Keeper (5e Class)
From D&D Wiki
A Living Well
What is a Keeper? A Keeper is someone whose intense bond to life allows them to manifest a companion from a Demiplane of their slain foes and treasured allies. Keepers draw their power from wells of everlasting living energy left behind as residue from long-dead casualties of the 1000 year war. They channel this might to destroy their foes and manipulate the world around them. Some try and escape the burden of carrying this living energy with them and turn to necromantic powers, some embrace the attachment to life much like a druid or a cleric and use the power of life to aid the world, and others try to master the most unworldly kind of life dwelling within the cosmos.
A Keeper's Cause
|This art belongs to Luis Royo|
Have you been haunted all your life by whispers in the back of your mind? Perhaps you were training to be a druid, but the way your powers manifested was far more bizarre. Maybe you are part of an ancient organization of Keepers to maintain the natural order of life or even destroy it? Could you have been a victim of some necromantic experiment? Regardless you must face the world alongside your captured companions and seek out the truth.
- Quick Build
You can make a Keeper quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the haunted one background.
As a Keeper you gain the following class features.
- Hit Points
Armor: Light, Medium, Shields
Weapons: Simple weapons, Keeper's weapons
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from the following: Nature, Religion, Animal Handling, Athletics, Insight, Perception, and Medicine
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two Keeper Weapons or (b) a Keeper Weapon and a Shield
- (a) a Priest's Pack or (b) an Explorer's Pack
- (a) Studded Leather Armor or (b) Scale Mail
- (a) any simple melee weapon or (b) any simple ranged weapon
- If you are using starting wealth, you have 4d4x10 in funds.
|1st||+2||Keeper's Weapons & Fighting Style|
|2nd||+2||Well of Life & Life Pact|
|4th||+2||Ability Score Improvement|
|7th||+3||Living Order Feature|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Living Order Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Living Order Feature|
|19th||+6||Ability Score Improvement|
At 1st Level, you've trained to use 4 unique weapons:
- A polearm dealing 2d4 slashing damage with the two-handed, heavy, and reach properties
- A hammer dealing 1d8 bludgeoning damage with the heavy and the versatile (1d10) properties
- Arming Cane
- A wooden polearm dealing 1d6 bludgeoning damage with the finesse, light, and versatile (1d8) properties
- A pair of fist weapons dealing 1d4 bludgeoning damage. While wearing a gauntlet in each hand, you may make an additional attack with this weapon as a bonus action.
At 1st level, choose one of the following options fighting styles:
- You gain a +2 bonus to attack rolls you make with ranged weapons.
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- While you are wearing armor, you gain a +1 bonus to AC.
- Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Well of Life
At 2nd level, you have access to a special demiplane of life where your slain foes and befriended companions lie. You cannot forcefully banish a creature into the demiplane unless you or a creature summoned via your Life Pact feature reduce it to 0 Hit Points. Conjured creatures are immune to this feature.
Creatures who are willing to join the Well of Life may do so without violence after a 1-minute long bonding ritual.
You may also touch any creature that has died within the past hour as an action and banish it's soul to your Well of Life. However, you may only banish a number of creatures equal to your Wisdom modifier in this way before completing a long rest.
Any creature that's soul is banished to the Well of Life can be summoned via your Life Pact feature, but you may only have one creature summoned from your Well of Life at any given time.
Creatures banished into the Well of Life have undying loyalty to you. You may not enter the Well of Life, and neither can any creature who is not bound there.
As more creatures are banished to your Well of Life, it grows in size to accommodate living space for each of them. While in the Well of Life, all creatures that dwell there recover their Hit Points after the Keeper completes a long rest.
If you fall unconscious or dies, any creature summoned via the Life Pact feature is immediately withdrawn into the Well of Life. If no creatures are in the Well of Life, you lose access to your Life Pact feature until you banish more creatures.
At 2nd level, you can summon forth an ally from your Well of Life as an action in an unoccupied space next to you. You can also send a creature under your control back to your Well of Life as a bonus action.
You have a telepathic link with creatures summoned via this ability, and the creature shares your initiative. The creature has the same resistances, senses, immunities, movement, ability scores, Armor Class and size as it originally had before capture, but can only make a single slam attack, dealing 1d6 bludgeoning damage + the creature's strength or dexterity modifier.
The creature also loses specific actions, legendary actions, legendary traits, the ability to cast spells, and any lair action that the creature may have had, but maintains reactions and traits such as the Warhorse's Trampling Charge trait.
They also have the same proficiency bonus as you and have hit points equal to (3 + their Constitution Modifier) x your Keeper level or 6 x your Keeper level (whichever is higher).
Summoned creatures have their own bonus actions independent of you and may use them if they have traits or class features that require them. If a creature you summon has a trait that requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
You are immune to any area of effect abilities these creatures generate from traits such as the Ghast's Stench trait. You may use your action to order a creature summoned from your Well of Life to do any task, and it will try, to the best of its ability, to follow your order until the start of your next turn. While not under the strain of a combat situation, you may freely order a creature to do a long term task such as delivering a message.
Summoned creatures must remain on the same plane as you or be forced back into the Well of Life. When a creature created via this feature drops to 0 hit points, its body is turned to mud, and it cannot be brought back to life or return to your Well of Life by anything short of a Wish or True Resurrection spell.
At 3rd level, your choices leading up to this point have given you a new view on life that manifests in one of five orders: the Natural Order, Undead Order, Eldritch Order, Draconic Order, or the Giantkin Order. You gain an additional feature from your choice at 7th, 13th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you may now order a creature summoned by your Life Pact feature with your reaction on your turn. In addition, its slam damage dice increases to a d8, and from this point onward, you may spend an action to see through the eyes of any creature under your control and feel all of their senses as they feel them. You may end this effect at any time, but as long as you remain in this state, you are blind and deaf regarding your own senses. You may also make a second wepon attack as apart of your action if you are wielding a Keeper weapon.
At 6th level, your weapon attacks are now considered magical for the purpose of bypassing resistance and immunity to nonmagical weapons. Creatures summoned via your Life Pact feature also gain this benefit.
At 9th level, slam attacks made by creatures summoned via your Life Pact feature now deal 1d10 bludgeoning damage. In addition, you may choose one of five combat maneuver's that your Life Pact creatures may use.
At 15th level, this damage increases to 1d12 bludgeoning damage, and you may select an additional combat maneuver.
- Pack Tactics
- The creature has advantage on all attack rolls if at least one of its allies is within 5 feet of the creature, and the ally isn't incapacitated.
- Heavy blow
- When the creature lands a slam attack, they may attempt to perform the shove action with their bonus action.
- Mounted Tactics
- While mounted by a Keeper, the creature gains a +2 to its Armor Class & damage rolls, and the Keeper has advantage on initiative checks.
- Grounding Strike
- A enemy who takes damage from the creatures slam attack while flying must succeed a Strength saving throw with a DC of 8 + your proficiency bonus + the summoned creatures Strength modifier or be catapulted to the ground causing its speed to becomes 0 until the end of its next turn.
- Innate Magic
- The creature gains the innate ability to cast the spell Life Transference once per day, but the target for the healing of this spell must always be the Keeper. Once this ability is used, it cannot be used again by other creatures summoned from the Well of Life until after a long rest. At 15th level, they may use this ability twice. You regain all uses of this ability on a long rest.
At 10th level, you may touch any nonmagical object of huge or smaller, and it will animate into an awake, conscious, and mobile being after commencing a 1-minute long ritual. You may turn the creature back into an inanimate object with an action, but only if it is willing. Creatures summoned via this feature cannot join your Well of Life.
Creatures given sentience are generally grateful and tend to like Keepers if they have no reason not to, but aren't compelled to help you if they choose not to. It remembers creatures that have walked by and everything that the object has ever experienced before sentience. The Dungeon Master determines the statistics for creatures summoned via this feature.
You may use this ability a number of times equal to your Wisdom modifier (a minimum of once), and you regain all uses of this ability after a long rest.
At 11th level, your mastery over living energy has allowed you to grant complex thought to otherwise simple beings. If a creature summoned via your Life Pact feature is not sentient, it gains sentience and learns every language the Keeper knows. Although it can make its own decisions, it is still bound to the Keeper and will not seek motives that harm the Keeper.
In addition, creatures summoned via your Life Pact feature gain a bonus to all Saving Throws equal to your Wisdom Modifier.
At 14th level, your powers over living energy allow you to shape the living as you see fit. You may cast the spell polymorph three times, without requiring any material components.
Aside from beasts, you may also transform targets into creatures of a different creature type. The creature type you may select is based on your Living Order, as shown by the chart below. However, the maximum Challenge Rating of creatures you may turn into or turn others into is 8. If the creature you transform into has the ability to cast spells or speak, you may do so.
Your spellcasting ability is Wisdom, and you regain all expended uses of this ability after a long rest.
- The Natural Order: Fey
- The Undead Order: Undead
- The Eldritch Order: Aberration
- The Draconic Order: Dragon
- The Giantkin Order: Giant
At 15th level, the essence of life has infused itself into you, causing your strikes to shower your enemies with overwhelming force and your body to withstand the test of time. Whenever you land a successful weapon attack on an enemy, they take 1d8 extra Force damage.
At 17th level, The rage of life wells within your summoned companions, empowering them with brutal might and allowing their attacks to cleave through enemies.
Once on each of your turns, when a creature summoned via your Life Pact feature makes a slam attack, they can make another slam attack against a different creature that is within 5 feet of the original target and within your summoned creatures reach.
At 20th level, your immense power over life gives you more access to your Well of Life. You may spend an action to enter or leave your Well of Life and may stay there as long as you wish, causing the land itself to bow to serve you, supplying you with endless food, comfort, and shelter.
If you leave the Well of Life, you reappear in the nearest safe and unoccupied space closest to where you entered it. You may store items in your Well of Life as you see fit.
You may now allow other entities into your Well of Life if they cast the Gate or Plane Shift spell. The creatures in your Well of Life will remain passive towards your guests unless you deem them no longer welcome, in which case they will turn hostile to the guests. The Well itself will also turn against these visitors, making everything difficult terrain for them.
In addition, you may now have two creatures summoned via your Life Pact feature at any given time. However, you may still only order one of your summoned creatures during your turn.
The Natural Order
You have embraced the life flowing through you and become a pure manifestation of light and nature. You dedicate yourself to the purity of life and its preservation. Your Well of Life becomes a menagerie of life and beauty. Creatures brought to the Demiplane become covered in bark, antlers, fur, claws, flowers, or other natural features. As the holy life of nature flows through you, your body may undergo some of these mutations as well. Creatures who were already Animals, Plants, or Fey that are banished to the Menagerie generally remain the same in appearance. The creature type of creatures summoned via your Life Pact feature becomes Beast, Plant, or Fey.
- Grove Soldier
At 3rd level, whenever you or a creature summoned via your Life Pact feature reduces a creature to 0 hit points, you both gain temporary hit points equal to your Wisdom modifier + your half of your Keeper level rounded up (minimum of 1 temporary hit point).
- Guardian's Call
At 7th level, You are constantly under the effect of the Speak with Animals spell. In addition, creatures summoned via your Life Pact feature can use their action to taunt nearby enemies into attacking them. Each creature of your choice within a 15-foot radius of your summoned creature must succeed a Charisma saving throw with a DC equal of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, affected creatures must target your summoned creature as a target for all weapon and spell attacks. Spells with a radius such as fireball must include your summoned creature within its radius. At the end of each of an affected creature's turn, they may repeat their saving throw against this effect.
If you recall a summoned creature into your Well of Life, taunted enemies are immediately freed from this effect. Creatures who are immune to charm effects are immune to this ability.
You may use this ability a number of times equal to your Wisdom modifier (a minimum of once) and regain uses of this ability after finishing a long rest.
At 13th level, creatures taunted by this ability have a disadvantage on attack rolls.
- Animal Harbinger
At 13th level, you may cast the spell Conjure Animals once. You do not need to concentrate on this spell, and the duration lasts until the summoned creatures die, or this feature is used again. You regain the use of this ability after a long rest.
- Lord of the Woods
At 18th level, your creature type becomes beast, plant, or fey (your choice). As an avatar of life, you may use your action to merge your body with a creature summoned via your Life Pact feature. While merged with your summoned creature, you gain its traits, resistances, immunities, reactions, size, and senses. While in this form, you gain the effects of any feature that normally affects creatures summoned via your Life Pact feature. You may use weapons in this form or make slam attacks (your choice) and maintain all your class features. Every time you land a successful weapon attack on an enemy, they must succeed a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier or be taunted as described by your Guardian's Call feature. Whenever a creature attacks you with a melee attack well in this form, they take piercing damage equal to your Wisdom modifier from barbed thorns that protrude from your body. This form lasts an hour or until it drops to 0 hit points. When this form is destroyed, the creature you merged with returns to your Well of Life with 1 hit point, and you return to the hit points you were at before transforming. You may use this ability once and regain expended uses after a long rest.
The Undead Order
Although most Keepers accept the gift of life within them, you have warped your gift and turned to vile necromancy. You twist the dead to serve you and become a patron of undeath. Life is just something to be abused for powers in your eyes. Your Well of Life becomes a Graveyard filled with muck and tombstones. Any creature banished to the Demiplane has rotting flesh, a skeleton frame, wraith-like features, ectoplasm, or other undead features. As negative energy flows through you, your body may undergo some of these mutations as well. Creatures who are already Undead that are banished to the Graveyard remain relatively the same in appearance. The creature type of creatures summoned via your Life Pact feature becomes Undead.
- Cursed Touch
At 3rd level, your summoned creatures gain the ability to debilitate enemies momentarily. Twice every short rest, when a summoned via your Life Pact feature lands a successful slam attack, you may force the damaged creature to make a Wisdom saving throw with a DC of 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target suffers one of the following effects of your choice.
- The creature is blinded until the start of your next turn.
- The damage dealt by its weapon attacks is halved until the start of your next turn.
- It is charmed by a chosen ally within 30ft until the start of your next turn.
- Grave Bomb
At 7th level, whenever a creature summoned via your Life Pact Feature dies, they violently explode. Every creature in a 15-foot radius must succeed a Dexterity saving throw with a DC of 8 + your Wisdom modifier + your proficiency bonus. Targets within the area take 4d8 Necrotic damage or half as much on a successful save. At 13th level, you may apply one of the effects listed in your Cursed Touch feature to creatures who fail their Dexterity saving throw. At 18th level, the damage from this feature increases to 8d8.
- Death Tongue
At 7th level, you may cast the spell Speak with Dead a number of times equal to your Wisdom modifier, and you regain all uses of this ability after a long rest.
At 13th level as a bonus action, you may instantly destroy a creature summoned via your Life Pact feature to regain 1d8 + your Wisdom modifier hit points and summon a different creature from your Well of Life.
- Grave Lord
At 18th level, your creature type becomes Undead, and you no longer need to sleep. In addition, you gain Resistance to Necrotic Damage. You may also cast the spell Circle of Death once without using material components. Your spellcasting ability is Wisdom, and you regain the use of this ability after a short or long rest.
The Eldritch Order
- Eldritch Sanctum
In your search, you found the most primitive source of cosmic life. You find yourself obsessed with the great old ones and seek to learn ancient knowledge well, expanding your arsenal of eldritch horrors. Your Well of Life becomes a living organism made out of tentacles, eyes, arms, legs, and teeth. Any creature banished to the Demiplane gains tendrils, extra eyes, more mouths, or huge brains. As the Eldritch life of chaos flows through you, your body may undergo some of these mutations as well. The creature type of creatures summoned via your Life Pact feature becomes Aberration. Creatures who were already aberrations that are banished to the Eldritch Sanctum remain relatively the same in appearance.
At 3rd level, you gain tentacles as a Keeper Weapon. Tentacles are a special weapon dealing 1d8 Piercing damage with the finesse property. When you land a successful hit with this weapon, you may attempt to grapple your target as a bonus action. You may add your Wisdom modifier to grapple checks made with this weapon. This weapon is attached to your body and cannot be disarmed unless it's severed. If severed, it regrows over the course of a short or long rest.
Starting at 7th level, once per turn, you may catapult your body 30 feet in the direction of your choice by expending half your movement. While traveling this way, you gain the benefits of the disengage action. If you are grappled to an enemy well using this ability, they travel with you. If you hit a wall well traveling, you immediately stop, and any creature you are grappling takes 2d8 bludgeoning damage.
- Inhuman Form
Starting at level 13, Your Tentacles now gain the reach weapon property, and even if your form is altered by polymorph or similar spells, you may still use your tentacles as one of your actions. If a creature you transform into has the multi-attack action you may replace one of the attacks listed with a tentacle weapon attack. In addition, creatures summoned via your Life Pact feature gains tentacles as well. Attacks made with these tentacles are considered slam attacks.
- Cosmic Lord
At 18th level, your creature type becomes Aberration, and you can no longer be feared or diseased. As an avatar of the cosmos, terrors from the far reaches of the universe take an interest in you, and their children treat you as kin. From this point, onward creatures that are grappled by your tentacles have disadvantage on all saving throws. In addition you may cast the spells regenerate and telepathy once. Your spellcasting ability is Wisdom, and you regain the use of this ability after a long rest.
The Draconic Order
- Dragon's Lair
Draconic Keepers are Keepers who have tapped into a well of draconic influence and seek to not only create and grow dragons but use them more effectively as well. Your Well of Life becomes an expanse of perfect draconic lairs for various dragons such as high mountain caves, destroyed castles, or volcanos. Any creature banished to the Demiplane has their body heavily influenced by draconic magic, similar to the way a Dragonborn compares to a Human. Some examples of this are scaly skin, leathery wings, claws, or dragon-shaped skulls. As draconic blood flows through you, your body may undergo some of these mutations as well. The creature type of creatures summoned via your Life Pact feature becomes Dragon. Creatures who were already dragons before being banished to your Dragon's Lair remain relatively the same in appearance.
- Draconic Mark
At 3rd level, you may spend an action to curse a target that you can see, forcing them to make a Wisdom saving throw with a DC equal to 8 + your proficiency modifier + your Wisdom modifier. On a failed save, they gain vulnerability to one of the following damage types of your choice until the end of your next turn: acid, poison, cold, fire, or lightning. This has no effect if the target has immunity to the selected damage type, and if the target has resistance, they lose the resistance instead of becoming vulnerable. You may use this ability a number of times equal to your Wisdom modifier (a minimum of once) and regain expended uses on a long rest.
- Egg Creation
At 3rd level, you may merge creatures within your Well of Life with a combined Challenge Rating of 5 or more to create a dragon egg. The type of dragon egg that is created is up to your Dungeon Master's discretion. After one week, the egg will hatch into a wyrmling. To further advance the dragon's growth, you may now use the draconic feasting ability:
- Draconic Feasting
You may feed your dragons with other creatures from your Well of Life to bring them to the next stage of development:
- To age a Wyrmling into a Young Dragon, you must combine creatures with a total Challenge Rating of 10 or more.
- To age a Young Dragon into an Adult Dragon, you must combine creatures with a total Challenge Rating of 20 or more and must be at least 10th level.
- To age an Adult Dragon into an Ancient Dragon, you must combine creatures with a total Challenge Rating of 40 or more and must be at least 15th level.
- Dragon's Breath
Starting at 7th level, creatures you summon that would normally have breath weapons may now use them. The DC of saving throws generated via this feature is equal to 8 + your proficiency modifier + your Wisdom modifier. Metallic dragons still choose between a damaging breath or the other breath weapon detailed in their bestiary. However, they may only use this special type of breath once before completing a long rest. Instead of the original damage of a dragon's breath, dragons deal damage of their appropriate type according to the chart listed below. Breath weapons still recharge as normal, and the area they affect, such as a line or cone, remains the same as it does in the bestiary.
- Wyrmling Dragon breath: 6d6
- Young Dragon breath: 8d6
- Adult Dragon breath: 10d6
- Ancient Dragon breath: 12d6
- Fearful Presence
At 13th level, dragons with the Fearful Presence ability may now spend an action to use it. The DC of this ability is equal to 8 + your proficiency modifier + your Wisdom Modifier. If an enemy successfully succeeds its saving throw against Fearful Presence, it is immune to the Fearful Presence from your other dragons for 24 hours as well.
- Draconic Lord
Starting at 18th, level your creature type becomes Dragon, and you gain resistance to one of the following damage types of your choice: acid, poison, cold, fire, or lightning. You may change your chosen resistance every short rest. In addition, you may cast the spell Compulsion once using Wisdom as your spellcasting modifier. You regain the use of this ability on a short or long rest.
The Giantkin Order
- Giant's City
Giantkin Keepers are Keepers who draw their might from Titans and Giants who died long ago. As Giantkin Keepers grow stronger, they grow in size and find themselves thinking more like their ancient patrons. Your Well of Life becomes an expansive viking city suited to fit giants. Any creature banished to the Demiplane becomes taller, wider, and more humanoid. Some examples of this are beards, opposable thumbs, or a muscular, human-like torso. As giant blood flows through you, your body may grow more as well. The creature type of creatures summoned via your Life Pact feature becomes Giant. Creatures who were already giants before being banished to your Giant's City remain relatively the same in appearance.
- Giant's Fist
At 3rd level, your unarmed strikes now deal bludgeoning damage equal to 1d4 + your Strength modifier. From this point onward, you may cast Enlarge/Reduce once as a bonus action without material components and without concentration. The spell's target must be you or a creature summoned via your Life Pact feature, and you must select the Enlarge option. You may use this feature once, and regain the use of this feature after completing a short or long rest. In addition, once a turn, while enlarged, if you or a creature summoned via your Life Pact feature kills an enemy, you may move up to half your movement and make a single unarmed strike against a creature within your reach.
- Rock Throw
At 7th level, you may spend an action to pick up a large boulder, chunk of rubble, or rip large pieces of material out of walls directly and make a ranged attack against a target within 60 feet of you. If you cannot conceivably gain anything to throw, you may not use this feature. You are proficient with this weapon and add your strength modifier to the attack roll. If the rock hits an enemy, it deals 2d8 + your Strength modifier bludgeoning damage. If your size is Large, Huge, or Gargantuan, this deals 2d10 + your Strength modifier bludgeoning damage instead. At 18th level, whenever a creature is damaged via your Rock Throw ability, they must succeed a Strength saving throw with a Difficulty Class equal to 8 + your proficiency modifier + your Strength modifier or be knocked prone.
- Eye of the Colossus
At 13th level, you are constantly under the effects of the Enlarge section of the Enlarge/Reduce spell. This effect cannot be dispelled and does not require concentration. If you are confronted by a door or passageway that you are unable to fit through, you may temporarily shrink your form to fit through at will. In addition, you may use your action to mark an enemy within sight as your prey. The target must succeed a Charisma saving throw with a Difficulty Class equal to 8 + your proficiency modifier + your Wisdom modifier. On a failed save, the target is frightened of you for 1 minute. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. If they succeed, they are no longer frightened. Even if the target succeeds, they are still marked. The mark lasts 1 hour or until you mark another creature, and you have advantage on survival checks to track marked targets. Whenever you or a creature summoned via your Life Pact feature lands a successful weapon attack on a marked creature, they take an additional 1d6 force damage. You may use this feature a number of times equal to your Wisdom modifier (a minimum of once) and regain all uses of this feature after a long rest.
- Giant Lord
At 18th level, your creature type becomes Giant, and your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22 as well. As an avatar of titanic might, titans turn in their graves as you walk, and giants hail you as a leader. From this point on, you may now pick up and throw most creatures as ammunition for your Rock Throw feature. You may not throw creatures who are more than one size larger than you. You may decide whether the thrown target takes damage or not. If you choose for the thrown target to take damage, they take damage as if they were hit by your Rock Throw feature. A creature unwilling to be thrown must make a Strength saving throw with a Difficulty Class equal to 8 + your proficiency modifier + your Strength modifier. On a failed save, you throw them.
Prerequisites. To qualify for multiclassing into the Keeper class, you must meet these prerequisites: You must have a wisdom score of 13 or higher and some connection to a Well of Life or living energy.
Proficiencies. When you multiclass into the Keeper class, you gain the following proficiencies: simple weapons, keeper's weapons, light armor, medium armor, and shields.