My Documents
Become a Patron!
# Dark Keeper Amidst the wizards and Warlocks of the land, there is no other group of magi who are more secretive than the Dark Keepers. These masters of ancient and forgotten Lore wield strange power and guard the hidden secrets lost to the world. ### Bound by Knowledge The Dark Keepers can be best described as Archivists who have taken on an important duty to guard and study pieces of Lore. Dark Keeper's take on the facade of Wizards and Archivists in order to better hide their secretive nature. Often they have bonded with the Secrets they guard, drawing strange powers from them. The Dark Keepers ability to harness magic is different from that of any other magic user, be it a Wizard or a Warlock. Dark Keeper's specialize their specified studies and therefore, are able to master their unique powers sooner, finding fragments of information to better suit themselves; therefore, each Dark Keeper is unique and one Dark Keeper differs immensely from another. ### Hidden amidst Dark Keepers are rare amongst their fellow Mages, and even some of the most powerful Magi do not Know of the Existence of these peculiar masters of Lore. Dark Keepers utilize all methods of magic in order to remain such way as often times, the secrets which they guard could have dire consequences if given into the wrong hands. ### Creating a Dark Keeper Dark Keepers are secretive, cunning, and decisive in nature. Your Character should also reflect the type of Lore and Knowledge which they specialize over and why they are fascinated which such studies. Perhaps your Dark Keeper was once a Warlock who broke their deal with their Fiend Patron and now searches through forgotten tomes of ancient Clerics in order to find a way to banish the evil, or perhaps they seek through the dark secrets of Necromancy in order to bring back a loved one from the dead. Your Dark Keeper should have a reason for being bound to their Lore and studies and whatever your reason is, you should reflect it in your Character. #### Quick Build You can make a Dark Keeper quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Strength depending on your subclass. Second, choose the Cloistered Scholar background. Third, choose
### Optional Rule: Multiclassing In order to Multiclass in or out of Dark Keeper, you must meet the following prerequisites **Prerequisites.** You must have an intelligence of 13 or higher in order to multiclass in or out of Dark Keeper. **Proficiencies gained.** When Multiclassing into Dark keeper, you gain proficiency with Light Armor, Shields, and the Arcana Skill. \pagebreakNum
##### The Dark Keeper | Level | Proficiency Bonus | Features | Cantrips Known| Grimoire Encantations| Encantation level| |:---:|:---:|:---|:---:|:---:|:---:| |1st| +2| Lore Specialization, Keeper's Grimoire| 1|1|0 |2nd|+2|-| 1|2|1st |3rd|+2|Lore Mastery|1|2|2nd |4th|+2|Ability Score Improvement|1|3|2nd |5th|+3|-|2|4|3rd |6th|+3| Specialization Feature|2|5|3rd |7th|+3|-|2|6|4th |8th|+3|Ability Score Improvement|2|6|4th |9th|+4|-|3|7|5th |10th|+4|Specialization Feature|3|7|5th |11th|+4|-|3|8|6th |12th|+4|Ability Score Improvement|3|9|6th |13th|+5|-|3|10|7th |14th|+5|Specialization Feature|4|10|7th |15th|+5|-|4|11|8th |16th|+5|Ability Score Improvement|4|11|8th |17th|+6|-|4|12|9th |18th|+6|Advanced Lore Mastery|4|12|9th |19th|+6|Ability Score Improvement|4|12|9th |20th|+6|Archmage|5|13|9th
## Class Features As a Dark Keeper you gain the Following Class Features #### Hit Points ___ - **Hit Dice:** 1d8 per Dark Keeper level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per manicurist level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor Shields - **Weapons:** Simple weapons - **Tools:** Caligrapher's Tools ___ - **Saving Throws:** Wisdom, Intelligence - **Skills:** Choose any three from the following: Arcana, Religion, History, Investigation, Stealth - \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - **(a)** a Wooden Quarterstaff or **(b)** a dagger or **(c)** a martial weapon (if proficient) - **(a)** a Component pouch or **(b)** an arcane focus - **(a)** a Scholar's Pack or **(b)** a Dungeoneer's Pack - **(a)** Leather Armor or **(b)** Chain Mail and a Shield (If Proficient) * A Grimoire \pagebreak ### Lore Specialization Each Dark Keeper specializes in unique pieces of Lore which allow them to call upon unique magic. Starting at 1st level, choose a Lore Specialization and you gain a feature from it. You also gain additional features from your specialization at 6th level, 8th level, 10th level, and 14th level. ### Keeper's Grimoire At 1st level you learn to draw upon the magic of your Archives of Lore, allowing you to cast spells and use Encantations. #### Cantrips At 1st level you learn one cantrip from the Dark Keeper Spell List, you gain additional cantrips as you gain levels, as shown on the Dark Keeper Table. #### Grimoire At 1st level, you have a unique Grimoire where you record your Dark Keeper Encantations. You know one Encantation from the Dark Keeper Encantations List and you can cast 0 level Encantations, the amount of known Encantations along with the level of your Encantations increases as you gain levels and is shown on the Dark Keeper Class Table. Whenever you learn a new Encantation, you must choose an Encantation of a level equal to or lower than the one presented on the Dark Keeper table. Some Encantations require Prerequisites, such as knowing a specific spell, also You can only take an encantation once unless it says otherwise. Whenever you gain a level in this class, you can swap out one known Encantation for another one from the Dark Keeper Spell List. #### Casting Ability Whenever you cast a Dark Keeper Cantrip, or a Dark Keeper Encantation, you use Intelligence to cast them. **Spell Attack Modifier.** Your Spell Attack Modifier is equal to your intelligence + your proficiency bonus. You use this whenever an Encantation, or a Dark Keeper spell requires an attack roll. **Encantation Save DC.** Your Encantation Save DC is equal to 8+your proficiency bonus+ your Intelligence Modifier, and Whenever a Dark Keeper Encantation or Spell requires a Saving throw you use your Encantation Save DC for the Saving Throw. \columnbreak ### Lore Mastery At 3rd level of Dark Keeper, you have learned to better find fragments of knowledge suited to your Studies. You gain one Lore Keeper Method from the options listed below and you gain another one at 18th level. #### Method of the Intellectual Your studies of Sacred Lore have granted you an increased mental understanding. You gain proficiency in all intelligence based skills and learn 2 additional languages. You also learn 2 spells from the Dark keeper Spell List, the spells must be of a level equal to your Encantation Level up to a maximum of 5th level. and you can cast each spell a number of times equal to your intelligence modifier per Long rest without expending a spell slot. #### Method of the Lore Hunter Your studies of Lore has allowed you to better find Lore. You gain proficiency in the Survival Skill and and you double your proficiency bonus for checks to identify spells and magic items. You can also cast the Detect Magic spell at will. #### Method of War Mage You have delved into the ways of combining your spell casting abilities with Martial Prowess. You gain the ability to manifest a spectral weapon into your hands, the weapon takes the form of whatever you wish it to and it deals damage equal to 1d6+your intelligence modifier, you can choose whether the damage of the attack is Psychic, Force, Necrotic, Radiant, or Fire when you gain this feature and you can use intelligence instead of strength or dexterity for the attack and damage rolls of the weapon. The Weapon also has the finesse property. ### Archmage At 20th level, your mastery of Lore has allowed you to gain access to the magical secrets held by other Magi. You gain one 8th level, and one 9th level spell from any class's spell list, and they count as Dark Keeper Spells for you. \pagebreak ## Lore Specializations Upon taking your first level in the Dark Keeper Class, you choose a specific type of Lore which you specialize in, this Study of Lore is your life and you have dedicated many things to it. You may choose from the Study of Diabolism, the Study of Palemancy, the Study of Mysticism, The Study of the Aether, or the Study of The Far Realms ### Study of Diabolism The Study of Diabolism revolves around the activities of the Lower Planes where fiends and fire fill the area. Diabolists often call upon these dark powers which they study and although Diabolists can use these powers for evil, certain sects of these Dark Keepers use their knowledge of the lower planes to prevent Evil from crossing into the Mortal Realm. #### Hellfire Armory Upon taking this Specialization at 1st level you gain proficiency with heavy armor. #### Shield of Hellfire Starting at 1st level, you are surrounded by a menacing shroud of hellfire. The hellfire surrounding you burns those who attack you at close range. At the end of each long rest, you gain temporary hit points equal to three times your Dark Keeper Level, whenever a creature hits you with a melee attack while you have the temporary hit points from this feature, they take 3 fire damage. Also while you have the temporary hit points, enemies have disadvantage to grapple you and whenever a creature starts its turn grappling you, they take 3 fire damage. #### Destroy Without a Trace Starting at 6th level, whenever you deal fire damage you ignore the resistances of creatures and you ignore fire immunity of fiends. #### Flames of Deliverance At 8th level, you learn to draw power from hellfire. Once per turn, whenever you deal damage to a creature with a spell, or with a weapon attack; you can choose to deal an additional 2d6 fire damage. The damage increases to 3d6 at 10th level, and 4d6 at 14th level. #### Diabolical Strikes At 10th level, your hellfire is able to cause more damage. Once per turn Whenever you cast a spell which deals fire damage, you can reroll 1s and 2s on the damage dice. \columnbreak #### Spout of Infernal Death Upon reaching 14th level, your study of the lower planes have allowed you conjure the destructive flames straight from the lower planes which you study. You are able to cause hellfire to reach out and grasp at the enemies surrounding you. As an action, you send forth a wave of Infernal Flames, each creature of your choice within 60ft of you must succeed on a charisma saving throw against your Encantation Save DC, taking 5d10+20 Fire Damage on a failed save or half as much on a successful one. Also on a failed save the targets become restrained for the next 1 minute. While they are restrained, they take 5 fire damage each turn they are restrained and at the end of their turn they can repeat the Charisma saving throw. Once you use this ability, you may not use it again until you take a long rest. \pagebreak ### Study of Palemancy Dark Keepers of the Study of Palemastery, or Palemenacy as some call it, seek the knowledge of Death, Undeath, and Negative Energies. These Dark Keepers often perform gruesome experiments in order to learn more of the condition of Death. Many of these types of Dark Keepers often disguise themselves as Morticians and Graveyeard workers. #### Eyes of the Dark Upon taking this class at 1st level, you gain darkvision out to 60ft, if you already have darkvision then the range is increased by another 30ft. #### Corpse Eater Starting at 1st level, you learn how to reap life energy from creatures you kill. Whenever you kill a creature, you can use your reaction to gain temporary hit points equal to twice your Palemancer Level. You can use this feature a number of times equal to your intelligence modifier, regaining all expended uses after a long or short rest. #### Undead Graft At 6th level, you give into your dark desires regarding undeath and cut off your arm, replacing it with an undead prosthetic which may be skeletal in form or preserved flesh stitched in place like that of a flesh golem. Regardless of its composition, this Gruesome surgery allows you to inflict terrible conditions onto your enemies. You gain the access to the following features listed below. **Paralyzing Touch.** As an action, you reach out your hand in order to paralyze a specific creature. Make a melee spell attack against the creature and on a hit, the target is then paralyzed until the end of its next turn. **Enervating Touch.** As an action, you can make a melee spell attack with your hand against a target, on a hit the target's strength score is decreased by 1d4 until they take a long rest or the effect is removed by a Greater Restoration Spell. This attack cannot reduce the target's strength score below 1. Also while under the effect of the strength drain, the target's melee weapon damage is halved and they have disadvantage on Strength Checks. At the end of each of the Target's turn, the affected creature can attempt to make a constitution saving throw against your Encantation DC, on a success the effect of the touch attack ends. **Destructive Touch.** As an action, you can make a melee spell attack with your hand against a target, on a hit the target takes Necrotic Damage equal to 2d12+ your Dark Keeper Level. If this damage reduces the Target to 0hp and kills it, you can choose to bring the Target back as a Zombie. The zombie dies after 1 hour and you can control a maximum amount of zombies with this ability equal to your intelligence modifier. You can use each Touch Attack twice per long rest. \columnbreak #### Death Strikes Starting at 8th level, whenever you hit a creature with a weapon or deal damage to them with a spell, you can add additional necrotic damage to them equal to your intelligence modifier. #### Grafting Procedure Beginning at 10th level, you gain an additional use of each touch attack from your Undead Graft Feature. #### Boneskin At 14th level, your studies of undeath have allowed you to find the secret to immortality. You gain the following features. * You cannot be magically aged and do not suffer the effects of old age. Also whenever you kill a humanoid, your lifespan increases by 10 years. * You gain resistance to necrotic damage and your hit point maximum cannot be reduced * You do not suffer the effects of a critical hit unless you are incapacitated. \pagebreak ### Study of Mysticism The Study of Mysticism is the study of the forces which are still a mystery to many. Dark Keepers who study the Mystic Arts are often associated with Diviners and those who practice Psionics, able to gaze into the faric of time and bend reality, Mystics are able to mold raw energy to their will with enough study. #### Mystic Defenses Upon taking this Specialty at 1st level, you gain the ability to enhance your defenses by peering into the astral weave of time. Your gaze into time allows you to foresee attacks before they hit you. When unarmored, your AC becomes 10+ your intelligence modifier+ your dexterity modifier. #### Mystical Training Also at 1st level, you gain proficiency with the shortsword, rapier, and longsword. Whenever you wield any of these weapons you can use dexterity instead of strength for the attack and damage rolls. Also you can make one melee attack with a weapon you are proficient with as a bonus action. You can only do so an amount of times per long or short rest equal to your intelligence modifier. #### Astral Stride Starting at 6th level, whenever an enemy makes an attack against you, you can use your reaction to add a bonus to your AC equal to your intelligence modifier against that one attack, potentially causing it to miss. Immediately after you do so, if the attack misses, then as a part of the same reaction you can move up to 10ft in any direction without provoking opportunity attacks. You can use this ability a number of times equal to your intelligence modifier, regaining all expended uses after a long rest. #### Mystic Strikes At 8th level, once per turn whenever you hit a creature with a weapon attack you can deal an additional 1d8 psychic damage with the attack. #### War Attacks At 10th level, you have learned to effectively mix your Martial and Mystic skills. Whenever you cast a spell which has a casting time of 1 action, you can make one weapon attack with a weapon which you are proficient with as a part of that same action. #### Astral Deflection At 14th level, your ability to gaze into time and space has allowed you to alter the fates of others. Once per turn Whenever a creature makes an attack against you or an ally you can see, you can force them to reroll one of the attack or damage rolls. \columnbreak ### Study of The Far Realms Dark Keepers who study the far realms possess knowledge of what goes on beyond our world. They delve deep into the research concerning space and other dimensions as well as the research of how to get there. #### Conjure Portal Starting at 1st level, you gain the ability to manipulate small portals and move things around from place to place. You can create small portals which are big enough to move small obects through or smaller parts of your limbs such as your hands. Whenever you create such a portal, you can create another opening in another spot which you can see. You can move small objects through these openings and if you place an object or anything else through one opening it comes out the other. If the portals close while an object is in there, the object comes out of the portals just before it closes, the same rules apply for limbs and such. A creature the size of an insect or a small rodent can fit fully through these small portals and the rules work the same for them. #### Communing Also at 1st level, you gain the ability to communicate telepathically with creatures within 60ft of you. In order to do so the creature must be able to understand the same languages as you do. #### Umbral Stride At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. #### Aberrant Ward At 8th level, you have learned to build up a resistance to the creatures which delve in the outer realms. You gain resistance to psychic damage and whenever a creature hits you with an attack against you, you can use your reaction to force them to take psychic damage equal to the damage they dealt. #### Ethereal Movement At 10th level, a part of you is always in the ethereal plane. Your movement speed increases by 15ft and you gain the ability to move through walls and objects, taking 1d10 force damage if you end your turn inside an object. You also double your proficiency for stealth checks. #### Teleportation At 14th level, you gain the ability to move from one point to another. You can expend your movement in order to teleport up to your movement speed towards a location which you can see. When you teleport in this way, you do not provoke attacks of opportunity. You can also expend your bonus action to touch a willing creature or object and teleport them the same distance to a spot which you can see. You can use this ability a number of times equal to your intelligence modifier, regaining all expended uses after a long rest. \pagebreak ### Study of the Aether Those who study the Aether guard the secret knowledge of the heavens and the celestials. These Dark Keepers are secretive about their work and possess knowledge of the creation of life, and the powers of celestials. #### Celestial War Knowledge Upon choosing this Specialty at 1st level, you gain proficiency with heavy armor and martial weapons. #### Channel Divinity At 1st level, when you choose this subclass you gain a channel divinity option from a chosen Cleric Domain. You can use the channel divinity option once per short or long rest and if the Channel divinity requires anyone to make a saving throw you use your Encantation DC. If the Channel Divinity says Cleric Levels, you can instead use your Dark Keeper levels. If you later gain Cleric Levels, you combine the level of Cleric and Dark Keeper. You gain an additional use of your Channel Divinity at 6th level, 8th level, and at 18th level. #### Healing Knowledge Starting at 6th level, whenever you or an ally within 5ft of you uses a spell of 1st level or higher to restore hit points to a creature, they restore additional hit points equal to your intelligence modifier. #### Celestial Strikes At 8th level, once per turn whenever you hit a creature with a weapon attack, you can choose to deal an additional 3d6 radiant damage. The damage increases by 1d6 at 10th level, and by another d6 at 14th level. The damage increases by an additional 1d6 if the creature hit is an undead or fiend. #### Healing Aura Starting at 10th level, you and any ally within 10ft of you regains hit points equal to your intelligence modifier at the start of their turn. This effect only applies when in combat. Also, you emanate a 30ft radius of bright light which suppresses any magical darkness of 3rd level or lower. #### Radiant Burst At 14th level, you gain the ability to better control your radiant damage. Whenever you deal radiant damage with a spell or weapon attack, you can choose to have all the damage dice be treated as maximum for one damage roll. You can do this a number of times equal to your intelligence modifier, regaining all expended uses on a long rest. \pagebreak ## Dark Keeper Encantations ### 0th Level #### Animal Empathy You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion. #### Battle Ready You gain proficiency with 3 martial weapons of your choice. #### Expert Choose one skill with which you are proficient in, you double your proficiency bonus for that skill. #### Flare As an action, you toss a flare of bright light, all creatures which rely on sight within 5ft of the flare have disadvantage on their next attack roll so long as they stay within vicinity of the flare. The Flare also emits a stream of signalling smoke which can be seen from about 4 miles away. #### Hedge Mage You gain 2 cantrips of your choice from the Dark Keeper Spell list, these count a Dark Keeper spells for you and do not count against the cantrips known. #### Memories of the Fallen you gain the ability to access the memories of the deceased. By performing a 1 minute ritual on a corpse, you can gain insight into how that creature died. If you already witnessed that creature’s death, you instead gain another random memory from that creature. This feature can only be used once per corpse. #### Navigator You can always tell which direction is North and you have advantage on saves against being magically lost. ### 1st Level #### Dark Keeper Spell Adept You learn one spell of 1st level from the Dark Keeper Spell List. Intelligence is your spellcasting ability for it. Also, you may cast a Dark Keeper Spell you know of 1st Level as a 1st level spell without expending a spell slot. You may cast a spell this way a number of times equal to your intelligence modifier, regaining all expended uses after a long rest. \columnbreak #### Bound Familiar **Prerequisite.** Find Familiar Spell You can cast the *Find Familiar* spell at will. Whenever you conjure your familiar, its hit point maximum increases by an amount equal to your proficiency bonus and it adds your proficiency to all its checks that it makes and to its attack and damage rolls and saving throws. Also whenever you take the attack action you can forgo an attack to allow your familiar to attack. Finally, your familiar may take the form of a Gazer, an Abyssal Chicken, or a Pseudodragon. #### Magic Knowledge As an action, you can touch a creature or an an object. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. ### 2nd Level #### Advanced Dark Keeper Casting You learn one Dark Keeper Spell of 2nd level from the Dark Keeper Spell List. Also, you can cast a Dark Keeper Spell you know of 2nd level or lower without expending a spell slot at 2nd level. You may do so a number of times equal to your Intelligence modifier, regaining all expended uses after a long rest and Intelligence is your spellcasting ability for the spell. You may take this Encantation multiple times, each time learning an additional Dark Keeper spell of 2nd level. #### Loremaster's Armor As an action, you can manifest a set of magical armor which lasts for 24 hours. While the armor is equipped, your Armor Class cannot be lower than 12+your proficiency bonus. #### Lore Sword **Prerequisite.** Method of The War Mage Whenever you conjure your Lore Weapon, the damage die increases to 1d8 #### Dark Sage You add one ritual spell from any class's spell list into your Grimoire. The Ritual Spell counts as a Dark Keeper Spell for you but does not count against the Dark Keeper Spells Known. You can take this Encantation over and over again, each time gaining an additional Ritual Spell. #### Lore Cloak You conjure up a cloak which lasts for 1 minute. While you have the cloak you gain advantage on all stealth checks but disadvantage on any persuasion checks. Once you use this ability, you must complete a short or long rest before you can use it again. \pagebreak #### Witch Hunter **Prerequisite.** Method of the Lore Hunter You gain the ability to track down the magics of various supernatural creatures. Whenever you cast the Detect Magic Spell, you can also detect the location of any Aberrations, Celestials, Fiends, Fey, Shapechangers, and Undead within the immediate area. You also learn of any consecrated or desecrated ground. You know the exact location of these creatures and how many of these creatures there are, though you do not learn of the identity of the creatures. For example, you may know that there is a Vampire within 1 mile of you, but you would not know the name or any other personal information of the Vampire. Also, whenever you use this ability, choose one of the types of creatures the ability can detect, you then have advantage on Wisdom (Survival) checks to track them and Intelligence Checks to recall information on them. ### 3rd Level #### Arcane Ward You gain the ability to deflect magical blows. Whenever you or an ally within 10ft of you is subject to the effects of a spell which require them to make a saving throw. You can use your reaction to add a bonus to their saving throw equal to your intelligence modifier. You may do so a number of times equal to your intelligence modifier, regaining all expended uses after you take a long rest. #### Celerity As an action, you can imbue yourself with the ability to move swiftly. For the next 1 minute, you can take the Dash Action as a Bonus Action. #### Cloak of Shadows As an action, you can become invisible until the end of your next turn. You remain invisible unless you take an action, bonus action, or reaction. #### Sacred Knowledge of the Dark Keeper You learn one 3rd level spell from the Dark Keeper Spell List. You can also cast a Dark Keeper Spell of 3rd level or lower which you know as a 3rd level spell. When you cast the spell this way, it counts as a Dark Keeper Spell for you and you use intelligence for the Spell Casting ability for the spell. You may cast a spell this way a number of times equal to your half your Intelligence modifier rounded up, regaining all expended uses after a long rest. You can take this Encantation Multiple times, learning an additional 3rd Level Spell from the Dark Keeper's Spell List each time. #### Learned One You gain proficiency with 2 tools of your choice, and 1 language of your choice. #### Detect Lie You may force a target to make a wisdom save against your Encantation DC and on a fail you know if the target is lying to you. \columnbreak ### 4th Level #### Lumen of the Dark Keeper You learn one 4th level spell from the Dark Keeper Spell List. You can also cast a Dark Keeper Spell of 4th level or lower which you know as a 4th level spell. When you cast the spell this way, it counts as a Dark Keeper Spell for you and you use intelligence for the Spell Casting ability for the spell. You may cast a spell this way a number of times equal to your half your Intelligence modifier rounded up, regaining all expended uses after a long rest. You can take this Encantation Multiple times, learning an additional 4th Level Spell from the Dark Keeper's Spell List each time. #### Flare of Light You gain the Light Cantrip. As an action you can cast the light cantrip on a weapon, causing it to glow with a burning hot arcane energy. The weapon deals additional fire damage equal to your intelligence modifier. #### Magical Health You gain immunity to nonmagical diseases and have resistance to poison damage and advantage on saves against being poisoned. #### Lore Keeper's Protection As an action, you can imbue yourself with an Arcane Protection. You gain temporary hit points equal to 1d6+your intelligence modifier. #### Lore Master's Curse As an action, you can imbue yourself with dark powers. For the next 1 minute, you deal an additional 1d6 necrotic damage to one target of your choice with each attack. ### 5th Level #### Collection of the Dark Keeper You learn one 5th level spell from the Dark Keeper Spell List. You can also cast a Dark Keeper Spell of 5th level or lower which you know as a 5th level spell. When you cast the spell this way, it counts as a Dark Keeper Spell for you and you use intelligence for the Spell Casting ability for the spell. You may cast a spell this way a number of times equal to your half your Intelligence modifier rounded down, regaining all expended uses after a long rest. You can take this Encantation Multiple times, learning an additional 5th Level Spell from the Dark Keeper's Spell List each time. #### Dance of the Dead Whenever you are reduced to 0 hit points, you can choose to make a charisma saving throw, the DC is equal to 5+ half the damage taken. On a successful save you return with 1 hit point instead. Once you use this ability, you may not do so again until you complete a long rest. \pagebreak #### Ebb and Flow of Life As a bonus action, you can regain an amount of hit points equal to your Dark Keeper Level. Once you use this ability, you may not do so again until you complete a long or short rest. #### Circle of Communication You can spend about one minute to draw a magical circle, 10ft in diameter. While this circle is drawn, you can use it to commune with powerful deities and beings of other dimensions. You may ask these beings any questions and the DM determines which being appears and what they say. #### Witch Sight You can see the True Shape of a Shapechanger. #### Ghost Drift *Prerequisite: 9th level* You may use your action to phase, until the start of your next turn. When you do so you become semitransparent, you can move through walls, floors, objects, and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you are moved. ### 6th Level #### Arcane Glove As an action you conjure a magical glove onto your hand. While wearing the glove, you have a +1 bonus to the ac and you can use mage hand with the range of 60 feet, your mage hand now has the same weight limits as you, it can be used to attack and activate magic items. If you stop wearing the gloves, it disappears. #### Adept Spell Mastery Choose one Dark Keeper Spell you know of 1st level. You can cast that spell an additional amount of times equal to your intelligence modifier, regaining all expended uses after a long rest. #### Death Sight You can gaze into the soul of a creature. Make a successful Intelligence (Arcana) Check against their Wisdom (insight). On a successful check, you gain a small glimpse of how the creature dies. When you do so against an enemy, you and one ally of your choice gain advantage on attack rolls against them #### Tomes of the Dark Keeper You learn one 6th level spell from the Dark Keeper Spell List. You can also cast a Dark Keeper Spell of 6th level or lower which you know as a 6th level spell. When you cast the spell this way, it counts as a Dark Keeper Spell for you and you use intelligence for the Spell Casting ability for the spell. You may cast a spell this way once per long rest. You can take this Encantation Multiple times, learning an additional 6th Level Spell from the Dark Keeper's Spell List each time. \columnbreak ### 7th Level #### Arcanum of the Dark Keeper You learn one 7th level spell from the Dark Keeper Spell List. You can also cast a Dark Keeper Spell of 7th level or lower which you know as a 7th level spell. When you cast the spell this way, it counts as a Dark Keeper Spell for you and you use intelligence for the Spell Casting ability for the spell. You may cast a spell this way once per long rest. You can take this Encantation Multiple times, learning an additional 7th Level Spell from the Dark Keeper's Spell List each time. #### Locus of Two Minds You may cast one additional spell with a concentration requirement for its duration while maintaining one other spell that requires concentration. You may never maintain more than two spells with a concentration requirement simultaneously. Additionally, if you are only maintaining one spell that requires concentration, you have advantage on saving throws to maintain concentration on that spell. #### Spell Expert Choose one Dark Keeper Spell you know of 2nd level. You can cast that spell an additional amount of times equal to your intelligence modifier, regaining all expended uses after a long rest. ### 8th Level #### Dark Keeper Spell Focus Choose one Dark Keeper Spell you know of 3rd level. You can cast that spell an additional 2 times per long rest. #### Mysteries of the Dark Keeper You learn one 8th level spell from the Dark Keeper Spell List. You can also cast a Dark Keeper Spell of 8th level or lower which you know as a 8th level spell. When you cast the spell this way, it counts as a Dark Keeper Spell for you and you use intelligence for the Spell Casting ability for the spell. You may cast a spell this way once per long rest. You can take this Encantation Multiple times, learning an additional 8th Level Spell from the Dark Keeper's Spell List each time. #### Spellworks Your Dark Keeper Spell Attack Modifier and Encantation Save DC increases by 2 for one spell which you choose. The spell must be of 5th level or lower. ### 9th Level #### Masterment of the Mystic Keepers You learn one 9th level spell from the Dark Keeper Spell List. You can also cast a Dark Keeper Spell of 9th level or lower which you know as a 9th level spell. When you cast the spell this way, it counts as a Dark Keeper Spell for you and you use intelligence for the Spell Casting ability for the spell. You may cast a spell this way once per long rest. \pagebreak ## Dark Keeper Spell List
##### Cantrips (0 Level) - Acid Splash - Blade Ward - Booming Blade - Chill Touch - Dancing Lights - Friends - Green Flame Blade - Gust - Infestation - Lightning Lure - Mage Hand - Mind Sliver - Minor Illusion - Poison Spray - Shillelagh - Thaumaturgy - Sword Burst - True Strike - Toll the Dead - Vampiric Blade ##### 1st Level - Alarm - Ceremony (Ritual) - Comprehend Languages - Command - Detect Evil and Good - False Life - Find Familiar - inflict Wounds - Silent Image ##### 2nd - Alter Self - Animal Messenger (Ritual) - Blindness/Deafness - Calm Emotions - Detect Thoughts - Gentle Repose - Knock - Levitate - Ray of Enfeeblement ##### 3rd - Animate Dead - Blood Boil - Bestow Curse - Call Lightning - Counterspell - Magic Circle - Major Image - Speak with Dead - Summon Lesser Demons - Vampiric Touch ##### 4th - Arcane Eye - Banishment - Black Tentacles - Blight - Confusion - Dimension Door - Divination (ritual) - Evard's Black Tentacles - Locate Creature - Phantasmal Killer - Shadow of Moil - Summon Greater Demons ##### 5th - Antilife Shell - Bigby's Hand - Circle of Power - Danse Macabre - Commune (ritual) - Contagion - Enervation - Hallow - Infernal Calling - Insect Plague - Legend Lore - Mislead - Modify Memory - Negative Energy Flood ##### 6th - Arcane Gate - Circle of Death - Contingency - Create Undead - Harm - Heroes Feast - Soul Cage - True Seeing - Word of Recall ##### 7th - Conjure Celestial - Crown of Stars - Etherealness - Finger of Death - mordenkainens Magnificent Mansion ##### 8th - Abi-Dalzim’s Horrid Wilting - Antipathy/Sympathy - Feeblemind - Telepathy - Trap the Soul ##### 9th - Astral Projection - Foresight - Psychic Scream - Weird
#### Vampiric Blade *Necromancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (a weapon) - **Duration:** Instantaneous As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the target must succeed on a constitution saving throw, taking 1d6 necrotic damage on a failed save or half as much on a successful one. You then regain hit points equal to the necrotic damage dealt. This spell's damage increases by 1d6 at higher levels, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.