The Keeper

The Keeper is who he is.

Backstory
The Keeper is the pseudonym of the ruler of the Sylvan Wood who took over the region after the fall of the Elvish Empire. Prior to this, there isn't a record of any such person ever existing.

The Keeper is considered a god of secrecy, obeisance, and protection in the Sylvan Wood, as well as the father of the nation. He is eternal, with each rare appearance of him revealing an unmarred, unaging Emperor of the Wood.

It is the most secret of knowledge that The Keeper is in fact an inheritable position, with the single surviving son of the previous Keeper groomed from birth to be their father's eventual replacement, completed by the murder of the previous Keeper, or the abduction of another Wood Elf woman. The mothers of these children or the children themselves are mutilated and thrown into the sea, weighed down with rocks. The current Keeper is nearly two centuries old, and has fathered only a single heir, Raerlas, who serves as his public envoy.

Class-Mage
Saving Throws: Constitution, Charisma

Rage
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing armor: Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
 * You have advantage on all Constitution checks and Wisdom saving throws.
 * When you make a spell attack using Constitution, you gain a bonus to the damage roll that increases as you gain levels.
 * You cannot maintain concentration on a spell while Enraged.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Thrifty Caster
Beginning at level 4, you can cast spells without material components if the combined cost of the materials is less than 150 gp. While using this feat, spells with a continuous effect may last up to one hour before they must be cast again.

Transfer Life
Beginning at level 6, you can expend one hit die per long rest to roll that hit die and gain sorcery points equal to the die roll + half your spellcasting ability modifier. as a bonus action. These sorcery points last until you expend them or finish a long rest.

Arcane Infused
Beginning at Level 8, you may roll 1d4, you then gain a temporary spell slot of equal value to the number rolled for that day after each long rest. If a 4 is rolled you may reroll that die adding an extra 1d4 and instead gain a temporary spell slot equal to the combine values on the dice.

Relentless Rage
Starting at 10th level, if you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage
Beginning at 12th level, your rage ends early only if you fall unconscious or if you choose to end it.

Wood Elf Traits
can't discern color in darkness, only shades of gray.
 * Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You

mist, and other natural phenomena.
 * Elvish Limberness. May use Dexterity instead of Strength for Stamina.
 * Keen Senses: You gain the first level of Perception.
 * Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow,

Earned Traits
Perception I: You gain proficiency in Perception.

Keen Mind:


 * If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

Unarmored Defense I: You may add one modifier to your AC when not wearing armor that isn't your Dexterity modifier.
 * You have a +5 bonus to your passive Perception and Investigation scores.

Insight I: You gain proficiency in Insight

Insightful: If you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own.

Destruction V: Your known cantrips may be chosen from the Destruction list.

Sculpted Spells: You take no damage from your own spells. In addition, you can make creatures of your choice automatically succeed on the saving throw against their spell's damage, or have creatures of their choice that succeed on the save take no damage from the spell instead of half.

Empowered Spells: You can add your Charisma modifier to one damage roll of any Destruction spell you cast.

Siegemaster: All spells that deal Bludgeoning, Piercing, or Slashing damage ignore immunities and resistances to those types when damaging objects, Constructs, and Undead. In addition, any damaging spell does double damage to structures.

Explosive Blast: When you cast a spell which requires a ranged attack roll, you can enlarge the scope of the spell, altering it to explode and affect a small burst. When you do so, you can choose to attack a point within range instead of a creature or object. If you do directly hit a creature, however, it takes full (i.e. normal) damage from the spell and is not allowed a Dexterity saving throw. Each creature within 5 feet of the target must make a Dexterity saving throw, taking half of the spell's damage on a failed save, or no damage on a successful one.

Master Caster: You have cast so many spells that you have learned to cast them more fiercely. This grants you the following benefits:
 * If a spell has multiple damage rolls, such as the eldritch blast cantrip, you add your spellcasting ability modifier to each damage roll instead of just to the first. If the spell already has a flat bonus like Disintegrate, you can choose to have that number replace the spell's existing flat bonus.

Overchannel: When you cast a Destruction spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
 * When you cast a spell that allows a saving throw to take no or half damage from the spell, such as the fireball spell or the sacred flame cantrip, creatures have disadvantage on the saving throw.

Divination I: Your known cantrips may be chosen from the Divination list.

Divination Savant: If you are a Loremaster, the gold and time you must spend to copy an Divination spell into your spellbook is halved.

Portent: Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Transmutation IV: Your known cantrips may be chosen from the Transmutation list.

Wild Shape: See Wild Shape.

Shifting Anatomy: You can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you, unless you are incapacitated.

Magicked Weapons: Your weapons and unarmed strikes are considered magical for the purpose of overcoming resistances

Thousand Forms: You can cast the Alter Self spell at will.

Astral Soul: You gain the following benefits:
 * You no longer need to eat, drink, or sleep.
 * You have resistance to bludgeoning, piercing, and slashing damage.
 * You may use Wild Shape an unlimited amount of times.

Spellcasting

 * Spell Attack Modifier: 10
 * Spell Save DC: 18
 * Sorcery Points: You have 6 sorcery points.

Flexible Casting
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a  bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
 * Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
 * Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
 * Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
 * Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.