The Keeper (5e Subclass)

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Design Note: This subclasses uses the Anansi (5e Deity) as it's patron.

Anansi Patron[edit]


Warlock Subclass

You have made your pact with the powerful entity known as Mr. Nancy—an infamous demigod in the upper plane and a peculiar gentlemen in the material.

Anansi 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.

Anansi Expanded Spell List
Spell Level Spells
1st command, dissonant whispers
2nd detect thoughts, magic aura
3rd blink, remove curse
4th compulsion, dominate beast
5th dominate person, planar binding
Anansi's Mark

Starting at 1st level, you gain the ability to mystically mark a creature as your and by extension Anansi's quarry, promising the soul of the creature to him. As a bonus action, choose one creature you can see within 90 feet of you. The target is marked for 1 minute depending on your level. The mark ends early if either you or the target dies. You cannot mark soulless creatures such as undead or constructs. While a target is marked, you gain the following benefits:

  • You gain a bonus to damage rolls equal to your proficiency bonus against the marked target.
  • If the marked target dies within 90 feet of you, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

However, failure to deliver the soul of the marked target will anger Anansi greatly invoking his wrath at an unspecified time. You have been warned. The duration increases to 10 minutes at 4th level, 1 hour at 8th level, 8 hour at 12th level, 24 hours at 16th level, and permanently at 20th level. A greater restoration, remove curse or other similar affect removes the mark. After you use your Anansi's mark, you can’t use it again until you complete a short or long rest.

Anansi's Curse

Starting at 6th level, when you marked a target you can curse them with ill fortune forcing them to make a Wisdom saving throw as if you had cast the bestow curse spell. Once you use this feature, you can't use it again until you finish a short or long rest.

Anansi's Own

Starting at 10th level, you can make deals on behalf of Anansi, however, you are ultimately held responsible for making poor deals that don't benefit your patron and deals they don't agree to must be upheld by you with Anansi acting as the ruling body. Deals can use any of the resources at your disposal or at your patrons' disposal if you're given permission of course. Such deals may involve you performing a specific task in exchange for a magic item your patron seeks or may even include drawing from Anansi's Deck of Many Things. What can and cannot be done is ultimately up to your Dungeon Master. In addition, you no longer age and cannot be aged magically.

Anansi's Feast

Starting at 14th level, when you use Anansi's mark, you can mark a number of creatures within range equal to your proficiency bonus plus your Charisma modifier. In addition, anytime a marked creature within 90 feet of another marked creature takes damage from you, every other marked creature within range takes half the damage dealt to the first creature as psychic damage.

Anansi Invocations[edit]

Anansi's Hoard

Prerequisite: Anansi Patron, 5th level
You gain access to an extradimensional space the size of a bag of holding and can draw or stow items into it as a bonus action.

Anansi's Hond

Prerequisite: Anansi Patron
You can track a marked creature across any distance and through planes. In addition, you can see only your marked target as if you had truesight.

Anansi's Mask

Prerequisite: Anansi Patron
You have gained a mask that covers your entire head in a likeliness of your choice. While worn it allows you to cast the disguise self spell at will without expending a spell slot.

Anansi's Surge

Prerequisite: Anansi Patron, eldritch blast cantrip
When you hit a creature with the eldritch blast cantrip, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, your speed drops to 0 until the end of your next turn. You can only empower your eldritch blast this way once per turn. In addition, at the beginning of your turn, you have advantage on your first attack roll against creatures higher than you in the initiative roll with eldritch blast.

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