Keeper Domain

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. Clerics of the Keeper domain excel in leadership positions and are the first to take up arms when their homes or allies need protection.

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

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons. You also gain proficiency in the Persuasion skill.

Blessed Chosen

Starting at 1st 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.

Channel Divinity: Divine Initiative

Starting at 2nd level, you can Channel Divinity to enhance your allies’ potential.

As an action, you present your holy symbol and choose a number of creatures 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.

Channel Divinity: Fighting Fit

At 6th level, you can use your Channel Divinity to end harmful conditions affecting your allies.

As an action, you present your holy symbol and choose a number of creatures you can see within 60 feet (this can include yourself), up to a number equal to your Wisdom modifier (minimum of one). Any charmed, frightened, paralyzed, or stunned conditions affecting the target end.

Hobbling Strike

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

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 your Wisdom modifier. You can use this feature only if you aren’t incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.

Section 15: Copyright Notice

Warlock Grimoire 2. Authors: Wolfgang Baur, Celeste Conowitch, David “Zeb” Cook, Dan Dillon, Robert Fairbanks, Scott Gable, Richard Green, Victoria Jaczko, TK Johnson, Christopher Lockey, Sarah Madsen, Greg Marks, Ben McFarland, Kelly Pawlik, Lysa Penrose, Richard Pett, Marc Radle, Hannah Rose, Jon Sawatsky, Robert Schwalb, Brian Suskind, Ashley Warren, Mike Welham. © 2020 Open Design LLC.

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