Keeper
About this class
The wild doesn’t fight for territory. It fights for what’s inside it, whether that’s a fawn asleep in tall grass or a traveler who stopped to rest beneath the right tree. You’ve learned to stand where the wild stands: between harm and the ones who need protection. Your magic isn’t conquest. It’s a promise, kept by force when it has to be.
Included subclasses
Domains
Sage
Valor
Starting stats
Hope feature
Class features
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Under My Care
Once per rest you can place willing creatures Under Your Care. The maximum creatures you can have Under Your Care is equal to your Proficiency.
-
Living Ward
Mark a Stress to place a Living Ward on yourself or any creature Under Your Care until the next rest. While a creature has your Living Ward, they increase their Armor Score by 1.
Class items
- A specifically shaped twig
- An item found in nature that did not belong there
Character questions
Background prompts
- What local natural element would you give your life to protect?
- You once saw the harmful effects of a civilization on nature. What were they and how did it change you?
- What part of civilization do you like interacting with?
Connection prompts
- I usually do not like people. Why have I grown a liking to you?
- There's a scar on me you're afraid to ask about. What does it remind you of?
- I found you lost in the woods. What were you running away from?
Subclass cards
Printable via header menu
Ironbark
Foundation
SPELLCAST TRAIT: Strength
Protective Bark: Creatures with your Living Ward gain a +1 bonus to their Damage Thresholds
Strong Bonds: When you Help an Ally with your Living Ward, roll a d8 as your help die.
Ironbark
Specialization
Thorned Bark: Whenever an adversary in Very Close Range damages you while you have your Living Ward, they must mark a Stress or mark an HP
Ironbark
Mastery
Thick Bark: Creatures with your Living Ward gain a +2 bonus to their Damage Thresholds
Thorned Wards: Creatures with your Living Ward also have Thorned Bark.
Rootkin
Foundation
Root Network: When you Help an Ally with your Living Ward any other creature with your Living Ward within Close Range may Help them too without spending a Hope.
Rooted Bonds: You can place an additional willing creature Under Your Care.
Rootkin
Specialization
Warded Connection: When a creature with your Living Ward could mark an Armor slot to reduce the severity of incoming damage, another creature with your Living Ward within Close Range may do so instead.
Rootkin
Mastery
Force of Nature: Once per scene, any creature with your Living Ward may initiate a Tag Team Roll with another creature with your Living Ward at the cost of 2 Hope instead of 3 and it does not count against the once-per-session limit.
Keeper
The wild doesn’t fight for territory. It fights for what’s inside it, whether that’s a fawn asleep in tall grass or a traveler who stopped to rest beneath the right tree. You’ve learned to stand where the wild stands: between harm and the ones who need protection. Your magic isn’t conquest. It’s a promise, kept by force when it has to be.
Domains
Sage + Valor
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A specifically shaped twig
- • An item found in nature that did not belong there
Keeper’s Hope Feature
Keep all : Spend 3 Hope to place a Living Ward on yourself and all creatures Under Your Care within Close Range without marking Stress.
Class Features
Under My Care
Once per rest you can place willing creatures Under Your Care. The maximum creatures you can have Under Your Care is equal to your Proficiency.
Living Ward
Mark a Stress to place a Living Ward on yourself or any creature Under Your Care until the next rest. While a creature has your Living Ward, they increase their Armor Score by 1.
Keeper Subclasses
Choose either the Ironbark or Rootkin subclass.
Ironbark
Harness the strength of nature
Spellcast Trait
Strength
Foundation Features
Protective Bark: Creatures with your Living Ward gain a +1 bonus to their Damage Thresholds
Strong Bonds: When you Help an Ally with your Living Ward, roll a d8 as your help die.
Specialization Feature
Thorned Bark: Whenever an adversary in Very Close Range damages you while you have your Living Ward, they must mark a Stress or mark an HP
Mastery Feature
Thick Bark: Creatures with your Living Ward gain a +2 bonus to their Damage Thresholds
Thorned Wards: Creatures with your Living Ward also have Thorned Bark.
Rootkin
Channel nature's insight and harmony
Foundation Features
Root Network: When you Help an Ally with your Living Ward any other creature with your Living Ward within Close Range may Help them too without spending a Hope.
Rooted Bonds: You can place an additional willing creature Under Your Care.
Specialization Feature
Warded Connection: When a creature with your Living Ward could mark an Armor slot to reduce the severity of incoming damage, another creature with your Living Ward within Close Range may do so instead.
Mastery Feature
Force of Nature: Once per scene, any creature with your Living Ward may initiate a Tag Team Roll with another creature with your Living Ward at the cost of 2 Hope instead of 3 and it does not count against the once-per-session limit.
Background Questions
Answer any of the following, or create your own.
- • What local natural element would you give your life to protect?
- • You once saw the harmful effects of a civilization on nature. What were they and how did it change you?
- • What part of civilization do you like interacting with?
Connections
Ask one of the following, or improvise.
- • I usually do not like people. Why have I grown a liking to you?
- • There's a scar on me you're afraid to ask about. What does it remind you of?
- • I found you lost in the woods. What were you running away from?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.