Base Class: Warlock
The Keepers are a self-proclaimed group of powerful entities across the inner and outer planes. Warlocks of the Keeper patron are bound to an entity that desires balance in its respective domains. Some Keepers maintain the balance of life and death while others influence the tides of order and chaos or war and peace. Whether this desire for balance is objective or not, it is unsure. The boons that these patrons give their recipients are specific to the domain in which each Keeper watches over. Their goals for distributing their power always come from a place of shifting the scales. One could be gifted power in order to shift the tide in a decisive war while another may be granted abilities in order to stop a spread of undead among the regions. Individuals curious of these entities should be cautious. Not all Keepers are out for the greater good. Some would prefer for the undesired outcome to take place, as they see that outcome as true balance. And some see their own self-interests as balance and can be quite prideful and malicious.
Expanded Spell List
The Keeper lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Keeper Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bless, bane |
| 2nd | augury, lesser restoration |
| 3rd | bestow curse, remove curse |
| 4th | divination, freedom of movement |
| 5th | greater restoration |
Bonus Cantrips
At 1st level, you learn the guidance and resistance cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Malleable Fate
At 1st level, you gain the ability to channel the powers of the Keeper in order to influence the balance of reality. You can use your reaction to give advantage or disadvantage to any creature that you can see (other than yourself) that rolls an ability check, attack roll, or saving throw. You must choose to do so before the roll is made.
You can use this ability a number of times equal to your Charisma modifier per long rest.
Assure Stability
Starting at 6th level, you can use your action to touch one creature, ending a condition on them. This effect must be the blinded, deafened, charmed, frightened, or paralyzed conditions.
You can use this ability once per short rest.
Display Intention
You feel the scales of reality shifting in every direction. You must choose what side of the pendulum must be realigned. Starting at 10th level, you gain the ability to choose your preferred method of bringing about balance. Choose one of the following alignments:
Chaos
You can cast Mass Suggestion once per short rest.
Evil
You can cast Harm once per short rest.
Good
You can cast Heal once per short rest.
Law
You can cast Globe of Invulnerability once per short rest.
Embody Equilibrium
Starting at 14th level, the Keepers watch over your work to maintain balance and grant you a portion of their essence. You can use your action on your turn to embody the essence of balance. This change lasts for 1 minute:
Potent Leverage: You gain a bonus +2 bonus to all saving throws, and your spell save DC increases by 2.
Resolute Purpose: You are immune to being charmed or frightened.
Enlightened Influence: If you activated Embody Equilibrium with no uses of Malleable Fate, you regain 2 uses.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/7/2020 6:46:47 PM
|
2
|
0
|
1.1.0
|
Coming Soon
|
|
|
1/7/2020 6:47:00 PM
|
1
|
0
|
1.1.1
|
Coming Soon
|
|
|
1/7/2020 6:47:12 PM
|
1
|
0
|
1.1.2
|
Coming Soon
|
|
|
1/7/2020 6:47:23 PM
|
1
|
0
|
1.1.4
|
Coming Soon
|
|
|
7/7/2020 4:52:37 PM
|
153
|
1
|
--
|
Coming Soon
|
Comments