Techniques:
- A tipping attack. If you get hit by essentially a weapon attack, you can spend one Guardian Dice to try to knock the target down. She must make a Power saving throw. In case of failure, you knock the target down.
- Bastion Rush. You can spend Guardian Dice as an action to ram the target, which must make a Constitution saving throw. On a failed save, you push the target up to 15 feet away from you; if the target crashes into a wall, it is considered stunned.
- Circle attack. You can spend Guardian Dice to attack all targets within 5 feet.
- Stun attack. You can spend Guardian Dice to attempt to stun the target with your attack. The target must make a Strength saving throw. On a failed save, the target is stunned.
- Aggressive defense. You can spend Guardian Dice to taunt all enemies within 10 feet to attack only you. Until your next turn, your armor rating increases by +1 and your attacks against aggro targets have advantage.
- Throwing attack (hammer only). You can spend guardian dice and spin the hammer to deal a devastating blow. The target must make a Strength saving throw. On a failed save, it is thrown 20 feet high and 20 feet away.
- Crushing blow. You can spend guardian dice and try to push the target aside with an attack. The target must make a Strength saving throw. On a failed saving throw, it moves 10 feet in the chosen direction; if the target crashes into an obstacle, it is considered stunned.
- Exhausting blow. You can spend guardian dice and try to knock back the target with an attack. The target must make a Constitution saving throw. On a failed saving throw, her speed is reduced by 10 feet, and she loses her ability to use reactions.
- Retention. Using guardian dice, you can attempt to entangle the target with an attack. The target makes a Strength saving throw. On a failed save, you stand on the target's space, keeping the target restrained until the target breaks free. While you are holding the target, you cannot use the Attack action on anyone other than the held target.
- Magic Defender. By spending guardian dice, you can redirect a spell cast on anyone within 10 feet to yourself.
One against all (Level 7)[edit]
When you enter a fearless state with more than 2 enemies within 5 feet of you, your armor rating increases by +1 and you gain 5 temporary hit points per enemy.
Impregnable fortress (Level 10)[edit]
For allies standing next to you, you are regarded as an obstacle capable of providing full cover in combat.
Look at me! (Level 14)[edit]
You gain a special reaction that triggers whenever an ally is attacked within 10 feet of you, and you can use it to impede an enemy attack or attack them.
My pain is your pain (Level 18)[edit]
If a creature within 10 feet of you has a higher hit point than you, you can use an action to curse the target, any damage dealt to you is also reflected to the cursed creature.