Seeker Class 5e

by jjlockewrites

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Seeker

Seeker Class Table
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st 2 Analysis, Scrutiny
2nd 2 Spellcasting, Weak Spot 2
3rd 2 Expert Craftsman, Specialization, Magical Knowledge, Enhancement/Scientist, Exploration 3
4th 2 Ability Score Improvement, Predictive Dodge 3
5th 3 Extra Attack 4 2
6th 3 Erudite 4 2
7th 3 Adept Enchantment, Infuse Magic/Application of Force 4 3
8th 3 Ability Score Improvement, Quick Witted 4 3
9th 4 4 3 2
10th 4 Sharpening Mind 4 3 2
11th 4 Expert Enchantment/Excavator 4 3 3
12th 4 Ability Score Improvement 4 3 3
13th 5 4 3 3 1
14th 5 Erudite 4 3 3 1
15th 5 Prodigious Enchantment/Improvised Engineering 4 3 3 2
16th 5 Ability Score Improvement 4 3 3 2
17th 6 4 3 3 3 1
18th 6 Improved Weak Spot 4 3 3 3 1
19th 6 Ability Score Improvement 4 3 3 3 2
20th 6 Relic Sense/Expert Analysis 4 3 3 3 2

Not all who quest for knowledge are in search of spells. Seekers are archeologists, scientists, experimenters, swashbucklers, and other clever bastards out to find something a little more specialized than raw magical power. Though they use magic, they also rely heavily on their wits and observational skills to support their comrades.

Quick Build

You can make a seeker quickly by following these suggestions. First, put your highest ability score in Intelligence followed by Dexterity. Second, choose the Guild Artisan background.

Class Features

As a Seeker, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per seeker level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies


  • Armor: Light and medium armor
  • Weapons: Simple weapons, heavy crossbows, hand crossbows
  • Tools: Two tools or kits of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, History, Investigation, Medicine, Perception, Religion, Survival, and Sleight of Hand.

Equipment

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

  • (a) a handaxe and a light hammer or (b) any two simple weapons
  • A light crossbow and 20 bolts
  • A whip
  • (a) scale mail or (b) studded leather armor
  • Thieves' tools and a dungeoneer's pack

Alternatively, you can ignore the equipment provided by your class and background and start with 4d4 x 10 gp.

Analysis

Starting at 1st level, you know the Seeker spells Comprehend Languages and Identify, and you can cast them as rituals. You don't need to provide a material component when casting with this class feature.

Scrutiny

Starting at 1st level, you can use your action to observe one creature within 30 feet of you and learn one fact about its capabilities from the following list:

  • Strength score
  • Dexterity score
  • Constitution score
  • AC
  • Current hit points

You can use this feature a number of times equal to your intelligence modifier. You must complete a long rest before regaining these uses. You cannot use this ability if you are blinded.

Weak Spot

Starting at 2nd level, you can use an action to roll an investigation check contested by the deception check of a creature you can see. If you succeed, you see a weak spot on that creature, and gain a bonus to attack rolls against it equal to your intelligence modifier (Minimum +1) for one minute, after which the creature learns to make up for its weakness, or until you use it on another creature.

You may use a bonus action to point out the weakness to any allies within 30 ft of you, and they also gain this bonus until you lose it. However, if you share the weakness and the creature is able to understand you, either telepathically or by sharing a language, it may make another deception check contested by your investigation check to hide the weakness at the beginning of each of its turns. If it succeeds, the bonus is lost.

A creature targeted by this feature cannot be targeted by it again for 24 hours.

Spellcasting

When you reach 2nd level, you augment your curious mind with the ability to cast spells.

Preparing and Casting Spells

The Seeker table shows how many spell slots you have to cast your Seeker spells. To cast one of your Seeker spells of 1st level or higher, 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 Seeker spells that are available for you to cast, choosing from the Seeker spell list. When you do so, choose a number of Seeker spells equal to your Intelligence modifier + half your Seeker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Seeker, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four 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 a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

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

Spellcasting Ability

Intelligence is your spellcasting ability for your Seeker spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an Seeker spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Seeker spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

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

Specialization

At 3rd level, you choose a specialization that focuses your skills and techniques: Artificer or Explorer. The specialization you choose grants you features at 3rd level and again at 7th, 11th, and 15th levels.

Expert Craftsman

Starting at 3rd level, you have advantage on investigation checks to find crafting materials. In addition, your proficiency bonus is doubled for any ability check you make when using any of the tool proficiencies you gain from this class.

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.

Predictive Dodge

At 4th level, you may add your Intelligence Modifier to Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Erudite

When you reach 6th level, pick one skill from Perception, Insight, Animal Handling, Medicine, or Survival. If you are not proficient in this skill, you gain proficiency in it. In addition, you may use Intelligence instead of Wisdom as your ability modifier for rolls with this skill. Pick a second at 14th level.

Quick-Witted

At 8th level, you can use the Search action as a Bonus Action.

Sharpening Mind

Beginning at tenth level, you may add your INT modifier to damage you deal once per turn against enemies Weak Spot is active on.

Improved Weak Spot

Beginning at 18th level, you may now use your Weak Spot ability on a target as a bonus action, and communicate the weaknesses you learn of as a free action (though you cannot otherwise speak on that turn).

Expert Analysis

You can cast Identify and Comprehend Languages at will without consuming a spell slot

Specializations

Artificer-

Magical Knowledge

When you choose this specialization, you gain proficiency in the Arcana skill. If you are already proficient, your proficiency bonus for that skill is doubled.

Enhancement

At 3rd level, you gain the ability to enhance items with magic. You may take one minute to expend a spell slot and give a nonmagical weapon, piece of armor, or spellcasting focus a bonus to either its attack and damage or to its AC equal to the level of the spell you expended, to a maximum of +3.

Spell slots above 3rd level can be used for this purpose, but will only provide a bonus of +3. This effect lasts for eight hours, and does not work on magical items or equipment. You may apply it to a number of items equal to your intelligence modifier at the same time, though each must be enhanced one at a time.

Basic Enchantment

At third level, you complete one Uncommon magical item from the Dungeon Master’s Guide, or an item of your own design of roughly equivalent power. Either choice must be approved by your Dungeon Master. In addition, you gain the ability to craft an Uncommon or lower magical item at half the time and gold it would otherwise take you according to the DMG.

Adept Enchantment

At 7th level, you craft one Rare magical item from the Dungeon Master’s Guide, or an item of your own design of roughly equivalent power. Either choice must be approved by your Dungeon Master. In addition, you gain the ability to craft a Rare or lower magical item at half the time and gold it would otherwise take you according to the DMG.

Infuse Magic

At 7th Level, when you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item.

If the spell's range is 'self,' it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

Expert Enchantment

At 11th level, you may craft one Very Rare magical item from the Dungeon Master’s Guide, or an item of your own design of roughly equivalent power. Either choice must be approved by your Dungeon Master. In addition, you gain the ability to craft a Very Rare or lower magical item with half the time and gold it would otherwise take you according to the DMG.

Prodigious Enchantment

At 15th level, you may craft one Legendary magical item from the Dungeon Master’s Guide, or an item of your own design of roughly equivalent power. Either choice must be approved by your Dungeon Master. In addition, you gain the ability to craft a Legendary or lower magical item at half the time and gold it would otherwise take you according to the DMG.

Explorer

Scientist

When you choose this specialization, choose Nature, History, or Investigation. You gain proficiency in that skill. If you are already proficient in that skill, your proficiency bonus is doubled for it.

Exploration

At 3rd level, climbing and swimming no longer cost you extra movement. In addition, you gain a keen memory for your surroundings and can not become lost by nonmagical means anywhere you have been in the last thirty days, unless you were blinded or incapacitated while traveling.

Application of Force

7th level, you may use an action to assess a situation. Until the end of your next turn, you gain proficiency in the athletics and acrobatics skills, and may use your intelligence modifier instead of your strength or dexterity modifier for checks using those skills.

Excavator

11th Level, you know the strengths and weaknesses of most building materials, and how to remove them. You may use an action to examine a structure or section of earth. Your spells and attacks thereafter do double damage to that structure or section of earth. You may use the help action to allow another creature deal double damage the targeted object for that turn. If you prefer to remove the structure or earth without outright damaging it, you instead have advantage on all skill checks to do so.

Improvised Engineering

15th Level, you may spend time building a structure such as a hut, bridge, or tunnel that will withstand at least 24 hours of use from materials in the environment and your own magical abilities. The the size of the structure you may build depends on the number either of hours you spend on your own, or how many people are helping you.

If multiple people are helping you, you must complete the structure in one hour to gain the benefits of this feature. You may gain the benefits of this feature for either a number of hours worked or people helping you up to your Intelligence modifier, never both. You must have some kind of tools available to you to use this feature.

Resources Output
1 hour/person 8 5 ft. cubes
2 hours/people 16 5 ft. cubes
3 hours/people 24 5 ft. cubes
4 hours/people 32 5 ft. cubes
5 hours/people 40 5 ft. cubes

Seeker Spells List

1st Level
  • Absorb Elements
  • Alarm (ritual)
  • Catapult
  • Cure Wounds
  • Detect Magic (ritual)
  • Disguise Self
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Feather Fall
  • Grease
  • Identify (ritual)
  • Jump
  • Longstrider
  • Purify Food and Drink
  • Sanctuary
  • Snare
5th Level
  • Animate Objects
  • Bigby's Hand
  • Creation
  • Greater Restoration
  • Skill Empowerment
  • Transmute Rock
  • Wall of Stone
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Continual Flame
  • Darkvision
  • Dragon's Breath
  • Enhance Ability
  • Enlarge/Reduce
  • Heat Metal
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Magic Mouth (ritual)
  • Magic Weapon
  • Protection from Poison
  • Pyrotechnics
  • Rope Trick
  • See Invisibility
  • Skywrite (ritual)
  • Spider Climb
  • Web
3rd Level
  • Blink
  • Catnap
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Fly
  • Glyph of Warding
  • Haste
  • Protection from Energy
  • Revivify
  • Water Breathing (ritual)
  • Water Walk (ritual)
4th Level
  • Arcane Eye
  • Elemental Bane
  • Fabricate
  • Freedom of Movement
  • Leomund's Secret Chest
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Stone Shape
  • Stoneskin
 

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