Keepers are disciplined protectors who meet danger wherever it strikes: with a longbow at range, a longsword up close, or a steady hand shielding an ally. Their defining skill is not a supernatural gift but the practiced judgment to put themselves between danger and someone who needs help. In a party, Keepers are durable weapon-users who bolster allies, blunt incoming harm, and keep a fight from becoming a rout.
Stand where the danger is. Make sure someone else gets home.
Support
KKeeper
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d10
PrimaryStrength or DexterityWisdom
Features
21, levels 1 to 20
1Level 1, reached
Keeper Training
You gain proficiency with all simple and martial weapons, light and medium armor, and shields. You can use a longsword or longbow as a Keeper's weapon; when you finish a Long Rest, choose one of those weapons to gain mastery with if you lack its mastery property.
Steady Hand
You gain a pool of Keeper Dice, which are d6s equal to your Proficiency Bonus; you regain all expended dice when you finish a Long Rest. As a Bonus Action, expend one die and choose a creature within 30 feet: it gains Temporary Hit Points equal to the die roll + your Wisdom modifier (minimum 1).
2Level 2
Stand Between
When a creature you can see within 30 feet takes damage, you can take a Reaction and expend one Keeper Die to reduce that damage by the number rolled + your Wisdom modifier (minimum reduction 1). You must be wielding a Keeper's weapon or a shield.
3Level 3
Keeper Calling
Choose a Keeper subclass. Your choice grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6Level 6
Clear the Way
When you use Steady Hand or Stand Between, the chosen creature can also move up to 10 feet without provoking Opportunity Attacks. This movement must end in a space it can occupy.
7Level 7
Call the Opening
Once on each of your turns when you hit a creature with a Keeper's weapon, choose one ally within 30 feet who can see or hear you. That ally gains a bonus to its next attack roll against the target before the start of your next turn equal to your Wisdom modifier (minimum +1).
8Level 8
Ability Score Improvement
9Level 9
Unbroken Resolve
Your Keeper Dice become d8s. In addition, when you roll Initiative and have no Keeper Dice remaining, you regain one die.
10Level 10
Far-Reaching Guard
You can use Stand Between when the chosen creature is within 60 feet of you. You can also use it when the creature takes damage from an effect you can see, even if the effect does not have an attacker.
11Level 11
Restore Courage
When you use Steady Hand, the target can immediately repeat one saving throw against the Charmed or Frightened condition, ending that condition on itself on a success. A creature can benefit from this once per Short or Long Rest.
12Level 12
Ability Score Improvement
13Level 13
Seasoned Resolve
Your Keeper Dice become d10s. When you roll Initiative and have no Keeper Dice remaining, you regain two dice instead of one.
14Level 14
Sheltering Presence
When you use Stand Between, the protected creature has Advantage on the next saving throw it makes before the end of its next turn.
15Level 15
Shared Relief
When you use Steady Hand, you can choose up to two eligible creatures instead of one, rolling the Keeper Die separately for each. The die is expended only once, and both creatures gain the same rolled amount of Temporary Hit Points.
16Level 16
Ability Score Improvement
17Level 17
Unshakable Resolve
Your Keeper Dice become d12s. When you roll Initiative and have no Keeper Dice remaining, you regain three dice instead of two.
18Level 18
Guard the Many
When you use Stand Between, you can protect up to two creatures within range against the same instance of damage, dividing the damage reduction between them as you choose. Each creature's reduction is determined separately, and you expend only one Keeper Die.
19Level 19
Epic Boon
You gain the Ability Score Improvement feat or another feat for which you qualify. In addition, you gain an Epic Boon feat or another feat for which you qualify.
20Level 20
No One Left Behind
When you roll Initiative, you regain all expended Keeper Dice. Once per Long Rest, when you or an ally within 60 feet would be reduced to 0 Hit Points but not killed outright, that creature instead drops to 1 Hit Point and can move up to half its Speed without provoking Opportunity Attacks.
Core traits
Hit die
d10
Primary
Strength or DexterityWisdom
Hit points per Keeper level; Hit Points at 1st level: 10 + your Constitution modifier; at higher levels: (or 6) + your Constitution modifier per Keeper level.
Saving throwsStrength and Wisdom saving throw proficiencies.
Armorlight armor, medium armor, shields.
Weaponssimple and martial weapons.
Toolsnone. You gain mastery with one chosen Keeper's weapon, either a longsword or longbow, when you finish a Long Rest.
ResourceKeeper Dice: a pool of d6s equal to your Proficiency Bonus at level 1, improving to d8 at level 9, d10 at level 13, and d12 at level 17. Regain them on a Long Rest; later features restore dice when you roll Initiative.
MulticlassingPrerequisite: Strength 13 or Dexterity 13, and Wisdom 13. On multiclassing into Keeper, you gain proficiency with light armor, medium armor, shields, and simple weapons. Keeper Dice scale with Keeper level only.
Subclasses
3
Bannerheart
A visible source of courage whose presence turns a scattered band into a team.
Rallying words and coordinated volleys
Improved support for allies who follow your lead
A decisive call that steadies the whole group
Bulwark
A steadfast defender who makes the space around them safer.
Greater protection against attacks and hazards
The ability to reposition endangered allies
A powerful defense that holds a threatened line
Wayfinder
A mobile protector who finds the safest path through a chaotic fight.
Precise strikes that create openings for companions
Improved ranged and melee coordination
A finishing maneuver that leaves a dangerous foe exposed
Playing one
What it is
Keepers are disciplined protectors who meet danger wherever it strikes: with a longbow at range, a longsword up close, or a steady hand shielding an ally.
Their defining skill is not a supernatural gift but the practiced judgment to put themselves between danger and someone who needs help. In a party, Keepers are durable weapon-users who bolster allies, blunt incoming harm, and keep a fight from becoming a rout.
How to play one
Fight where you can reach the people who need you: use your longbow to contribute safely across the field and your longsword when an enemy threatens your allies.
Spend Keeper Dice to soften incoming harm or give a vulnerable ally breathing room, and coordinate your reactions carefully—Stand Between competes with other Reaction options. You are sturdy, but your best turns often make an ally's turn safer or more effective.
Make one
Personality
I notice who is being left out of a conversation and make room for them.
Ideal
Service. Strength matters most when it is used to help someone who cannot repay you.
Bond
I carry the names of everyone I failed to save, and I will not add another.
Flaw
I treat every request for help as a promise I must keep, even when I am already overextended.
Quirk
Checks exits and counts people whenever entering a room.
Personality
I notice who is being left out of a conversation and make room for them.
I stay calm in a crisis, then shake once everyone else is safe.
I praise effort more readily than talent.
I prefer practical promises I can keep to grand declarations.
Ideals
Service. Strength matters most when it is used to help someone who cannot repay you.
Courage. Fear is real; choosing to act for others is what makes courage.
Mercy. Protecting people includes giving the fallen a chance to choose better.
Bonds
I carry the names of everyone I failed to save, and I will not add another.
A community once sheltered me when I had nothing; I still answer its call.
My weapon belonged to someone who gave their life protecting others.
Flaws
I treat every request for help as a promise I must keep, even when I am already overextended.
I struggle to accept protection from others; depending on someone feels like risking their safety.
When someone abuses the vulnerable, my patience can vanish and my judgment with it.
Quirks
Checks exits and counts people whenever entering a room.
Offers the last portion of food to someone else, then insists they are not hungry.
Repairs straps, bowstrings, and scabbards while listening.
Uses a person's name when speaking to them in a tense moment.
In the world
Training
There is no universal Keeper order.
Most learn through service beside an experienced protector: guarding a caravan, helping a village militia, or accompanying relief workers. Initiation is practical rather than ceremonial—a mentor trusts the student with another person's safety and watches what they do when the plan fails.
How others see them
Ordinary people tend to trust Keepers once they see them act, though some mistake their willingness to risk themselves for recklessness.
Soldiers value their steadiness, while rulers who prefer obedience to compassion may find them inconvenient.
Famous practitioners
KeeperMara VennA renowned archer who held a mountain pass for three days, then walked every wounded defender to safety.
KeeperOld Tovan ReedA patient sword instructor whose students include guards, refugees, and several former bandits.
Factions
The Open Road Compact
A loose fellowship that escorts refugees and trains local defenders, accepting payment only when a community can afford it.
The Last Lanterns
A disciplined network of town guards and veteran Keepers known for holding evacuation routes rather than territory.
The Kindly Shield
A quiet association that teaches protection skills to healers, messengers, and anyone regularly exposed to danger.
Regions
The Uncounted Marches
Keepers are common along dangerous trade roads, where small settlements rely on traveling defenders instead of standing armies.
The Greyspine Holds
Mountain communities teach Keeper methods to anyone willing to guard the narrow passes and winter shelters.
The Three-Reed Delta
In crowded river cities, Keepers often work as volunteer wardens during fires, floods, and civil unrest.
Character hooks
You once held a bridge alone long enough for an entire village to escape; now you seek the people who made that sacrifice possible.
A former comrade has become a feared mercenary, and you believe they can still choose another path.
You were trained by a traveling company of Keepers, but its leader vanished after sending you away with a cryptic warning.
Your homeland's defenders abandoned a border town. You stayed, and the survivors have never forgotten it.
You inherited a sword and longbow from two rival mentors, and you refuse to choose between their teachings.
You protect a person whose fate could prevent a war, though they have no idea who you are.
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