Keeper

***Restriction:** Sylvan Elf*

Every Sylvan clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. And every keeper has at least one apprentice, their First, whom they teach the unique elven understanding of magic, which focuses on controlling and manipulating the essence of nature itself.

## 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 modifier per keeper level after 1st

##### Proficiencies

* **Armor:** Light armor
* **Weapons:** Staffs
* **Tools:** Herbalism kit, medicine kit
* **Saving Throws:** Intelligence, Wisdom
* **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Religion, and Survival

##### Equipment

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

* Your personal mage's staff (quarterstaff)
* An explorer's pack
* A spellbook

### Spellcasting

Born a mage, your connection to the Dreaming allows you to tap into its power. You have been trained in the manipulation of its energies, you can cast spells to shape those energies to your will.

##### Cantrips

At 1st level, you know two cantrips of your choice from the natural spell list. You learn additional natural cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Keeper table.

##### Preparing and Casting Spells

The Keeper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these natural spells, 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 natural spells that are available for you to cast, choosing from the natural spell list. When you do so, choose a number of natural spells equal to your Wisdom 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 3rd-level keeper, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of natural spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

##### Spellcasting Ability

Wisdom is your spellcasting ability for your natural spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a natural spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

##### Ritual Casting

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

##### Spellcasting Focus

You can use your mage's staff as a spellcasting focus for your natural spells.

### Elven Loremaster

Starting at 1st level, you are a compendium of knowledge on elven lore. Your proficiency bonus is doubled for any ability check (Arcana, History, Nature, or Religion) you make regarding elven lore.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

### Spell Secrets

At 2nd level, you master the first in a series of arcane secrets taught by your training.

When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.

### 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.

### Augmented Casting

At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw energies of magic into your spell to amplify it. The effect depends on the spell slot you expend.

* An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.
* An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.
* An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.

### Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

### Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

### Sharpened Memory

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.

### Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your natural spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

### Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. As an action, you mutter an ancient elven incantation. Each beast or plant creature that can hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. Additionally, you can take a bonus action on your turn to verbally command what each charmed creature will do on its next turn.

### Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level natural spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.