Base Class: Cleric
Ancient scrolls speak of the world's last days, foretelling a time of violence and destruction that will consume everything. You have studied these scrolls and know the disasters destined to befall the world: nine terrible catastrophes that will one day cause its doom. These supernatural disasters were sown in the world's foundations during the first days and now lie buried beneath mighty seals in its far corners. It is your task to ensure that these seals remain intact, for each time some evil power breaks one, the end of all things draws closer. Those who meddle with the seals flirt with the destruction of all and risk upsetting the great purpose of the cosmos.
To safeguard the ancient seals, you are initiated into a secretive order: the Keepers of the Nine. You learn powerful prayers of warding so that you can turn back those who meddle with forces they do not understand. Keepers are drawn from many races and include servants of different gods, but most are dedicated to a god of the Order, Creation, or in some cases Destruction domains. Old disagreements and jealousies are common among the Keepers, but all agree that the Nine Seals must remain hidden and unbroken.
Keeper's Wards
The knowledge of the seals increases your own defensive capabilities, and you draw inspiration from their lore to fortify yourself with divine protection. After a long rest, you gain temporary hit points equal to your proficiency+Constitution modifier, and your AC increases by +2; the increase to AC lasts until the temporary hit points are gone.
Divine Durance
As a Keeper, you gain insights into the workings of magic and the nature of durability, and how to shore them up when they begin to fail. Using some of the most fundamental prayers of the order, you can extend the effect of a spell you created that doesn't require concentration by 1 round, using a bonus action. You must take a long or short rest to use this feature again.
Channel Divinity: First Seal
Starting at 2nd level, you can use your Channel Divinity to invoke the power of the first of the nine seals.
As an action, you present your holy symbol and evoke a seal of divine wrath that can cause creatures to stumble and pause in hesitation, weakening their attacks. Choose any creatures within 30 feet of you, and they must make a Wisdom saving throw. If they fail, they have a penalty to damage rolls equal to your Constitution modifier for 1 minute or until it takes any damage.
Keeper's Mantle
Beginning at 6th level, the holy power invested in you can be extended towards your allies. You gain an Aura 10 that is active while you are conscious and not incapacitated. While in the aura, if an ally makes a saving throw, you can spend a reaction to grant them a bonus to the saving throw equal to your Constitution modifier; if they succeed on the saving throw, they shine with divine favor, and attack rolls against them have disadvantage until the end of their next turn.
Keeper's Vengeance
The divine power that girds up your defenses now also lends its strength to the works of might shown by your other prayers. Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Secret Seal
You conjure a glyph that unleashes the magic of the tenth and Secret Seal, known only to the most powerful Keepers of the Nine. Your enemies are stunned by its thunder. Using your holy symbol, with an action you can invoke the power of the Tenth Seal in a space within 30 feet. The seal lasts for 1 minute. When a hostile creature starts its turn within 15 feet of the seal, it must make a Wisdom saving throw: on a success, it takes 2d8+Wisdom modifier Thunder damage; on a failure, it is stunned until the start of its next turn. Once you use this feature, you must finish a long rest before you can use it again.
Comments