Steel Keepers are elite martial guardians of the Island of Whym, each bonded to a magically crafted sword that grows alongside its wielder. A Steel Keeper’s blade does not merely deal unusual damage; it develops techniques, defenses, movement powers, and spectacular manifestations based on the wielder’s convictions and fighting style. No two Steel Keepers are exactly alike.
Martial duelist, protector, skirmisher, and supernatural weapon specialist
SKSteel Keeper
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d10
PrimaryStrength or DexterityConstitution
Features
18, levels 1 to 20
1Level 1, reached
Steel Keeper Training
You gain proficiency with martial weapons, light armor, medium armor, and shields. You can use Dexterity or Strength for the attack and damage rolls of your bonded weapon.
Bonded Blade
You receive a Steel Keeper Blade, a magical one-handed or two-handed melee weapon of your choice. It is bonded to you, cannot be willingly used by another creature, and returns to your hand as a Bonus Action from within 60 feet. Choose two Blade Manifestations from the Steel Keeper Blade Manifestations list.
Resonant Strike
Once on each of your turns when you hit with your Bonded Blade, you can deal an extra 1d6 damage. The damage type is determined by your blade’s current manifestation. This damage increases to 2d6 at level 11.
2Level 2
Adaptive Fighting Style
You gain a Fighting Style feat for which you qualify. Whenever you finish a Long Rest, you can replace this feat with another Fighting Style feat.
3Level 3
Steel Keeper Order
You gain a subclass of your choice. Your subclass grants features at levels 3, 6, 10, and 14.
5Level 5
Extra Attack
When you use your Action to attack with your Bonded Blade, you can make one additional attack as part of that Action.
Awakened Edge
Your Bonded Blade’s critical hit range becomes 19-20. When you score a critical hit, you can immediately move up to half your Speed without provoking Opportunity Attacks.
6Level 6
Second Manifestation
You gain one Blade Manifestation from the Steel Keeper Blade Manifestations list. You can change one of your chosen manifestations whenever you finish a Long Rest.
7Level 7
Deepened Resonance
You gain a second use of your class resource, Steel Resonance. You regain all expended uses when you finish a Long Rest, and regain one use when you roll Initiative if you have none remaining.
10Level 10
Order Feature
You gain a Steel Keeper feature from your subclass.
11Level 11
Greater Resonant Strike
Your Resonant Strike deals 2d6 extra damage. In addition, once per turn when you hit with your Bonded Blade, you can apply one additional effect from a Blade Manifestation you know without spending Steel Resonance.
13Level 13
Third Manifestation
You gain one Blade Manifestation from the Steel Keeper Blade Manifestations list. You can change one chosen manifestation whenever you finish a Long Rest.
14Level 14
Order Feature
You gain a Steel Keeper feature from your subclass.
15Level 15
Blade-Sworn Resolve
When you fail a saving throw, you can expend one Steel Resonance to reroll it, adding your Strength or Dexterity modifier to the new roll. You must use the new roll.
17Level 17
Mythic Edge
Your Bonded Blade’s magical abilities ignore Resistance to their damage types. In addition, your Bonded Blade counts as an artifact for the purpose of overcoming magical barriers and protections.
18Level 18
Fourth Manifestation
You gain one Blade Manifestation from the Steel Keeper Blade Manifestations list. You can change one chosen manifestation whenever you finish a Long Rest.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
Perfect Awakening
Your Bonded Blade reaches its perfect awakening. Once per Long Rest, you can use an action to unleash its ultimate manifestation, choosing one option from the Perfect Blade Manifestations list. The effect lasts for 1 minute and does not require Concentration.
Core traits
Hit die
d10
Primary
Strength or DexterityConstitution
Hit points per Steel Keeper level
Saving throwsStrength and Constitution saving throw proficiency; medium armor and shield access; reactive damage reduction and teleportation through blade manifestations.
ArmorLight armor, medium armor, shields.
WeaponsSimple weapons and martial weapons.
ToolsOne artisan’s tool or musical instrument.
Saving ThrowsStrength and Constitution.
SkillsChoose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival, and Vehicles (Water).
ResourceSteel Resonance: You have a number of uses equal to your proficiency bonus. You regain all uses on a Long Rest and one use when you roll Initiative with none remaining. Your Steel Keeper features describe when you spend it.
MulticlassingPrerequisite: Strength or Dexterity 13. When multiclassing into Steel Keeper, you gain proficiency with martial weapons and one skill from the Steel Keeper skill list. You do not gain a Bonded Blade until you gain the class’s Bonded Blade feature.
Spells and options
How it casts
The Steel Keeper is a non-caster.
Its Steel Resonance and Blade Manifestations reproduce the dramatic scale of high-level magic through weapon-bound supernatural techniques; these abilities are magical but are not spells unless a feature specifically says otherwise.
Awakened Techniques
Resonant Techniques
Greater Awakenings
Master Techniques
Mythic Techniques
Steel Keeper Blade Manifestations
Choose manifestations that define your bonded sword’s damage, defenses, movement, and supernatural techniques.
Elemental Temper
Your blade can deal acid, cold, fire, lightning, or thunder damage instead of its normal damage. As a Bonus Action, you can change the chosen type until the end of your next turn.
Breaker’s Force
When you hit a Large or smaller creature, you can push it up to 10 feet. You can use this effect a number of times equal to your proficiency bonus per Long Rest.
Crescent Sever
As a Bonus Action, your blade extends into a line 30 feet long and 5 feet wide. Creatures in the line make a Dexterity saving throw, taking damage on a failure or half as much on a success. Uses Steel Resonance.
Guardian Step
When a creature you can see within 30 feet is hit by an attack, you can use your Reaction to teleport beside it and reduce the damage by plus your proficiency bonus. Uses Steel Resonance.
Hunter’s Oath
As a Bonus Action, you mark one creature you can see within 60 feet for 1 minute. Once per turn when you hit the marked creature, you deal an extra psychic damage and learn its location until the end of your next turn. Uses Steel Resonance.
Sky-Walking Edge
You gain a climb Speed equal to your Speed and can move across liquids during your turn. Until the turn ends, you can also run across vertical surfaces without falling. Uses Steel Resonance.
Binding Cut
When you hit a creature, you can force it to make a Constitution saving throw. On a failure, it is Restrained by spectral chains until the end of your next turn. Uses Steel Resonance.
Ward-Circle Blade
As an Action, you create a 10-foot-radius shimmering barrier centered on yourself for 1 minute. You and allies inside gain Half Cover, and ranged attacks passing through the barrier have Disadvantage. Uses Steel Resonance.
Perfect Blade Manifestations
Choose one spectacular capstone expression for your blade’s perfect awakening.
Tempest Sovereign
For 1 minute, your Bonded Blade creates a 60-foot-radius storm of cutting wind. Enemies treat the area as Difficult Terrain, and you can make one extra blade attack against a different creature whenever you take the Attack action.
Hundredfold Edge
For 1 minute, each hit with your Bonded Blade creates a duplicate strike against a second creature within 15 feet of the target, dealing the weapon’s damage without adding your ability modifier.
Starforged Ascension
For 1 minute, you gain a Fly Speed of 60 feet, Resistance to all damage, and Advantage on saving throws. Your Bonded Blade emits bright light for 60 feet.
Sovereign’s Challenge
For 1 minute, when you hit a creature, you can force it to make a Wisdom saving throw. On a failure, it is stunned until the start of your next turn. A creature can be affected by this manifestation only once per turn.
Unbroken Citadel
For 1 minute, a 20-foot-radius protective field follows you. You and allies inside have Advantage on saving throws, and hostile creatures cannot teleport into or out of the field.
Subclasses
3
Iron Sentinel
The blade becomes a fortress that walks.
Challenge marks that punish enemies for ignoring you
Defensive counters that protect nearby allies
A commanding aura that strengthens companions
Windcutter
The battlefield is only another angle of attack.
Rapid teleportation and aerial swordplay
Extra attacks against isolated or wounded enemies
A lethal finishing technique against marked foes
Stormforged Edge
The sword remembers every storm it has survived.
Elemental blade transformations
Area control through storms, fire, and force
A volatile overcharge that risks harming the wielder
Playing one
What it is
Steel Keepers are elite martial guardians of the Island of Whym, each bonded to a magically crafted sword that grows alongside its wielder.
A Steel Keeper’s blade does not merely deal unusual damage; it develops techniques, defenses, movement powers, and spectacular manifestations based on the wielder’s convictions and fighting style. No two Steel Keepers are exactly alike.
How to play one
Steel Keepers feel like cinematic duelists who adapt their bonded blade to the scene.
Choose a manifestation that supports your current plan, spend Steel Resonance on dramatic reversals or control effects, and stay mobile rather than trading attacks without purpose.
Make one
Personality
I introduce myself by showing my blade’s safest trick.
Ideal
Mastery: A weapon is a promise, and every promise deserves perfection.
Bond
My Steel Keeper Blade carries the memory of the swordsman who first trusted me.
Flaw
I cannot resist answering a challenge, even when caution would save lives.
Quirk
I tap the blade’s hilt when thinking.
Personality
I introduce myself by showing my blade’s safest trick.
I study every opponent as if they are a lesson written in steel.
I maintain my weapon obsessively, even during urgent travel.
I speak calmly until someone threatens a helpless person.
Ideals
Mastery: A weapon is a promise, and every promise deserves perfection.
Protection: The purpose of strength is to stand between danger and those who cannot endure it.
Individuality: Tradition gives us a foundation, not a cage.
Bonds
My Steel Keeper Blade carries the memory of the swordsman who first trusted me.
The Kiri Clan gave me a chance, and I will defend their honor even when I disagree with their rule.
A rival Steel Keeper stole the blade meant for me, and I intend to reclaim it without killing them.
Flaws
I cannot resist answering a challenge, even when caution would save lives.
I judge people by how they treat weapons and underestimate those who do not fight.
My blade’s approval matters to me more than I admit.
I fear that my greatest power will eventually demand a price I cannot pay.
Quirks
I tap the blade’s hilt when thinking.
I give my sword a name before I give myself a title.
I unconsciously angle my body between companions and exits.
I practice silent forms while waiting.
I apologize to defeated weapons before leaving them behind.
In the world
Training
A candidate must find a Steel Keeper mentor, survive a period of service, and complete a personal trial chosen by the Bonding Hall.
During the final rite, the candidate reaches for an unawakened blade; if the sword accepts them, it bonds permanently and manifests its first powers. The Kiri Clan leads the rite, but any proven master may sponsor an outsider.
How others see them
Steel Keepers are admired as heroic defenders but watched carefully because their blades can develop unpredictable powers.
In Whym, carrying one is a mark of distinction; elsewhere, it may be mistaken for a sign of royal service, piracy, or dangerous arcane experimentation.
Famous practitioners
Steel KeeperKiri AozoraThe current high keeper of the Kiri Clan, whose blade can divide a single sword stroke across an entire battlefield.
Steel KeeperMara VennA former pirate captain whose bonded cutlass can anchor itself to storms, ships, and flying enemies.