The Keeper Class
Multiclassing Prerequisites
Class Ability Score Minimum
Keeper Strength or Dexterity 13 and Charisma 13
Multiclassing Proficiencies
Tastiness Cookie Type
Keeper Light armor, medium armor, simple weapons,
one skill from the class’s skill list
The Symbiotelone elf shudders in his bed. He seems alone,
but he is not. His constant companion
whispers in his ear, demanding that he grow
stronger. That they grow stronger... together.
AThe beings known as Keepers are the ones
that hold these Symbiotic creatures. A
Symbiote is an organism that enhances the
power of whoever it bonds to, and uses that connection to
grow more powerful. As long as they’re able to keep their
symbiote in control, Keepers are extremely difficult to take
down and make for unpredictable foes, able to adapt to any
circumstance
Stronger Together
The strength of the Keeper lies in combining the control
and men
-
tal faculties of the host with the raw toughness
and adaptability of the symbiote.
On their own neither is
too impressive. The Keeper - a simple adventurer - lacks
the strength to survive the world’s dangerous monsters and
the symbiote lacks the ability to carefully apply its strength.
Together, however, the Keeper can make use of all of these
strengths - becoming exceedingly dangerous and only
growing more so as the pair continues to strenghten their
bond an evolve to adapt to its environment
Unfathomable Origins
The Symbiotes are a mysterious and other wordldy race
that are not wildly known for reasons of both self
preservation and growth. It is theorised that the Symbiotes
emerged from dark recesses of space and travelled on a
meteor while others believe that they crawled up from the
depths of the earth. Their intentions are unknown and
those rare folks that do know of their existence are often
the very same beings whose lives have been forever
changed by their presence
2
The Symbiote Transformations Adaptations Known
2 —
Level Proficiency Bonus Features 2 2
1st +2 Sybiotic Metamorphosis 3 2
2nd +2 Sentient Awakening, Divided, Adaptations 3 2
3rd +2 Evolutionary Calling 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 4 4
6th +3 Magical Entity, Evolutionary Calling Feature 4 4
7th +3 Amalgamated Mind 4 5
8th +3 Ability Score Improvement 4 5
9th +4 Revenge: Shielded 4 5
10th +4 Evolutionary Calling Feature 5 6
11th +4 Superior Symbiosis 5 6
12th +4 Ability Score Improvement 5 6
13th +5 Revenge: Retaliate (2 dice) 5 7
14th +5 Evolutionary Calling Feature 5 7
15th +5 Symbiotic Dependence 6 7
16th +5 Ability Score Improvement 6 8
17th +6 Revenge: Assail (3 dice) 6 8
18th +6 — 8
19th +6 Ability Score Improvement Unlimited
20th +6 Symbiogenesis
Fated Connection The next thing to consider, is how you are different while
Symbiotes are very rare organisms that can remain transformed into your hybrid form. When you first bond
dormant for aeons and survive the harshest environments. with your symbiote, it does not yet express a personality.
Sometimes they are found deep within ancient temples, or However, it still influences you subtly. What part of yourself
disguised as family heirlooms passed down over are you trading for this symbiotic power? Which of your
generations. Through this found power, a Keeper can rise strengths and flaws does your symbiote share or enhance?
to the height of power in their worlds.
Work with your DM to determine how big a part your
Some symbiotes are bizarre, organic monstrosities or symbiote will play in your character’s adventuring careers.
aberrations, while others are magical beings of the arcane. Your symbiote’s demands and goals might drive you into
Others yet, seem like living armor - from worlds beyond our adventures, or they might consist entirely of small favors
understanding. They can occur naturally - hailing from you can do between adventures.
other worlds of the material plane - or be crafted, designed
by powerful wizards or societies as instru ments of their
will.
Quick Build
Creating a Keeper
When creating your Keeper, the first thing you should You can make a Keeper quickly by following these
consider is how you found your symbiote. If possible, tie it suggestions. First, Charisma should be your highest ability
into your background. If you were a merchant, perhaps you score, followed by Constitution. Then choose Strength if
bought an artifact that fascinated you and found the you want to increase your melee capabilities, or Dexterity if
symbiote hiding within. Or your symbiote could have been you intend on a finesse build or want to increase your
an heirloom of your noble family, tied to some ancestral survivability. Second, choose any background you like.
legend. Or, perhaps you discovered it during an early
adventure gone wrong?
While transformed you gain the following features:
Adaptive Defenses. You have resistance to bludgeoning,
piercing, and slashing damage.
Symbiotic Exoskeleton. Your Armor Class equals 10 +
your Dexterity modifier + your Charisma modifier,
regardless of the armor you are wearing.
Organic Impermeability. You are immune to disease.
This does not end any diseases you currently have, but
postpones their effects.
Class Features
Innate Vulnerability. You are vulnerable to Fire and
As a Keeper, you gain the following class features.
Thunder damage, though in time you can adapt to address
these weaknesses.
Hit Points
Hit Dice: 1d10 per Keeper level
Hit Points at 1st Level: 10 + Constitution modifier
Special Abilities
Hit Points at Higher Levels: 1d10 (or 6) + Constitution
modifier per Keeper level after 1st
Your symbiotic connection with your symbiote grants you
certain special abilities.
Proficiencies
Innate Spellcasting. Any spell granted by the Keeper
Armor: Light or Medium Armour
class Evoluitonary Callings or Adaptations can be cast
Weapons: Simple weapons
innately without expending material components.
Tools: None
Saving Throws. Some of your powers as a Keeper can
require you or your target to make a saving throw. The
Saving Throws: Charisma, Constitution
saving throw DC is calculated as follows:
Skills: Choose two from Acrobatics, Athletics, Deception
Intimidation, Perception, Survival Saving Throw DC = 8 + your proficiency bonus + your
Charisma modifier
Equipment
Symbiotic Weaponry
You start with the following equipment, in addition to the
equipment granted by your background: Your symbiosis allows you to form your own weapons, like
sharpened spikes or claws. You can use these natural
weapons when you attack, whether or not you are
Any simple weapon
transformed, and are proficient with them.
A shortbow and a quiver of 20 arrows
(a) leather armor or (b) a chain shirt
When you attack, your symbiote can cover your limbs to
(a) a dungeoneer’s pack or (b) an explorer’s pack
form natural weapons that you are considered proficient
with. If you hit your target you deal 1d8 slashing damage +
Symbiotic Metamorphosis your Strength modifier. These attacks are not considered
At 1st level, you can compel or allow the symbiote you have unarmed strikes. In addition you gain the following feature:
bonded with to cover your body, greatly increasing your
physical abilities. On your turn, you can transform into your Syncrhonization. While transformed, when you use the
Hybrid Form as a bonus action. Attack action on your Turn, you can make one attack with
When you transform, you choose whether your your Symbiotic Weaponry as a Bonus Action. You do not
equipment merges into your new form, or is worn by it. add your ability modifier to the damage for this attack.
Your transformation lasts for 1 minute. It ends early if you Sentient Awakening
are knocked unconscious. Starting at 2nd level, through your mutual exchange of
Once you have transformed the number of times shown power and deep connection, the symbiote that grants you
for your Keeper level in the Transformation column of the power fully awakens. It can communicate with you
Keeper table, you must finish a long rest before you can telepathically, projecting its voice in whatever choice you
transform again. learn in Divided Mind.
Consider your symbiote’s origins. Where does it come
from? What does it want? Is it the only one of its kind? You
may already have an idea of these things or perhaps your
DM has some of their own.
You can also, optionally, roll on the tables below
4
Symbiote Origin Adaptations
As you and your symbiote continue to grow, you can
d4 Origin influence its development, imbuing you with greater power.
1 Traveler - Your symbiote is an explorer (Neutral)
2 Harbinger - Your symbiote is a herald of an At 2nd level, you gain two adaptations of your choice.
Your adaptation options are detailed at the end of the class
impending doom (Evil) description. When you gain certain Keeper levels, you gain
3 Survivor - Your symbiote is the last of it's kind additional adaptations of your choice, as shown in the
Adaptations Known column of the Keeper table
(Neutral)
4 Benefactor - Your symbiote wants to help your world
or species thrive (Good)
The Symbiote
Symbiote Personality
When you choose to play a Keeper, you should
d6 Personality keep in mind that your symbiote companion is
1 We care very little for people besides ourself an intelligent creature with its own quirks and
2 We seek knowledge and desire only to learn flaws.
Discuss with your DM how you want your
3 We love to inflict Pain symbiote played in the game, and who will be
4 We trust noone beside ourself playing its character in roleplay situations.
5 We feed on the fear we instill in others
6 We desire to test the limits of our power
Additionally, when you gain a level in this class, you can
Relationship choose one of the adaptations you know and replace it with
another adap tations that you could learn at that level.
Consider the relationship you have with your symbiote. Is it
friendly, antagonistic, uneasy, or perhaps even romantic?
You both are tied together now, but are you willing Evolutionary Calling
partners? What part do you play in your symbiote’s plans?
At 3rd level, you and your symbiote evolve together, further
shaping your combined nature and abilities.
Divided Mind Choose the Assimilation, Cooperation, Corruption, or
While your transformation grants you great strength, it is Predation evolutionary callings, each of which is detailed at
not entirely your own power, but one you share with your the end of the class description.
symbiote. At 2nd level, you gain the following features:
Your choice grants you features at 3rd level and again at
Tongues. Pick one of the following languages: Abyssal, 6th, 10th, and 14th level.
Celestial, Draconic, Deep Speech, Infernal, Primordial,
Sylvan. While transformed you can only speak the selected
language. You gain proficiency with the selected language. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Wrath. While transformed, if you use attack a creature 19th level, you can increase one ability score of your choice
other than the one you last attacked, you must make a by 2, or you can increase two ability scores of your choice
Charisma saving throw against your own Saving Throw DC by 1. As normal, you can’t increase an ability score above 20
to do so. On a failed save you must move toward the using this feature.
creature you were previously attacking until they are within
reach and continue to attack them, if possible.
Possessiveness. Despite the challenges of having two
minds, your symbiote’s presence makes it more difficult for
other creatures to influnce your mental state. You gain
advantage on Saving Throws against being Charmed.
5
Extra Attack
Beginning at 5th level, you can attack twice, instead of Hybrid Attachment. You and your symbiote have begun to
once, whenever you take the Attack action on your turn realize you are stronger together. When your
transformation would end involuntarily - because you are
rendered unconscious or due to some other effect - you can
instead choose to remain in your Hybrid Form for the
Magical Entity remaining duration of your transformation.
Starting at 6th level, your symbiote takes on greater
magical potency. Your symbiotic weaponry attacks count as After you activate this feature, your transformation does
magical for the purpose of overcoming resistance and not end until it has reached its full duration, even if you
immunity to nonmagical attacks and damage. want to voluntarily end it. You also suffer a point of
exhaustion. You can’t use this feature again until you
complete a long rest.
Amalgamated Mind
At 7th level, your minds have grown together for enough
time that you are better able to coexist. Whenever you Symbiotic Dependence
make a Charisma saving throw to exert control over your Starting at 15th level, you can recover your strength and
symbiote to resist your Wrath, you do so with advantage. heal your wounds using your symbiotes’ own natural
healing ability.
You can now also speak all the languages you know
while transformed. On your turn, if you are below half health, you can use an
action to expend one of your transformations to regain hit
points equal to your Keeper level + your Charisma modifier.
Revenge In addition for the next 1 minute you regain hit points
Beginning at 9th level, your symbiote moves to protect you equal to your Charisma moifier at the start of each of your
when you are unable to protect yourself. turns. Your severed body parts (fingers, legs, tails, and so
on), if any, are restored at the end of the minute. If you have
When you are targeted by a melee weapon attack within the severed part and hold it to the stump, the feature
range, you can use your reaction to impose disadvantage instantaneously causes the limb to knit to the stump.
on the attack. If the attack fails you may impose one effect
by level as follows. If you drop to 0 hit points while transformed, and don’t
die outright, this feature automatically activates, unless you
Shielded (9th). You may push the attacker 5 feet away have no transformations left to expend. If you activate the
from you but do not impose an opportunity attack feature in this way, you suffer a point of exhaustion.
Retaliate (13th). You can make a single melee attack You can’t use this feature again until you complete a long
against the attacker rest.
Assail (17th). You can make 2 melee attacks against the
attacker
Symbiogenesis
You can only use this feature a number of times equal to At 20th level, your symbiosis has reached such a level that
your Charisma modifier (minimum of 1). You regain all you and your symbiote are no longer two separate entities,
expended uses after completing a long rest. but one... a hybrid being, wholly and truly unified. You gain
the following benefits.
You no longer have to roll to exert control over your
Superior Symbiosis Symbiote to resist your Wrath.
Your transformation only
Starting at 11th level, you have each further evolved to ends if you fall unconscious or if you choose to end it.
become more suitable for the other. Your transformation
now lasts 10 minutes. In addition, you gain the following You no longer suffer a point of exhaustion when you use
feature: the Hybrid Attachment feature or Symbiotic Dependence.
6
Evolutionary Calling: Engulf
Assimilation Starting at 10th level, you can expand your symbiotic form
to attempt to engulf your prey.
Assimilation takes a Keeper’s ability to adapt and pushes it
to its limits, turning it into a combat ability that allows the As an action, your symbiotic form latches onto a target
Keeper to drain life from enemy creatures they target, and within reach of your Symbiotic Weaponry that is your size
not only absorb their thoughts, but also their very or smaller. The target must make a Dexterity saving throw
characteristics and make it their own. against your Saving Throws DC. On a failed save you move
into the creature’s square and the target is Blinded,
A Keeper driven to assimilate is the ultimate survivor. A Restrained, and at risk of Suffocating. In addition at the
warrior of unnatural power that excels in outlasting their start of each of the target’s turns, the creature suffers from
foes and surpass ing their own natural limits. the effects of your Progressive Assimilation (see
Assimilating Grasp).
You can only engulf one creature at a time. While you
Assimilation Features have a creature engulfed, you are considered restrained. In
addition, you only take half the damage dealt to you, and
Keeper Level Feature the creature you are engulfing takes the other half.
An
3 Assimilating Grasp engulfed creature can try to escape by taking an action to
6 Knowledge Absorption make a Strength check against your Saving Throw DC.
10 Engulf
14 Assimilativee Evolution Using this feature counts as one of your uses of
Assimilating Grasp.
Assimilating Grasp
Starting at 3rd level, you can attempt to assimilate your
enemies to absorb their strength and abilities.
Assimilative Evolution
While transformed, the first time you hit a creature on Starting at 14th level, you have learned to harness the
your turn with an attack using your Symbiotic Weaponry strength and abilities of the creatures you assimilate,
you can activate this feature on that target, provided it is gaining some semblance of it.
not a construct or undead and is no more than one size
larger than you. Every turn you are grappling a creature with your
assimilating grasp or have a creature engulfed, you can
The target creature must make a Dexterity (Acrobatics) choose to gain one of the creature’s following abilities or
or Strength (Athletics) check against your Saving Throw proficiencies, if they have it:
DC. On a failed check, the target is grappled. On a failed
check the creature takes necrotic damage equal to 1d6 + Fly, swim, climb or burrow speed (at half the creature’s
your Charisma modifier. On a success, the target only takes original speed)
half damage and is not grappled. Darkvision, Blindsight, Tremorsense
One of the creature’s immunities or resistances
A grappled creature can try to escape you by taking an One of the creature’s languages
action to make a Strength (Athletics) or Dexterity One of the creature’s natural weapons (claw, tail, bite)
(Acrobatics) check against your Save DC. Gain a +4 bonus to an ability score of your choice. The
creature’s ability score must be higher than your own
Progressive Assimilation. While a creature is grappled and your increased total cannot exceed the creature’s
by your Assimilating Grasp it takes an additional 1d6 original score.
necrotic damage at the end of its turn.
At 5th level, the This evolution lasts until your transformation ends or
damage dealt by progressive assimilation increases to 2d6. until you take a long rest.
The damage increases to 3d6 at 11th level and 4d6 at 17th
level.
Evolutionary Calling:
Leech. You regain hit points equal to half the damage Cooperation
you deal with this feature (rounded up).
Not all Keepers take an aggressive approach. Some
succeed through cooperation, expanding their symbiotic
You can only use this feature a number of times equal to connection to include other beings in order to better
your Charisma modifier (minimum of 1). You regain all protect its primary host.
expended uses after completing a long rest
Keepers that evolve to better cooperate learn to self-
replicate, forming links between themselves and the other
Knowledge Absorbption replicated symbi otes in order to grant other creatures
At 6th level, your ability to assimilate creatures grows more some of the benefits of symbi otic power, all so that the
profound. Your assimilating grasp enables you to selectively Keeper stands a better chance of survival.
absorb information from the creatures’ mind.
When you hit a creature with assimilating grasp, instead
of regaining hit points you can choose to subject your
target to the effect of Detect Thoughts as if you had cast the
spell.
7
Induce Mutation
Starting at 3rd level, you are able to exert a high degree of
control over your symbiotic links, encouraging your
symbiote to further empower your allied host
As an action, you can use this feature to cast any of the
spells you have access to in the Mutation spell table below
on an ally that you share a Symbiotic Link with.
You can cast the spells listed below innately, requiring no
mate rial components. You learn each of the spells below
at the Keeper level noted in the spell tables.
Cooperation Features
Keepr Level Feature Mutation Spells
3 Symbiotic Link, Induce Mutation
6 Symbiotic Physiology Keeper Level Spell
10 Resilient Mind 3 Bless, Longstrider, Resistance
14 Forced Cooperation 5 Heroism, Protection from Poison
7 Enhance Ability, Haste
10 Water Breathing, Freedom of Movement
14 Shadow of Moil, Death Ward
Symbiotic Link
Starting at 3rd level, you can encourage your symbiote to As long as you are connected to your target by your
replicate in order to produce offspring which can augment Symbiotic Link, you are considered in range for the spells.
your allies’ power. The effect of the spells lasts no longer than your Symbiotic
Link. Each of these spells count as if they were cast at their
As an action, you can expend one of the uses of your lowest possible level. You can cast each of these spells
transformation to empower a willing target with an without expending any spell slots or material components.
offspring of your symbiote, linking you and your ally
together. While empowered, your ally does not gain the
benefits of your symbiotic transformation, instead your ally You can only use this feature a number of times equal to
gains the following features: your Charisma modifier (minimum of 1). You regain all
expended uses after you complete a long rest
Adaptive Defenses. You have resistance to bludgeoning,
piercing, and slashing damage.
Symbiotic Physiology
Symbiotic Protection. You gain a +1 bonus to your At 6th level, you are able better maintain your awareness of
Armor Class your Symbiotic Links. When you Induce a Mutation in an
ally connected to you through your Symbiotic Link you also
Damage Sharing. Any damage or healing you and your gain the benefits.
ally are subjected to is divided equally between the two of
you.
Empathetic Link. You and your ally share your senses Resilient Mind
and your tool and language proficiencies. You can also Starting at 10th level, your mind has grown stronger and
communicate telepathically, feel each other’s emotions, and more capable of resisting outside influneces. You are
are aware of each other’s locations. immune to being charmed and can determine whether any
creature within 10 feet of you has been charmed.
The effect ends if you drop to 0 hit points, if your target
ally dies, or if you and the target become separated by more In addition you gain proficiency with Wisdom saving
than 120 feet, or after ten minutes. You can also end the throws.
effect as an action.
Hive Coordination
You may have multiple Symbiotic Links active at any Starting at 14th level, you have learned to expand your
given time. ability to connect to your allies through your Symbiotic
Link.
You can only use this feature a number of times equal to
your Charisma modifier (minimum of 1). You regain all
expended uses after you complete a long rest.
8
When you Induce a Mutation in an ally connected to you
through your Symbiotic Link, every other ally also
connected by your Symbiotic Links also benefits from the
effects.
In addition, your Symbiotic Link can now remain active
up to a range of 600 feet. Corruption Features
Keeper Level Feature
3 Parasitic Mark, Infest
Benign Coopertion? 6 Parasitic Perfection
10 Infectious Influence
Many symbiotes are inherently self-interested, but 14 Malignant Mastery
sometimes they can recognize that there is strength in
numbers - in building and strengthening a tribe or
community that can protect it and help the symbiote, and
its Keeper, achieve their interests.
But perhaps you might Parasitic Mark
want to force the cooperation of your allies, in which case Beginning at 3rd level, if you a hit a creature with your
you and your GM can decide to make your Symbiotic Link symbiotic weaponry while you’re transformed, you can
usable on unwilling targets, assuming they fail a saving choose to mark it with your symbiote by infecting it with a
throw against your Save DC.
Past that it’s up to you how you parasitic mark.
use these abilities. With great power...
As long as the mark is active, you can always sense the
creature’s location within 120 feet. In addition, you deal an
extra 1d6 damage to affected creatures whenever you hit
Evolutionary Calling: them with your Symbiotic Weaponry. The mark lasts for
Corruption ten minutes.
Some Keepers take a direct approach when confronting You may only have a number of marks active equal to
enemies. Others are more insidious, learning to weaken your Charisma modifier (minimum of 1).
their foes, using the maddening effects some hosts suffer
when they first bond with a symbiote to undermine weak-
minded enemies and bend them to the Keeper’s will.
A Keeper driven to corrupt does not fear powerful
enemies, instead they see such strength as a weapon they
can exploit.
9
Infest Malignant Mastery
Starting at 3rd level, you can use your parasitic marks to At 14th level, you have learned to fully harness your
bend your enemies to your will using your symbiote’s corruptive power to debilitate your enemies.
corrupting influence, or instead infect your enemies with
debilitating diseases. Casting your Corruption and Infection spells on a target
infested with a parasitic mark no longer removes the mark
As an action, you can use this feature to cast any of the from the target
spells you have access to in the Corruption and Infection
spell tables below on an enemy that you have marked with In addition, when you hit an enemy affected by your
your Parasitic Mark. Parasitic Mark it must make a Constitution saving throw.
On a failed save, the creature suffers a point of exhaustion.
You can cast the spells listed below innately, requiring no On a successful save, the creature is immune to this
material components. You may only cast each of the spells feature for the next 24 hours.
below once. At the end of a long rest, you may cast the
spells again. You gain access to each of the spells below at
the Keeper level noted in the spell tables.
Evolutionary Calling:
Predation
Corruption Spells Finally, there are Keepers that follow a simple evolutionary
path... That of the predator. They take the natural resilience
Keeper Level Spells and strength of the symbiote and combine it with intellect
3 Charm Person of the host, learning to better control their power and use
6 Charm Monster their abilities to terrify their enemies.
10 Dominate Person
14 Dominate Monster Keepers driven to predation are unstoppable killers. In a
single moment they can transform from mundane
adventurer to terrifying creatures able to rip apart the
strongest of monsters with their bare hands.
Infection Spells
Keeper Level Spells
3 Blindness/Deafness Predation Features
6 Slow
10 Contagion Keeper Level Feature
14 Flesh to Stone 3 Evolved Weaponry, Hardened Exoskeleton
6 Fear Incarnate
10 Symbiote Surge
As long as you are connected to your target by your 14 Mutilate
Parasitic Mark, you are considered in range for the
purpose of casting spells. The effect of the spells lasts no
longer than your Parasitic Mark. Each of these spells count
as if they were cast at their lowest possible level. Evolved Weaponry
Starting at level 3, your symbiotic weaponry now does
Activating this feature by casting a spell on an infested slashing damage equal to 1d12 + your Charisma modifier.
target removes the parasitic mark from the target creature. In addition you gain the following features:
Superior Synchronization. If you use your bonus action
to make an additional attack with your Symbiotic
Parasitic Perception Weaponry, you now add your ability modifier to the attack’s
Starting at 6th level, if you focus for a minute, you can damage.
sense the presence and location of poisons, poisonous
creatures, and diseases within 30 feet of you. You also Adaptive Attacks. Before you make an attack with your
identify the kind of poison, poisonous creature, or disease Symbiotic Weaponry, you can change the type of damage
in each case. your attack will deal to bludgeoning, piercing, or slashing
damage at will.
This effect is blocked blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt
Infectious Influence Hardened Exoskeleton
Starting at 10th level, your parasitic marks begin to Starting at 3rd level, when you are hit by an attack, you can
subconsciously influence the behaviors of any infected use your reaction to add your Constitution modifier to your
creatures. armor class. If the attack would not hit, you do not suffer
the effects of the attack. You can’t use this feature again
When a creature affected by your Parasitic Mark tries to until you complete a short or long rest.
attack you it must make a Wisdom saving throw. On a
failed save, the creature has disadvantage on all attack rolls
against you while it is marked. On a successful save, the
creature attacks normally and is immune to this feature for
the next 24 hours.
In addition, your Parasitic Mark now lasts for an hour.
Fear Incarnate Adaptations
Starting at 6th level, you manipulate the appearance of your If an adaptation has prerequisites, you must meet them to
transformation to cause fear in your prey. When you learn it. You can learn the adaptation at the same time that
transform, or if you bring a creature to 0 hit points while you meet its prerequisites.
transformed, you can choose to target a single creature
within 60 feet who can see you. The creature makes a If an adaptation grants you a spell that doesn’t appear on
Wisdom Saving throw. On a failed check they are the Keeper spell list, the spell is nonetheless a Keeper spell
frightened. for you. You can cast all Keeper spells without expending
any spell slots or material components.
The effect ends if the creature ends its turn out of line of
sight of you or moves more than 120 feet away from you. If
the creature succeeds on its saving throw, you can’t use this
feature on that creature again for 24 hours Unique Adaptations
While transformed you have advantage on attacks Evelutionary
against crea tures that you have frightened. Calling Feature
Assimilation Assimilation Absorption, Corpse
Assimilation (15th)
Symbiote Surge
At 10th level, you can now induce your symbiote to lash out Cooperation Empathetic Absorption (9th), Symbiotic
at all your surrounding enemies. You can use your action to Exchange
make a melee Attack against any number of creatures
within reach of your Symbiotic Weaponry, with a separate Corruption Insidious Corruption (7th), Regenerative
Attack roll for each target. Physiology (12th)
Predation Corrosive Stries, Elemental Absorption
(5th)
Mutilate
At 14th level, you have learned how to use your unnatural Adaptive Camouflage
strength to horribly dismantle enemy creatures.
While transformed, you have advantage on Stealth checks.
When you hit a creature with your symbiotic weaponry
while transformed, you can force the target to make a Amorphous Form
Constitution saving throw against your save DC. On a failed
save they take necrotic damage equal to 4d12 + your While transformed, you can use a bonus action to become
Keeper level, or half as much on a successful one. If the amorphous. While in this form, your body becomes soft
creature succeeds on its saving throw, you can’t use this and translucent. You can pass through spaces as small as 1
feature on that creature again for 24 hours inch without squeezing and your speed is set to 10 feet.
While passing through spaces you normally could not fit
If the target fails the saving throw, its hit point maximum through, you cannot take actions or bonus actions. You can
is reduced for 1 hour by an amount equal to the necrotic also pass through enemy spaces.
damage it took. Any effect that removes a disease allows a
creature’s hit point maximum to return to normal before Aquatic Physiology
that time passes.
Prerequisite: 5th Level
If this attack reduces the target to 0 hit points all While transformed, your body is adapted to aquatic
creatures within 30 feet who can see or hear it must make environments, you can breathe underwater and gain a
a Wisdom Saving throw. On a failed save they are swim speed equal to your walking speed.
frightened until the end of their next turn.
Arachnid Morphology
You can use this feature three times. You regain all
expended uses of this feature after you complete a long You can use your symbiote’s natural properties to move
rest. across vertical services. While transformed you gain a
climb speed equal to your walking speed.
11
Assimilative Abosrbption
Prerequisite: Evolutionary Calling: Assimilation
While transformed, when you reduce a hostile creature to 0
hit points you gain temporary hit points equal to your
Charisma modi fier + your Keeper level, until your
transformation ends
Burrower
Prerequisite: 5th level
While transformed, you gain a burrow speed of 20 feet.
Careful Killer
Your symbiotic weaponry is now considered a finesse Insidious Corruption
weapon.
Prerequisite: 7th Level, Evolutionary Calling: Corruption
Chaotic Mind When you cast a Symbiont, you can spend cast it without
any somatic or verbal components.
Prerequisite: 15th Level
You are immune to any effect that would sense your Madness
emotions or read your thoughts. In addition, you gain
resistance to psychic damage. Prerequisite: 5th Level
While transformed, you are immune to being frightened. If
Corpse Assimilation you are frightened when you transform, the effect is
suspended for the duration of the transformation.
Prerequisite: 15th Level, Evolutionary Calling: Assimilation
If a creature died within the last day, you can still assimilate Malleable Form
it to gain the benefits of Assimilative Evolution.
When you transform you can choose to cast
Corrosive Strikes Enlarge/Reduce on yourself. You can also do so while
transformed as an action. You can’t do so again until you
Prerequisite: Evolutionary Calling: Predation complete a short or long rest.
You can choose for your melee weapon attacks with your
Symbiotic Weaponry to do acid damage instead of slashing Monstrous Power
damage.
Prerequisites: 18th Level
Elemental Absorbption While transformed, you can use an action to increase your
Strength and Constitution by 4, even if this would raise
Prerequisite: 5th Level, Evolutionary Calling: Predation your Strength and Constitution past 20. This lasts until
While transformed, you can cast Absorb Elements on your transformation ends. You can’t use this feature again
yourself as a reaction. until you complete a long rest.
Elusive Evolution Night Vision
While transformed, you have advantage on ability checks to While transformed, you gain darkvision for up to 60 feet. If
avoid or escape being grappled. you already have darkvision, increase the range by 30 feet.
Empathetic Cleansing Pseudopod
Prerequisite: 9th Level, Evolutionary Calling: Cooperation Your symbiotic weaponry gains a reach of 10’.
As an action you can cleanse an ally that you share a
Symbiotic Link with of the Diseased or Poisoned Purge Toxins
conditions. You can’t use this again until you complete a
long rest. Prerequisite: 7th Level
As an action you can cleanse disease or poison from your
Environmental Adaptation body, clearing yourself of Diseased or Poisoned conditions.
You can’t use this again until you complete a long rest.
Prerequisite: 5th Level
While transformed, you can cast Protection from Energy on Reactive Adaptation - Fire
yourself as an action. You can’t do so again until you
complete a long rest. Prerequisite: 9th Level
While transformed, you are no longer vulnerable to fire
Flight damage.
Prerequisite: 5th Level
While transformed, your body adapts in a way to enable you
to take to the skies. You gain a fly speed equal to your
walking speed.
12
Reactive Adaptation - Thunder You add your Charisma modifier to your initiative rolls.
Prerequisite: 9th Level
Touch Telepathy
While transformed, you are no longer vulnerable to thunder
damage. Through your Symbiote, you can communicate
telepathically with any creature you are touching.
Regenerative Physiology
Spells
Prerequisite: 12th Level, Evolutionary Calling: Corruption
While transformed, you gain immunity to poison damage. Though the Keeper class is not a spellcaster class, certain
adaptations or features of the class allow it to use or mimic
Shapeshifter the effects of certain spells.
As an action, you can cast alter self on yourself, expending This section includes all such spells available to the
a single use of your transformation in the process. You can Keeper class. Most spells here are found on pages 211-289
only choose the “Change Appearance” option from alter of the Player’s Handbook. Spells marked with a hash (#)
self with this feature. are found within the Elemental Evil Player’s Companion
and spells marked with two Hashes (##) are found in
Spinneret Xanathar’s Guide to Everything.
As an action, you can cast web without expending any
material components. Once you use this feature you can’t
use it again until you complete a short or long rest.
Cantrip (0 Level)
Stealth Morphology
Resistance
Prerequisite: 9th Level
As an action, you can cast invisiblity on yourself, expending 1st Level
a single use of your transformation in the process. Once
you use this feature you can’t use it again until you Absorb Elements#
complete a short or long rest. Bless
Charm Person
Symbiotic Conditioning Disguise Self
Heroism
When you transform you gain temporary hit points equal to Longstrider
half your Keeper level (rounded down). You can’t benefit
from this feature again until you complete a short or long 2nd Level
rest.
Blndness/Deafness
Symbiotic Exchange Detect Thoughts
Enhance Ability
Prerequisite: Evolutionary Calling: Cooperation
Enlarge/Reduce
As a bonus action you can exchange hit points with an ally Invisibility
you share a Symbiotic Link with, up to an amount equal to Protection from Poison
or less than your Keeper level. Spider Climb
Web
Symbiotic Sight
3rd Level
Prerequisite: 12th Level
While transformed, you gain blindsight to a range of 20 Haste
feet. Protection from Energy
Slow
Symbiotic Speed Water Breathing
While transformed, your speed increases by 10 feet and 4th Level
your jump distance is doubled.
Charm Monster ##
Symbiotic Strength Death Ward
Freedom of Movement
While transformed, you gain proficiency with Strength Shadow of Moil ##
saving throws.
5th Level
Terrifying Demeanor
Contagion
You gain proficiency (or expertise, if you have it already) Dominate Person
with Intimidation. When you surprise a creature while
transformed, it must succeed on a Wisdom saving throw or 6th Level
be frightened of you until the end of your next turn.
Flesh to Stone
Telepathic Interference
8th Level
Prerequisite: 7th Level
As an action, make a weapon attack with your Symbiotic Dominate Monster
Weaponry against a target. On a hit the creature must
make a Charisma saving throw. On a failed save, the 13
creature’s speed is halved, it has disad vantage on
Dexterity saving throws and can’t use its reactions until the
beginning of your next turn.
Thirst for Battle