Keeper Domain
Subclass of Cleric
Book of Ebon Tides p. 43 (Third Party)
- Level
- 3
Description
The Keeper domain focuses on social bonds and well-regulated communities. These communities might be as small as an adventuring party or as large as a city, but all require safety and comfort to thrive. Keeper domain clerics excel in leadership positions and are the first to take up arms when their homes or allies need protection.
Domain Spells: At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Keeper Domain Spells:
| Cleric Level | Spells |
| 1st | command, hunter's mark |
| 3rd | calm emotions, warding bond |
| 5th | beacon of hope, spirit guardians |
| 7th | death ward, guardian of faith |
| 9th | hallow, telepathic bond |
Traits
Blessed Chosen Nivel 3
Starting at 3rd level, you can assert your divine will to protect your allies. When an enemy within 30 feet of you that you can see attacks one of your allies, you can use your reaction to impose disadvantage on the attack roll before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Bonus Proficiencies Nivel 3
Also at 3rd level, you gain proficiency with martial weapons. You also gain proficiency in the Persuasion skill.
Competencias
Persuasion
Channel Divinity: Divine Initiative Nivel 3
Starting at 3rd level, you can use your Channel Divinity to enhance your allies' potential. As an action, you present your holy symbol and choose a number of creatures that you can see and that can see you within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of one). Each of them gains 5 temporary hit points. When a target gains these temporary hit points, they can immediately use their reaction to make one weapon attack. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 6th level, 11 at 8th level, and 14 at 17th level.
Fighting Fit Nivel 6
At 6th level, you gain the ability to shore up your allies' reserves. As a reaction, when you or an ally that you can see within 30 feet of you is charmed, frightened, paralyzed, or stunned, you can remove that condition. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Hobbling Strike Nivel 8
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, the target must make a Strength saving throw against your spell save DC or be knocked prone. When you reach 14th level, the target's speed is also halved until the start of your next turn.
Duty Over Death Nivel 17
Starting at 17th level, you can exert your power to call companions back from the brink of death. When an ally you can see within 60 feet of you is reduced to 0 hit points but not killed outright, they instead remain conscious and regain hit points equal to half their maximum hit points. You can use this feature only if you aren't incapacitated. Once you use this feature, you can't do so again until you finish a short or long rest.