The Keeper

by NotTheSmoooze

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Keeper

Standing not quite alone in the centre
of a gloomy woodland glade, a human
parts the mists surrounding them with
the head of their sceptre, demanding the
knowledge of the forest spirits for the
third and final time. The command takes
hold, and the human falls perfectly still
as their mind is seized by a vision.
Suspecting vulnerability, a powerful
beast spirit steps into the glade, eager
to make the interloper regret their
brazen attitude, but before it can strike,
a formless shroud of shock-white frost
coalesces into the shape of a knight bearing
a sword and shield, ready to defend its master.

Hand grasped tightly around the leash
locked to their companion's neck, a tiefling
makes slow, confident strides towards their
foe, the hellhound bound to them growling all the
while, spitting sparks and cinders from the gaps
between its jagged teeth. The dog's spine arches,
and it howls, loud and angry. The tiefling barks an
order as their body is filled with infernal vigor,
burning spirits crawling underneath their skin. In
an instant, the leash is dropped, their companion
blitzing towards the nearest enemy with hate in its
eyes, its master close behind.

Islands of calm in an ocean of chaos, two partners
dance to a symphony only they can hear, the violence
surrounding them seeming all the quieter for the bond
they share. A whirling stormcloud bound into
humanoid shape by scorched rags and bandages
envelops their genasi companion, and a crack of
lightning strikes the ground at their feet. Where two
figures once stood, a blue-skinned giant clutching a
thunderbolt readies themselves for battle, veins
pulsing with electric blue light, and the dance continues.

Keepers and their companions are a living gate
between the magical and the mundane, defined by their
bond to each other and the covenant they form. Wielding esoteric magic, they exert their will on the world by commanding the tiny unseen spirits and connections that permeate the multiverse, drawing on that power to summon otherworldly beings, bind the wills of others, discover hidden secrets, and make their voices heard.

Modest Magic

Seven gods live in every grain of rice. A thousand more live in every meal, and a thousand thousand more than that in every home. Such is the wisdom of a keeper. Where many spellcasters call forth their power from within or channel energy from a higher being, keepers engross themselves in the spirits of place near and dear to wherever they might be, forming relationships with them—whether their bond be gentle, domineering, or outright hostile—and calling on them for strength.


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  In this way, keepers captivate the world's attention, and in turn, its power. They must be careful, however, to avoid the opposite. A keeper can earn much favour from spirits by making bold declarations of their nature and intent, and lose it just as quickly by breaking their promises. As such, keepers are wise enough to say what they mean, at least while the universe is listening. After all, life is a challenge when the whole world is against you, but when all creation is on your side, you couldn't ask for a more powerful ally.

Open the Gate

All things must come to dust. Each and every mortal will one day suffer the ravages of time, be withered by age, injury, sickness, or malice. Even immortals must fall in the end, coming to nothing, or simply fading, forgotten. Spirits, less grounded in reality, know this truth all too well. Rarely, these spirit-beings might even slip from the world entirely, falling between the cracks as they lose their grip on the objects and places which anchor them.

Rather than vanish, however, a number of these beings find a semblance of life in the form of a covenant, a compact sealed with a mortal, binding the pair together, sharing the lives they possess with one another. In this way, the spirit acts as a gate to the magical world, allowing their mortal partner to immerse themselves in things unearthly and occult, while the mortal acts as a gate to the mundane, the material, through which the spirit might flee the jaws of oblivion.

Creating a Keeper

As you create your keeper, you must ask yourself two questions above all others: what is your companion, and what are they to you? Did you find and care for a newborn creature or egg, only to be surprised when it later declared itself your companion? Were you in danger, and saved by forming a bond with your companion, or did you hunt, tame, and bring a spirit being to heel, forcing it to serve you?

Your companion's nature has great effect on your bond. Are they a celestial spirit who came to you in a moment of need, in return for your aid spreading their influence? Did you trick a fiend into your service, wielding its true name like a leash? Or did you bargain with a fey, earning its teachings in exchange for some strange sacrifice you would later regret? Perhaps you even created your companion, raising them from death or hosting a spirit within a body of your own construction.

Consider also your magical abilities. Your bond is the source of your power, but how develop your mystical knowledge? Were you taught by your family, following ages old tradition, or did your companion tutor you in the workings of your new powers? Perhaps you still don't truly understand the rules, simply figuring them out as you
plunge ever deeper into the occult.

Quick Build

You can make a keeper quickly by following these suggestions. First, make Strength or Dexterity your highest ability score if you plan to focus on martial combat, or Charisma if you'd rather prioritize your occult talents. Second, choose the hermit or sage background. Third, follow the guide to creating your companion detailed at the end of the class description.

Class Features

As a keeper, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per keeper level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modiier per keeper level after 1st

Proficiencies


  • Armour: Light armour, medium armour, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Animal Handling, Arcana, History, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) three daggers
  • (a) leather armour or (b) scale mail
  • (a) an explorer's pack or (b) a priest's pack
  • An esoteric implement

Alternatively, you can start with 5d4 x 10 gp and spend it on items from Chapter 5 of the Player's Handbook.

Multiclassing

  Prerequisites. The prerequisite for multiclassing as a keeper is a Strength or Dexterity score of 13 and a Charisma score of 13.

Proficiencies. When you multiclass into keeper, you gain proficiency in light armour, medium armour, shields, simple weapons, and martial weapons. When determining your total spell slots, you add one half of your keeper levels (rounded down) to the total.


The Keeper
Level Proficiency
Bonus
Features 1st 2nd 3rd 4th 5th
1st +2 Bound Companion, Occultist's Seal, Gate of Rest
2nd +2 Awakened Sight, Spellcasting 2
3rd +2 Gate of Battle, Spirit Covenant 3
4th +2 Ability Score Improvement 3
5th +3 Spirit Covenant feature 4 2
6th +3 Awakened Sight improvement, Practitioner's Font 4 2
7th +3 Spirit Covenant feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Gate of Travel 4 3 2
11th +4 Spirit Covenant feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Witch Gate (5th level) 4 3 3 1
15th +5 Retribution 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Witch Gate (6th level) 4 3 3 3 1
18th +6 Spirit Covenant feature 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Witch Gate (7th level), World Gate 4 3 3 3 2

Bound Companion

You have completed a ritual, binding yourself and a spirit together through a occult compact.

You decide your bound companion's statistics using the guide detailed at the end of the class description.

If your bound companion is ever slain, the connection between you is tested. You take necrotic damage equal to twice your character level. This damage can't be reduced or prevented in any way, and reduces your hit point maximum by an amount equal to the damage taken (to a minimum of 1) which lasts until you finish a long rest.

If you finish a long rest while your bound companion is slain, your bond inevitably draws you back together. At the end of the long rest, your companion reforms near to you, having gained the benefits of a long rest, in a manner appropriate to its nature. A fire spirit could be reborn in a bonfire, while a ghost might simply arrive with a cold wind.

Occultist's Seal

The binding placed upon your companion grounds it in reality, tying it to the material world. This more physical presence grants it a number of benefits.

Your companion obeys your commands as best it can. It takes its turn on your initiative, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your companion's anchoring in this world is fledgling. As a result, it can't attack until you reach 3rd level in this class.

Your companion has features and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own.

Your companion gains no benefit from armour or weapons, whether or not it is physically capable of using them. Your companion has a natural armour class of 12 + your proficiency bonus.

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—Spell Slots per Spell Level—

  For each keeper level after 1st, your companion gains an additional Hit Die and increases its hit points accordingly. Your companion's Hit Dice are d8s, regardless of its size. When your companion is reduced to 0 hit points, it makes death saving throws as a player character would.

Your companion's level is equal to your keeper level for the purpose of spells and features like polymorph and true polymorph.

Whenever you gain the Ability Score Improvement feature from this class, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

You decide your companion's alignment and ideal. At your option, you can pick from or roll on the the tables below to determine its traits and flaws. Its bond is always "I must protect my keeper. We are greater together than alone."

d4 Trait
___1___ My keeper is mortal, and mortals are frail. It's my job to keep them safe.
2 I show affection by making threats.
3 I hoard any valuables I can find.
4 My keeper is the only family I've ever known. I trust them absolutely.
d4 Flaw
___1___ Dogs bark while I'm near, and cats never trust me.
2 I'm jealous of anyone too close to my keeper.
3 I'm loathe to explain what's obvious to a spirit being like myself.
4 Flaw? What flaws?

Gate of Rest

Your companion can retreat to a pocket dimension, a private domain of your creation. As an action, you can temporarily dismiss your companion. It disappears into this domain, where it awaits your call. As an action while it is temporarily dismissed, you can cause your companion to reappear in any unoccupied space within 30 feet of you.

Your companion leaves this domain if you die, and can't return unless you are resurrected.

Awakened Sight

When you reach 2nd level, your eyes open, ripples of magic and intent now visible to your sight. When you make an Arcana, Investigation, Perception, or Survival check, you can add half your Charisma modifier (rounded up, minimum of 1) to the result.

Starting at 6th level, you instead add your Charisma modifier (minimum of 1).

Spellcasting

By 2nd level, you've earned the attention of the world around you, and established yourself as a force of change. See Chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the Keeper spell list.

Preparing and Casting Spells

The Keeper table shows how many spell slots you have to cast your spells. To cast one of your keeper spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of keeper spells that are available for you to cast, choosing from the keeper spell list. When you do so, choose a number of keeper spells equal to your Charisma modifier + your keeper level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level keeper, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include seven spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell command, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of keeper spells requires time spent bonding with the spirits surrounding you: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your keeper spells, since their power comes from your ability to command the world around you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a keeper spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = 8 + your proficiency bonus +
your Charisma modifier

Variant: Gate of Disguise

If you'd rather your companion blend in than hide, your Dungeon Master might allow this variant feature, which replaces the Gate of Rest feature.

Gate of Disguise. Choose a Small or smaller beast. Your companion can use its action to polymorph into that beast, or back into its true form. It reverts to its true form if it dies. Any equipment it carries is absorbed or carried by the new form (its choice). While polymorphed, its size and speed are replaced by those of the new form, and it can't attack. It otherwise retains its statistics.

Your companion's disguise resembles it in some way. For example, a monstrous horned wolf might take the form of an unusually ferocious dog.

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Ritual Casting

You can cast a keeper spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an esoteric implement (detailed at the end of this document) as a spellcasting focus for your keeper spells.

Gate of Battle

Starting at 3rd level, your companion has grown in power, further grounding itself, and can now attack.

Choose one or two of the following damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder. When a feature uses your companion's damage type, you use one of those damage types (your choice).

Your companion has two natural weapons, which it is proficient with and can use to make melee weapon attacks. These weapons might take the shape of claws, powerful muscles, conjured weapons, or elemental blasts. Your companion can add its Strength, Dexterity, Intelligence, Wisdom, or Charisma modifier to their attack and damage rolls, and they deal 1d6 of your companion's damage type on a hit. In addition, one of these natural weapons gains a benefit from the options on the Companion Attacks table.

Companion Attacks
Attack Benefit
Impact The weapon pushes the target up to 5 feet away from your companion on a hit.
Reach The weapon gains the reach property.
///Ranged/// The weapon can be used to make ranged weapon attacks (range 20/60).

Spirit Covenant

At 3rd level, you define the seal binding you and your companion together, and the gateway you form between the mortal world and the spiritual. Choose the Covenant of the Legion, Covenant of the Vessel, or the Covenant of Unity. Your choice grants you features at 3rd level, and then again 5th, 7th, 11th, and 18th level.

Covenant Spells

Each covenant has a list of associated spells. You gain
access to these spells at the levels specified in the covenant description. Once you gain access to a covenant spell, you always have it prepared. Covenant spells don't count against the number of spells you can prepare each day.

If you gain a covenant spell that doesn't appear on the keeper spell list, the spell is nonetheless a keeper spell for you.

Ability Score Improvement

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.

Practitioner's Font

Starting at 6th level, your companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and ignore resistance to damage of your companion's damage type.

Additionally, during a short rest, you can call on the bond between you and your companion, summoning it even from death. At the end of the short rest, your companion reforms near to you with half its maximum hit points, having gained the benefits of a short rest, and can immediately spend Hit Dice to recover hit points.

Once you call on your companion with this feature, you can't do so again until you finish a long rest.

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Gate of Travel

Beginning at 10th level, you can ride the bond between you and your companion like a wave. As a bonus action while your companion is within 120 feet of you, you can teleport to an unoccupied space within 5 feet of it, or teleport it to an unoccupied space within 5 feet of you. Alternatively, you can both teleport, swapping places. You don't need to see your companion to teleport using this feature.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Witch Gate

By 14th level, your companion is a gate to the magical world, and you are the key. You gain one 5th-level spell slot, which you can use to cast your keeper spells.

At higher levels, you gain additional spell slots: one 6th level spell slot at 17th level, and one 7th level spell slot at 20th level. You regain all expended spell slots when you finish a long rest.

Retribution

Starting at 15th level, when you or your companion is reduced to 0 hit points, the other can retaliate in fury, demanding aid from nearby spirits. If they do so, the retaliator immediately regains hit points equal to your keeper level + your Charisma modifier, and for 1 minute, the first creature it hits with an attack on each of its turns takes an extra 2d8 damage of your companion's damage type.

Once you or your companion uses this feature, it can't be used again until you finish a long rest.

World Gate

By 20th level, you are a gate to the material world, and your companion is the key. While your companion is alive, you do not age. Additionally, if you die while your companion still lives, the connection between you returns you to the world of the living; if your companion finishes a long rest while you are dead, you can return to life, reforming your body near to your companion, having gained the benefits of a long rest. You can reform your body as a younger version of yourself, if you wish.

If a spell, such as raise dead, has the sole effect of restoring you to life, the caster can cast the spell on your companion as though it were your corpse.

Spirit Covenants

The bond between keeper and companion is a gateway between two worlds, and the powers that flow through that gate are defined by the covenant that opens it. Each covenant is a symbol of a relationship, and like any relationship, it can take many forms. Some keepers see their companions as pets, much like a familiar, while others consider them like family—equals in a mutual partnership. More rarely, a keeper acts as apprentice, their companion acting as master and teacher.

Covenant of the Legion

Keepers of this covenant command such a presence that their will is enough to overwhelm the spirits of the world around them. When these legionnaires walk, the wind is at their back, their way is clear, and their pace is swift as they follow their path to victory, their most loyal companion and follower always by their side. They speak with the voice of a conqueror, and the universe listens.

"Hear me! I claim this place and name it mine! Let all who would oppose me speak now, or fall silent forevermore!"

Covenant Spells

You gain covenant spells at the keeper levels listed.

Covenant of The Legion Spells
Keeper Level Spell
3rd command
5th silence
9th spirit guardians
13th freedom of movement
14th dominate person

Hearthkeeper

When you reach 3rd level, you learn to speak with the spiritual denizens of an area. You can spend 10 minutes entreating or ordering these spirits, burning simple offerings, or otherwise commanding the attention of the world around you.

If you do so, you learn one fact of your choice about any of the following subjects as they relate to the area within 1 mile of you:

  • Frequently visited buildings and places of business
  • Historically significant events
  • Powerful aberrations, celestials, fey, fiends, elementals, or undead
  • Safe sources of food, water, and places to rest

Mortals and spirits experience life in fundamentally different ways. In offering their wisdom, the spirits' advice may be cryptic, spoken like a prophecy, or conveyed through potentially disturbing dreams and visions.

Once you use this feature, you can't use it again until you finish a long rest.

Sworn Protector

By 3rd level, your companion is your faithful servant and protector. When a creature your companion can see attacks you, your companion can use its reaction to move up to its speed towards the attacker, imposing disadvantage on the attack roll if it ends this movement within 5 feet of the attacker.

March of the Legion

Beginning at 5th level, your companion can attack twice, instead of once, whenever it takes the Attack action on its turn.

Unseen Serfdom

At 7th level, you gain access to the unseen servant spell. You always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Additionally, when you cast unseen servant, you can create a number of additional servants equal to half your keeper level. When you cast unseen servant in this way, each servant has a Strength score equal to the number of unseen servants under your command (maximum Strength score of 12), and you can mentally command any or all of the servants when you use your bonus action to command a servant, issuing the same command to each one.

Once you cast unseen servant in this way, you can't do so again until you finish a long rest.

Oathbound Guardian

Starting at 11th level, your companion is your devoted guardian. When you use your Sworn Protector feature, your companion can make a melee attack against the attacker as part of the same reaction.

Additionally, while your companion is within 5 feet of a hostile creature, that creature has disadvantage on any attack roll targeting you.

Demesne

By 18th level, you can perform a ritual to claim ownership of a location no larger than 500 feet on a side, such as a section of forest, a manor, a castle, or other area, establishing it as your demesne. To perform the ritual, you must spend at least 24 consecutive hours within the area without resting, falling unconscious, or being reduced to 0 hit points. During the ritual, any creature within 1 mile of you is made aware of your claim and the consequences of the ritual. If you successfully complete the ritual, you claim the area as your demesne.

Within your demesne, you can shape reality to your will. You can use your action to manipulate an area you can see within your demesne no larger than a 20-foot cube, destroying solid structures, raising or depressing land, changing the weather and temperature, manifesting sounds or smells, or altering the material of a structure or surface - such as changing a stone wall to one of wood, ice, or flesh. If you manipulate an area to cause harm, each hostile creature within the area must make a Charisma saving throw against your keeper spell save DC. A creature takes 4d8 damage of a type of your choice on a failed save, or half as much damage on a successful one.

If you claim another demesne, your lose ownership of your former demesne, and any changes you made within are slowly undone over the course of a week. Anything created by this feature vanishes when it leaves your demesne, and any changes made to an object are rapidly undone if it leaves your demesne.

Covenant of the Vessel

Every keeper treads a measure in the world of the mystical. Some, however, go further, truly joining with the magical world. Called vessels, these keepers cut away fragments of their self, the bedrock of their identity, and fill the gaps with spirits kin to their companion. These vessels are imbued with wild, electrifying power, but must remain vigilant, or risk losing themselves to the spirits they invite within.

"Hungry spirits, rattlin' around inside you; something wild, to run faster, hit harder... It's enough to make you feel hollow."

Covenant Spells

You gain covenant spells at the keeper levels listed.

Covenant of The Vessel Spells
Keeper Level Spell
3rd expeditious retreat
5th alter self
9th haste
13th shadow of moil
14th spirit feastKS

Spells marked with KS can be found at the end of this document.

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Burning the Candle

At 3rd level, the spirits invited within change you, making you restless, agitated, and just a little inhuman. You cannot sleep, magically or otherwise, and no longer need to, though you can still be knocked unconscious. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as pacing and keeping watch.

Spirit Riding

Starting at 3rd level, your will is steeled, strong enough to withstand assault from within.

While within 60 feet of you, your companion can use its action to beckon spirits of its nature to enter your body, imbuing you with a portion of their strength through a practice called riding. These spirits remain for 10 minutes. Your Spirit Riding ends early if you die or if you dismiss it (no action required). Your companion can't use this feature while you're Spirit Riding.

While Spirit Riding, you gain the following benefits:

  • Whenever you hit a creature with a weapon attack on your turn, you can push the creature up to 5 feet away from you and immediately move up to half your speed towards an unoccupied space within 5 feet of the target.
  • Immediately after you take damage, you gain temporary hit points equal to your Charisma modifier (minimum of 1).
  • You cannot be frightened. If you are frightened when you begin Spirit Riding, the effect is suspended while you are Spirit Riding.
  • You ignore the effects of any levels of exhaustion.

The first time you use this ability, you suffer no adverse effect. Each time you use this feature again before you finish a short or long rest, you suffer one level of exhaustion.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hollowed Heart

By 7th level, your harrowed spirit can consume fragments of the dead. By spending 1 minute within 5 feet of a creature's corpse, you can learn what skill and tool proficiencies the creature possessed, what languages it spoke, and its type.

When you use this feature, you can also choose to harvest fragments of its spirit. If you do so, you gain proficiency in two skills or tools of your choice, chosen from those the creature possessed in life, which remain until you harvest fragments of another creature's spirit. You can replace one or both of these selections with languages the creature spoke. If the creature did not speak a language, you can instead communicate with and be understood by any of its kind.

Soul Frenzy

Starting at 11th level, the spirits within you scream at the slightest provocation. When you hit a creature with a weapon attack while Spirit Riding, you can roll one of the weapon's damage dice one additional time and add it to the damage of the attack if that creature has damaged you or your companion since the end of your last turn.

Spirit Vault

Starting at 18th level, your body is animated by the spirits held within. You ignore the effects of the first five levels of exhaustion. In addition, while Spirit Riding, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

Additionally, when your Spirit Riding ends, you can open the vault within your soul and release a hurricane of hungry spirits. Each creature within 30 feet of you must make a Constitution saving throw against your keeper spell save DC. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage is devoured whole. You regain hit points equal to your Charisma modifier for each creature devoured in this way. If your Spirit Riding ended early because you died and the spirits devour a creature, you are returned to life with 1 hit point.

Once you open the vault, you can't open it again until you finish a long rest.

Covenant of Unity

The bond between Keeper and companion typically implies a measure of servitude on the companion's part. This is not always the case. For some, the bond is much more intimate, and the line between the two halves is blurred. These merged beings, often called unions or fusions, embody the relationship between each partner, their mind and body shaped by the interplay between their halves.

"I'm not two people, fighting together. Everything they care about? Their love, their hate? I'm that, and so much more."

Covenant Spells

You gain covenant spells at the keeper levels listed.

Covenant of Unity Spells
Keeper Level Spell
3rd bless
5th aid
9th dreamscapeKS
13th aura of life
14th ties that bindKS

Spells marked with KS can be found at the end of this document.

Unity

At 3rd level, your power over connections grants you the ability to become one with your companion. You can use your action while touching your companion to unify with it, merging into a single creature. Your bodies join together, but you retain your class features and other statistics. Your companion becomes a part of your body; it is incapacitated, has a speed of 0, and cannot be targeted by any attack, spell, or harmful effect.

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  While unified, you have resistance to all damage, and each time you take damage, your companion takes the same amount of damage. In addition, whenever you make an ability check, you can make the check using your companion's statistics, rather than your own.

For the duration, you gain the benefit of your companion's traits, including its senses and speeds. If your companion has a flying speed, you can't use it while unified until you reach 9th level in this class. If your companion is larger than you, you grow to its size — from Small to Medium, for example.

Additionally, you manifest your companion's natural weapons. You are proficient with them, and you can use your companion's statistics when you attack with them. When you use the Attack action with these natural weapons on your turn, you can make one attack with them as a bonus action.

Your unification lasts for a number of hours equal to half your keeper level. You and your companion then revert to your separate forms, appearing in the nearest unoccupied spaces within 5 feet of you, unless you expend another use of this feature. It ends early if you or your companion choose to end it (no action required), are reduced to 0 hit points, or die.

You can use this feature twice. You regain all expended uses of it when you finish a long rest. Beginning at 11th level, you can use this feature three times between rests.

Kindred Spirits

Starting at 3rd level, while you and your companion are on the same plane of existence, you can each communicate with the other telepathically. You don't need to see each other to communicate in this way.

Equilibrium

Beginning at 5th level, you and your companion can deal an extra 1d6 damage of your companion's damage type to one creature you hit with an attack on each of your turns. While unified, you can deal this extra damage twice on your turn.

When you reach 11th level in this class, this extra damage increases to 2d6.

Harmony

At 7th level, you gain the ability to strengthen the connection between yourself and another creature. As an action, you can force a creature you can see within 60 feet of you to make a Wisdom saving throw, which it can choose to fail. If the creature you choose has an Intelligence of 1, it is unaffected.

On a failed save, the target is charmed by you for 1 minute. While charmed, you and the target can communicate telepathically, can sense each other's emotional state, and have advantage on all Wisdom and Charisma checks made to interact with each other. You and the target don't need to share a language to understand each other.

On a successful save, or if you or your allies do anything harmful to the target, you can't use this feature on that creature again until you finish a long rest.

The effect ends early if you or your companions do anything harmful to the target, or if you use the feature again.

Me, Myself, and I

The union between keeper and companion is often a being in its own right, possessing its own distinct personality. At your option, you can pick from or roll on the following table to create a quirk for your union.

d6 Quirk
///1/// You actually were born yesterday.
2 Your halves are almost irreconcilable, making you dangerously self-destructive.
3 You only exist while your halves are unified. You wish they spent more time that way.
4 You delight in playing matchmaker.
5 You have difficulty understanding the concept of 'personal space'.
6 Two hearts means twice as much passion!

Synthesis

Starting at 11th level, when you or your companion unify, you can expend one spell slot to renew yourselves in your new form. Roll 2d8, plus 2d8 for each slot level higher than 1st. You restore hit points equal to the total, which you can divide as you choose between you and your companion.

Fusion

At 18th level, you become a master of bonds. You can use your Unity feature an unlimited number of times.

Additionally, your mastery over connections allows you to truly join with another being. As an action while you aren't unified, you can fuse with a willing creature you touch, becoming a single creature. When you fuse with a creature, you add your hit point maximums and current hit points together, using a shared pool.

While fused, you and the creature retain your class features and proficiencies, in addition to gaining the proficiencies of the other. In combat, you each roll your own initiatives and act on your own turns. You use the higher of your ACs, speeds, ability scores, and sizes, any spell or effect that targets one of you targets both of you, and if either of you succeed on a saving throw, you both succeed.

The fusion lasts for 10 minutes. It ends early if you or the creature dies or chooses to end it (no action required), if the pool of hit points is reduced to 0, or if you unify with your companion. You and the creature then revert to your separate forms, appearing in the nearest unoccupied spaces within 5 feet of you and dividing the remaining hit points in the shared pool between you and the creature as you choose.

Once you fuse with another creature, you can't use this feature again until you finish a long rest.

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Creating a Companion

You use the rules presented here when creating your companion.

Your companion is a Small or Medium creature (your choice) with a base walking speed of 30 feet. If mounted, it continues to act independently, not as a controlled mount.

You generate your companion's abilty scores using the following numbers: 15, 14, 13, 12, 10, and 8. You assign each of these numbers to an ability score of your choice.

Your companion can be one of many creature types. Select one of the following types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant, or undead.

Your companion is proficient in Charisma saving throws. Additionally, choose one ability score other than Charisma. Your companion gains proficiency in saving throws using the chosen ability.

Your companion is proficient in two skills of your choice, and can speak the languages you know.

Finally, select two traits from the list below to give your companion a feeling uniquely its own. Choose carefully. Once created, your companion's features cannot be changed.

Building Azra

Delilah is an aspiring Keeper, and seeks a powerful companion. She comes across the spirit of a feral, animalistic demon, bargains and bonds with it, and the two become a sychronized pair.

The spirit is not subtle, and so Delilah's player decides her companion is a Medium creature.

Her companion is ferocious, and so Delilah's player prioritizes its physical statistics in creating it. It is a predator spirit, however, and so she considers its Wisdom, too.

In the end, her companion's ability scores and modifiers look like this: Strength 15 (+2), Dexterity 13 (+1), Constitution 14 (+2), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 10 (+0).

Delilah's companion is demonic, and so, naturally, is a Fiend.

Delilah's player decides to give her companion proficiency in Constitution saving throws, in addition to Charisma, to represent its thick hide.

She also decides to give it proficiency in the Perception and Survival skills, to represent its hunting talent.

Delilah's player selects the traits Keen Senses, selecting hearing and smell, and Resistance, selecting fire, for her companion.

All these traits combined style her companion as a wild demonic beast, kin to hellhounds. She names it Azra, and begins to plan the nuances of her and her companion's partnership.

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Companion Traits

The following list shows options for your companion's traits.

Aerial

Your companion has a flying speed equal to its walking speed. Your companion can't use its flying speed while mounted or while grappling another creature until you reach 9th level in this class.

Amorphous

Your companion can move through small holes, narrow openings, and cracks small as 1-inch wide without squeezing.

Amphibious

Your companion can breathe air and water, and has a swimming speed equal to its walking speed.

Blindsense

Your companion has blindsight with a range of 30 feet.

False Appearance

Choose an object or kind of surface, such as a puddle, loose sand, uneven stone, a plant, or a statue. While your companion remains motionless, it is indistinguishable from that object or surface.

Keen Senses

Your companion has advantage on Wisdom (Perception) checks relying on two of the following senses of your choice: hearing, sight, or smell.

Lurker

Your companion has darkvision with a range of 60 feet. Additionally, your companion can attempt to hide even when it is only lightly obscured by dim light.

Resistance

Your companion has resistance to one of the following damage types (your choice): acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Swarm

Your companion can occupy another creature's space and vice versa, and can move through any opening large enough for a Tiny creature.

Swift

Your companion's base walking speed is 50 feet.

Teleporter

As an action, your companion can teleport, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself.

Towering

Your companion is Large instead of Small or Medium.

Wall Crawler

Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Keeper Spell List

The following spells are presented in alphabetical order.

1st Level
  • Alarm
  • Animal Friendship
  • Bane
  • Bless
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Cure Wounds
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Healing Word
  • Heroism
  • Practitioner's RitesKS
  • Purify Food and Drink
  • Sanctuary
  • Speak With Animals
  • Unseen Servant
  • Vengeful SpiritKS
2nd Level
  • Aid
  • Animal Messenger
  • Arcane Lock
  • Augury
  • Calm Emotions
  • Enhance Ability
  • Enthrall
  • Gentle Repose
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Nystul's Magic Aura
  • PossessionKS
  • See Invisibility
  • SkinchangeKS
  • Skywrite




3rd Level
  • Animate Dead
  • Clairvoyance
  • Conjure Animals
  • Dispel Magic
  • DreamscapeKS
  • Glyph of Warding
  • Magic Circle
  • Nondetection
  • Phantom Steed
  • Sending
  • Speak With Dead
  • Speak With Plants
  • Summon DragonkinKS
  • Summon Lesser Demons
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Dimension Door
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Summon Greater Demon
  • Wake PlantlifeKS
5th Level
  • Animate Objects
  • Commune With Nature
  • Conjure Elemental
  • Contact Other Plane
  • Danse Macabre
  • Dispel Evil and Good
  • Geas
  • Hallow
  • Infernal Calling
  • Planar Binding
  • Scrying
  • Teleportation Circle
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.

6th Level
  • Arcane Gate
  • Conjure Fey
  • Conjure UndeadKS
  • Create Undead
  • Forbiddance
  • Planar Ally
  • Soul Cage
  • True Seeing

.

7th Level
  • Conjure Celestial
  • Divine Word
  • House of LifeKS
  • Plane Shift
  • Symbol
  • Teleport

.

New Spells

This section presents new spell options for the Keeper to use.

Practitioner's Rites

1st-level conjuration (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (Chalk and a handful of edible food, which the spell consumes)
  • Duration: Instantaneous

You invoke a rite, entreating a boon from nearby spirits. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Rite of Elegy. You speak the name of a dead humanoid, and imbue a creature or object precious to it in life—such as a loved one or treasured belonging—with nostalgia. If the dead humanoid became an undead with unfinished business, such as a ghost, spectre, or poltergeist, and is within 1 mile of you, it must succeed on a Wisdom saving throw or spend its turns moving as close to the target as it can for 1 hour or until it takes damage.

Rite of Fertility. One willing creature you touch is imbued with life. Any attempts the affected creature makes to conceive a child within the next 24 hours are successful. If the creature is pregnant, the pregnancy cannot fail or be terminated without the creature's consent, and any disease affecting the creature will not harm their offspring.

Rite of Warding. One homestead or small building is sheltered by a protective blessing until you leave the building or fall unconscious. As part of casting the spell, you touch a number of thresholds, such as doors, windows, or other entryways. For the duration, each threshold has resistance to all damage, and any fey, fiend, or undead that attempts to enter must succeed on a Charisma saving throw be unable to willingly pass through until the end of its next turn. On a successful save, the creature is immune to this effect for 24 hours.

Rite of Wild Sanctuary. One animal you touch with an Intelligence of 6 or lower is shepherded by gentle spirits. The animal has a +10 bonus to all checks made to evade capture and will be led to the nearest source of enough food, water, and shelter to sustain them until they find a safe habitat to live in.

Vengeful Spirit

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You beckon a spirit to your side, feeding it a vengeful rage. The spirit rushes towards a creature or object within range, seeking to destroy it. Make a melee spell attack against the target. On a hit, the target takes 3d8 necrotic damage. Hit or miss, the spirit then vanishes.

If the target has attacked you or targeted you with a harmful spell since the end of your last turn, the spirit's lust for vengeance is set aflame. If the attack hit, the spirit hounds the target a moment longer, preventing it from taking reactions until the start of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Possession

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You enter a trance, your mind eclipsing the spirit of a willing creature within range. While in the trance, you possess the target. The target is incapacitated and loses control of its body, but remains dreamily aware of its surroundings. Your body falls into a catatonic state; you are unaware of your body's surroundings, and it can't take actions or move.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

You must make a Constitution saving throw to maintain your concentration on this spell whenever your body or the target's body takes damage. The spell ends early if the target is no longer willing.

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours, and the spell doesn't require concentration. You can end the spell early at any time (no action required).

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Skinchange

2nd-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (blood, hide, or other remains taken from the desired beast, applied to the target as the spell is cast)
  • Duration: Concentration, up to 1 hour

You invite a willing creature into the guise of a mundane animal. A creature you touch transforms into a beast with a challenge rating of 1/4 or lower. This spell has no effect on a creature with 0 hit points.

While in this form, the target's game statistics are replaced by the statistics of the beast, but it retains its hit points, Intelligence, Wisdom, and Charisma scores. The target retains its alignment and personality, though its mannerisms may be slightly affected by the nature of the beast.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

The spell ends early if the target is reduced to 0 hit points, or if they end the spell on their turn (no action required).

Dreamscape

3rd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 8 hours

You share yourself, and allow others the same opportunity. For the duration of the spell, you and any creature of your choice within range can use their action to enter a shared dreamscape, entering a meditative trance or falling asleep (target's choice).

The appearance of the dreamscape is up to you; you and any creature of your choice can shape the environment of the dreamscape, creating landscapes, objects, and other images, such as showing past memories. The dreamscape relies on the creativity of its residents, and cannot create something that has not been seen or imagined by a creature within the dreamscape. A creature within the dreamscape can leave at any time, waking from their trance or sleep.

Regardless of its contents, the dreamscape soothes the soul with its catharsis. A creature that spends at least 4 hours of a long rest within the dreamscape recovers an additional level of exhaustion at the end of the rest.

Summon Dragonkin

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a gemstone worth at least 100 gp)
  • Duration: Concentration, up to 1 hour

You call draconic spirits into the shape of a drake spirit, which appears in an unoccupied space you can see within range. The drake spirit disappears when it drops to 0 hit points or when the spell ends. When you summon the drake, it is imbued with the nature of a certain kind of dragon. It gains a climbing speed, a burrowing speed, or a swimming speed of 20 feet. Additionally, choose acid, cold, fire, lightning, or poison. The drake gains resistance to the chosen damage type, and its bite deals an extra 1d6 damage of that type when it hits.

The drake is friendly to you and your companions. Roll initiative for the drake, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the drake, it defends itself from hostile creatures but otherwise takes no actions.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the drake spirit gains 10 temporary hit points for each slot level above 3rd. If you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.


Drake Spirit

Large dragon, unaligned


  • Armour Class 15 (natural armour)
  • Hit Points 42 (5d10 + 15)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 13 (+1)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Draconic but can't speak
  • Challenge 2 (450 XP)

Actions

Multiattack. The drake makes two attacks: one with its bite and one with its claws.

Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+3) piercing damage.

Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Wake Plantlife

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 8 hours

You briefly instill a semblance of life within a Huge or smaller plant you can see within range, transforming it into an awakened tree (MM 317), though it has an Intelligence and Charisma score of 1, and it can't speak. The target grows until it is Huge, if it was smaller. If the target already had an Intelligence score, it is unaffected.

The tree is friendly to you and your companions. Roll initiative for the tree, which has its own turns. While the tree is within 1 mile of you, you can telepathically communicate with it. The tree obeys any commands you issue to it (no action required by you). If you don't issue any commands to the tree, it defends itself from hostile creatures but otherwise takes no actions. If the tree is reduced to 0 hit points, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional plant for every two slot levels above 4th.

Spirit Feast

5th-level necromancy


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you dies
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You rush towards a dying creature and gorge yourself on its spirit. As part of casting the spell, you can move up to your speed. If you end this movement within 5 feet of the target, you devour its spirit. You regain 40 hit points, and the target can't be resurrected by any means short of a wish spell.

Ties That Bind

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

You radiate kinship in an aura with a 60-foot radius, reminding your allies of their support for each other. Until the spell ends, the aura moves, centered on you. While in the aura, each friendly creature in the aura (including you) can't be charmed, and deals extra damage the first time it hits with an attack on each of its turns. This damage equals 1d6 + the number of allies affected by this spell, to a maximum of 10.

Conjure Undead

6th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You channel necrotic power, summoning an incorporeal undead of challenge rating 5 or lower, such as a ghost or a wraith. The undead appears in an unoccupied space you can see within range, and disappears when it drops to 0 hit points or when the spell ends.

The undead is friendly to you and your companions for the duration. Roll initiative for the undead, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the undead, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the undead creature doesn't disappear. Instead, you lose control of the undead, it becomes hostile toward you and your companions, and it might attack. An uncontrolled undead can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the undead creature's statistics.

House of Life

7th-level necromancy


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (50 pounds of flesh and two cupped handfuls of blood taken from a humanoid or beast, which are consumed by the spell, and an esoteric implement, which is buried within the house's chest as the spell is cast)
  • Duration: Instantaneous

You shape, structure, and bind a house of life, which appears in an unoccupied space you can see within range. The house has the same statistics as a Flesh Golem (MM 169), though it lacks the Berserk trait.

The house is friendly to you and your companions. Roll initiative for the house, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the house, it defends itself from hostile creatures but otherwise takes no actions.

If a willing creature dies within 60 feet of the house, you can use your reaction to cage its soul within the house. The soul remains within the house until the house is destroyed, or until it chooses to leave. A soul within the house can control it. Its game statistics are replaced by the statistics of the house, though it retains its alignment and its Intelligence, Wisdom, and Charisma scores. It also retains all of its skill and saving throw proficiencies, in addition to gaining those of the house, and it retains the benefits of its own class features.

The house collapes into a puddle of flesh when it is reduced to 0 hit points, or after 24 hours. To maintain the house's form for another 24 hours, you must cast this spell on the house again before the current 24-hour period ends. When you cast this spell to maintain a house's form, it has a casting time of 1 minute, and you can ignore the spell's material components.

14

New Items

This section presents options for the keeper's esoteric implement, alongside a handful of items the DM may choose to add to their world.

Esosteric Implements
Item Cost Weight
Chalice 10gp 3 lbs.
Lantern 2gp 8 lbs.
Ring 5gp 0.3 lbs.
Ritual Knife 5gp 1 lbs.
Sceptre 10gp 4 lbs.
Standard 2gp 10 lbs.
Talisman 5gp 1 lbs.

Esoteric Implement. A keeper's implement says a great deal about the persona they project to the world. A keeper with a chalice might hoard power, saving their strength for a crucial moment, while a keeper with a sceptre might be the opposite, bold, brilliant, dramatic, readily making proud claims and challenges.

A keeper can use an esoteric implement as a spellcasting focus, as described in chapter 10 of the Player's Handbook. To use the implement in this way, the caster must hold it in hand or wear it visibly.

Credits

Created By: u/NotTheSmoooze. You can find more of my work here, and support me here


With the Help & Support of: AurThEx, u/BunnygeonMaster, u/Cometdance, u/GenuineBelieverer, Izzy | Inkfore, u/layhnet, u/Leuku, Onin, PMGD, u/VampireBagel_, as well as my loving boyfriend, who refused to be credited as anything but.

To everyone who helped create this class, with all the sincerity in my heart; thank you so much. The Keeper wouldn't exist as it does without you.


With Illustrations by:
Jason Nyugen
Damian Handzlik
Sandara Tang
Chris Rahn
Alena Aenami
Anna Podedworna


Created Using: GM Binder



Keeper Class Symbol: Game Icons

New Simple Weapon
Item Damage Cost Weight Properties
Ritual Knife 1d4 piercing 5gp 1 lb. Finesse, light, special

Ritual Knife. You can roll the ritual knife's damage die one additional time and add it to the damage of a weapon attack against a prone or restrained target.

Sovereign Concord, +1, +2, or +3

Wondrous Item, uncommon (+1), rare (+2), very rare (+3)


Once, these concord scrolls were sworn by knights in protection of their liege, the magic infused into the contract empowering the signee even as it bound them. The magic, now dimmed, no longer possesses the grip over the signee's will it once did; its boon, however, remains.

As an action, you can present this concord to another, offering its power. If the creature accepts the concord, it gains a bonus to the attack and damage rolls of its weapon or spell attacks (your choice). The bonus is determined by its rarity. If the creature already has a bonus to its weapon or spell attacks from a magic item, use whichever bonus is higher.

This bonus lasts until the concord is destroyed, its power is used again, or the signee attacks the creature that presented the concord to them.

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