Keeper
About this class
Keepers are collectors of dangerous knowledge and pursuers of the hidden arcana.
Domains
Midnight
Codex
Starting stats
Hope feature
Class features
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Arcane Secret
At the beginning of the session, you can pick a Spell type domain card from any domain as long as it is equal to or lower than your current level. Place the card in the spot provided below and do not count it as part of your load out. You must *mark a Stress* every time you use it.
-
Spell Thief
When you mark 1 or more Hit Points from magical damage, you can clear a Stress.
Class items
- An old cursed amulet or a torn page from an ancient book of rituals.
Character questions
Background prompts
- What big secret discovery put you on this track?
- There was a time where you had to choose between something you sought and the safety of the people with you. What did you choose and why?
- You once discovered a beautiful place full of wonder, why did you keep it a secret?
Connection prompts
- You once helped me acquire a long forgotten scroll, why do you not let me forget how you helped me?
- You know something I don't know about the mysteries of the world, why won't you share it with me?
- What bet do we have that's been ongoing for way too long?
Subclass cards
Printable via header menu
Cult of Veils
Foundation
SPELLCAST TRAIT: Finesse
Elusive Shadow: Gain a permanent +1 to your Evasion.
Veiled Weave: When you roll for spellcasting, you can mark a Stress to add one of the below effects on the spell:
Ambush: Add your tier to the spellcast roll or deduce it from the target's reaction roll.
Obscure: If the spell does not result in any adversaries marking Hit Points, you can cast it subtly enough that no one can notice you as the source of the spell.
Cult of Veils
Specialization
Conceal: Make a Spellcast Roll (14). On a success, you can make yourself or an object no larger than your size Cloaked. While Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary's line of sight or make an attack, you are no longer Cloaked. If the target is an object, it remains Cloaked this way until it takes damage, is used to attack or the scene ends.
Cult of Veils
Mastery
Impossible to Grasp: Gain a Permanent +1 to your Evasion.
Master Weaver: You can activate your "Veiled Weave" feature multiple times per spellcast roll and you can also choose from the following options:
Misdirect: Change the target of your spell after learning whether you succeeded or not but before the GM conveys the result of your action.
Confuse: Make 1 target of your spell mark a Stress.
Cult of Whispers
Foundation
SPELLCAST TRAIT: Knowledge
Book of Whispers: Once per session, you can reveal a secret you know in regards to a challenge you are facing. When you do so you gain an advantage on the next roll that utilizes this secret and choose one of the below options:
I know a different path, but it's forbidden.
I learned a spell that can help, but it comes with a price.
I promised to do something in exchange for this information.
This secret curses any soul who learns of it.
There's an ancient ritual that can help us but it requires a rare ingredient.
Cult of Whispers
Specialization
Cipher: When an adversary within Close range uses a feature that's not a Passive, you can make a Spellcast Reaction Roll against them. On a success, you cipher that feature, they have to mark a Stress every time they use it until the end of the scene. You can only use this against one adversary at a time.
Expose: Once per rest, you can spend a Hope to reveal the secret weakness of a target, making them temporarily Vulnerable.
Cult of Whispers
Mastery
Master of Whispers: You can use your "Book of Secrets" feature thrice per session and choose one of these options forgoing the advantage:
When you mark 1 or more Hit Points, you can reveal a protective sigil and mark 1 less Hit Point.
When you make a spellcast roll, you can reveal a dark method to use a d20 as your Fear die.
Cult of Patterns
Foundation
SPELLCAST TRAIT: Knowledge
Secret Information: Gain an additional Domain Card up to your level.
Versatility of Information: When a Domain Card would require you to mark one or more Stress to activate it, you may spend an equal amount of Hope instead.
Cult of Patterns
Specialization
High Risk Information: Gain an additional Domain Card up to your level.
Pattern Revealer: You have learned to recognize hidden patterns within magical knowledge. You gain the following benefits:
Pattern of Books: If every Domain Card in your loadout is a Grimoire, once per rest you may clear a Stress.
Pattern of Light: If every Domain Card in your loadout is a Spell, once per rest you may gain a Hope.
Pattern of Stars: If you have one Domain Card of 5 different levels you have access to in a consequent fashion, once per rest you may swap your entire loadout without paying any Recall Cost. Your Arcane Secret card can count for this pattern if you choose.
Cult of Patterns
Mastery
Top Secret Information: Gain an additional Domain Card up to your level.
Sharer of Patterns: If every Domain Card in your loadout shares the same Domain or if all the cards in your loadout share the same level as your Arcane Secret, choose one card in your loadout or your Arcane Secret. Create a temporary copy of that card called a Shared Pattern. You can keep this copy or give it to an ally.
This Shared Pattern:
Does not count against your loadout limit.
Counts as part of your loadout for any feature or effect that references it.
Can be used once.
Disappears immediately after it is used or when you next take a rest or when you use this feature again.
Keeper
Keepers are collectors of dangerous knowledge and pursuers of the hidden arcana.
Domains
Midnight + Codex
Starting Evasion
10
Starting Hit Points
5
Class Items
- • An old cursed amulet or a torn page from an ancient book of rituals.
Keeper’s Hope Feature
Hidden Page : Spend 3 Hope to pick another Arcane Secret card which you can use once without marking a Stress. After this use, it replaces your current Arcane Secret card.
Class Features
Arcane Secret
At the beginning of the session, you can pick a Spell type domain card from any domain as long as it is equal to or lower than your current level. Place the card in the spot provided below and do not count it as part of your load out. You must *mark a Stress* every time you use it.
Spell Thief
When you mark 1 or more Hit Points from magical damage, you can clear a Stress.
Keeper Subclasses
Choose either the Cult of Veils or Cult of Whispers subclass.
Cult of Veils
Play this subclass if you want to master cunning magical tactics.
Spellcast Trait
Finesse
Foundation Features
Elusive Shadow: Gain a permanent +1 to your Evasion.
Veiled Weave: When you roll for spellcasting, you can mark a Stress to add one of the below effects on the spell:
Ambush: Add your tier to the spellcast roll or deduce it from the target's reaction roll.
Obscure: If the spell does not result in any adversaries marking Hit Points, you can cast it subtly enough that no one can notice you as the source of the spell.
Specialization Feature
Conceal: Make a Spellcast Roll (14). On a success, you can make yourself or an object no larger than your size Cloaked. While Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary's line of sight or make an attack, you are no longer Cloaked. If the target is an object, it remains Cloaked this way until it takes damage, is used to attack or the scene ends.
Mastery Feature
Impossible to Grasp: Gain a Permanent +1 to your Evasion.
Master Weaver: You can activate your "Veiled Weave" feature multiple times per spellcast roll and you can also choose from the following options:
Misdirect: Change the target of your spell after learning whether you succeeded or not but before the GM conveys the result of your action.
Confuse: Make 1 target of your spell mark a Stress.
Cult of Whispers
Play the Cult of Whispers if you want to be an enigmatic source of secret knowledge.
Spellcast Trait
Knowledge
Foundation Features
Book of Whispers: Once per session, you can reveal a secret you know in regards to a challenge you are facing. When you do so you gain an advantage on the next roll that utilizes this secret and choose one of the below options:
I know a different path, but it's forbidden.
I learned a spell that can help, but it comes with a price.
I promised to do something in exchange for this information.
This secret curses any soul who learns of it.
There's an ancient ritual that can help us but it requires a rare ingredient.
Specialization Feature
Cipher: When an adversary within Close range uses a feature that's not a Passive, you can make a Spellcast Reaction Roll against them. On a success, you cipher that feature, they have to mark a Stress every time they use it until the end of the scene. You can only use this against one adversary at a time.
Expose: Once per rest, you can spend a Hope to reveal the secret weakness of a target, making them temporarily Vulnerable.
Mastery Feature
Master of Whispers: You can use your "Book of Secrets" feature thrice per session and choose one of these options forgoing the advantage:
When you mark 1 or more Hit Points, you can reveal a protective sigil and mark 1 less Hit Point.
When you make a spellcast roll, you can reveal a dark method to use a d20 as your Fear die.
Background Questions
Answer any of the following, or create your own.
- • What big secret discovery put you on this track?
- • There was a time where you had to choose between something you sought and the safety of the people with you. What did you choose and why?
- • You once discovered a beautiful place full of wonder, why did you keep it a secret?
Connections
Ask one of the following, or improvise.
- • You once helped me acquire a long forgotten scroll, why do you not let me forget how you helped me?
- • You know something I don't know about the mysteries of the world, why won't you share it with me?
- • What bet do we have that's been ongoing for way too long?
Discussion
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