The Seeker

by Ganpo

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The Seeker

Contents

  • 3Seeker

    • 4Class Table
    • 5Class Features
    • 6Class Features (cont.)
  • 7Seeker Conclaves

    • 7Primal Hunter
    • 8Plane Skipper
    • 9Shade Prowler
  • 10Appendix

    • 10Spell List
    • 11Future Subclass Concepts

Credits

Cover Art:

The adventure begins! by Tiago Sousa


Interior Art:

Sierra Mirage by Skandar Reid (p. 2)

Adventure Seeker by Sam Kanios (p. 3)

Ranger II by Tom Parrish (p. 4)

Forest by Conar Cross (p. 6)

Female Archer by Donglu Yu (p. 7)

Sky Palace by Federico Cimini (p. 8)

Blue Shadows by Juan Pablo Roldan (p. 9)

Companions by Julien Gauthier (p. 10)

Fantasy Hunter by Wangjie Li (p. 11)


Copyright:

The Seeker is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Version: 1.0

THE SEEKER

Seeker

Through palaces and slums, in caves and forests, amid magical tomes and celestial planes, seekers discover their calling.

Utilitarian Adventurers

A seeker is first and foremost a utilitarian. In order to explore vast expanses of land and their secrets, ancient and modern, magical and mundane, they take it upon themselves to prepare their body and mind for any eventuality. Seekers will find any means to capitalize on an opportunity afforded them. This makes them deadly skirmishers in a fight, as well as capable explorers and survivalists. They are always either on the move or planning their next one, taking what is needed and leaving the rest.

Although mostly independent in working towards their goals, seekers know there are strength in numbers. Groups of seekers, known as conclaves, band together to assist their fellows in numerous ways, including providing knowledge through dreams and illusions sent long distances through natural weaves of magic.

The source of their magic is derived from nature, though unlike Druids they use this magical energy in more practical ways, perhaps an application from a Wizard's spellbook, or a spell learned from a Sorceror ally. This may cause druids to look down upon a seeker, though it's a small price to pay for the sake of their own ambitions.

Creating a Seeker

When creating your seeker choose an ultimate goal that they are trying to achieve. Are they seeking freedom from their own mortal coil? An ancient artifact that contains unimaginable power? Knowledge of ancient peoples and places? Or maybe they simply seek fame and fortune throughout the known and unknown world.

Also consider what means they are willing to use to achieve their ultimate goal. Do they work lockstep with a conclave, or are they independent to the bone? How far are they willing to corrupt themselves with magic if it would guarantee their success?

Quick Build

You can make a seeker quickly by following these suggestions. First, make either Strength or Dexterity your highest ability score, followed by Wisdom. Second, choose the outlander background.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the seeker as one of your classes.

Ability Score Minimum. As a multiclass character you must have at least a 13 Strength or Dexterity score and a 13 Wisdom score to take a level in this class or to take another level if you're already a seeker.

Proficiency Gained. If seeker isn't your initial class, you gain proficiency in light armor, medium armor, simple weapons, martial weapons, and one skill from the seeker skill list.


THE SEEKER

The Seeker
Level Proficiency Bonus Features Foci Focus Die 1st 2nd 3rd 4th 5th
1st +2 Contact, Eclectic
2nd +2 Focus, Fighting Style, Spellcasting 2 1d4 2
3rd +2 Itinerant, Seeker Conclave 2 1d4 3
4th +2 Ability Score Improvement 2 1d4 3
5th +3 Extra Attack 3 1d6 4 2
6th +3 Deft 3 1d6 4 2
7th +3 Seeker Conclave feature 3 1d6 4 3
8th +3 Ability Score Improvement 3 1d6 4 3
9th +4 3 1d8 4 3 2
10th +4 Dyad 3 1d8 4 3 2
11th +4 Opportunist 4 1d8 4 3 3
12th +4 Ability Score Improvement 4 1d8 4 3 3
13th +5 4 1d10 4 3 3 1
14th +5 Percipience 4 1d10 4 3 3 1
15th +5 Seeker Conclave feature 4 1d10 4 3 3 2
16th +5 Ability Score Improvement 4 1d10 4 3 3 2
17th +6 5 1d12 4 3 3 3 1
18th +6 Stable Focus 5 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 5 1d12 4 3 3 3 2
20th +6 Seeker Conclave feature 5 1d12 4 3 3 3 2

-Spell Slots per Spell Level-


Class Features

Hit Points


  • Hit Dice: 1d10 per seeker level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per seeker level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Cartographer's tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Arcana, Athletics, History, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Starting Equipment

You start with the following equipment, plus anything provided by your background:

  • (a) scale mail or (b) leather armor, a bow, and 20 arrows
  • (a) a martial melee weapon or (b) two scimitars
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers and cartographer's tools
THE SEEKER

Contact

As a seeker, you can tap into your subconscious mind and nature to direct your next course of action. At the end of a long rest, you can dream to receive guidance relating to any objective you have.

This dream can take any number of forms, including a single word softly repeating, a fiery image emblazoned in your mind, or a conversation with a fellow seeker.

Eclectic

You slowly accumulate knowledge during your travels. When you make an Intelligence check, you can add your Wisdom modifier to the roll instead of your Intelligence modifier. You can do so twice per long rest.

Also, you learn a language or tool proficiency of your choice. You can change this proficiency after a long rest, provided you spend an hour learning from a creature who is proficient in the language or tool you are changing to.

Focus

At 2nd level, through intense concentration you can anticipate the actions of others. You can enter into a focus using your bonus action.

While focusing, you gain the following benefits if you aren't wearing heavy armor or wielding a shield:

  • You have advantage on contests to prevent being grappled or knocked prone.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the saving throw.
  • You impose disadvantage on attacks made against you.
  • You can deal an extra 1d4 damage to a creature you hit with a weapon attack. You can't deal this damage to the same creature more than once per turn.

You can't cast or concentrate on spells while focusing.

Your focus lasts for 1 minute. It ends early if you are incapacitated or if you take damage from a number of sources equal to your maximum foci in a single round. You can also end your focus on your turn (no action required).

You can use this feature twice. You regain all expended foci when you finish a long rest. The number of foci and extra damage increases as you gain levels in this class.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Instinct

You add your Wisdom modifier instead of your Dexterity modifier, to a maximum of +2, to your Armor Class when you wear medium armor.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the bonus attack.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

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 Wisdom 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 a Wisdom 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 animal friendship, 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 prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your seeker spells, since your magic draws on your attunement to nature. 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 seeker 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

THE SEEKER

Itinerant

At 3rd level, you are unsurpassed as an explorer. You have advantage on ability checks while traveling.

Seeker Conclave

When you reach 3rd level, you choose to emulate the ideals and training of a seeker conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Conclave Spells

Each conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to an conclave spell, you always have it prepared. Conclave spells don't count against the number of spells you can prepare each day.

If you gain an conclave spell that doesn't appear on the seeker spell list, the spell is nonetheless a seeker spell for you.

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.

Extra Attack

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

Deft

At 6th level, your movements are light and calculated. Your speed increases by 10 feet and you ignore all difficult terrain.

Dyad

At 10th level, your time spent journeying has strengthened the connection between your body and mind. When you make a Constitution or Wisdom saving throw, you can add both your Constitution and Wisdom modifiers to the roll.

Opportunist

At 11th level, you are quick to punish your enemies and quicker to escape. When a hostile creature ends its turn within 5 feet of you, as a reaction you can immediately make a weapon attack against that creature and move up to half your speed. This movement doesn't provoke opportunity attacks.

Percipience

At 14th level, you gain the ability to descry elements of your surrounding that would ordinarily not be visible using your mind's eye. You have blindsight out to a range of 30 feet.

Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless that creature successfully hides from you.

Stable Focus

At 18th level, your focus is trivial for you to maintain. You can cast and concentrate on spells while focusing. While doing so, if either concentration or focus ends early, so does the other.

THE SEEKER

Primal Hunter

Primal Hunters are seekers of the mundane world, considering unexplored land and the contents therein to be better than gold. They are always on the move across most inhospitable lands, seeking out the highest risks for the greatest rewards. They fight by minimizing a quarry's mobility and maximizing their own.

Primal Hunter Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Primal Hunter Spells table. The spell counts as a seeker spell for you, but it doesn't count against the number of seeker spells you can prepare.

Primal Hunter Spells
Seeker Level Spells
3rd Find Familiar, Hunter's Mark
5th Gentle Repose, Locate Animals or Plants
9th Catnap, Daylight
13th Locate Creature, Polymorph
17th Commune with Nature, Swift Quiver

Tracker

At 3rd level, you are an expert at tracking. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Trapper

At 3rd level, you are adept at using traps to restrain your foes. You can use your spell save DC for any DC related to a hunting trap. Also, you can set a hunting trap using your bonus action on your turn.

Sharp

At 7th level, you can clearly see your enemies' vitals. While you are focusing, your weapon attacks score a critical hit on a roll of 19 or 20.

Scout

At 15th level, you are a master of readying yourself for combat on a moment's notice. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can't take the Attack action, but you can act normally otherwise.

If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

Knack

At 20th level, you are capable of hunting anything down, as long as you know what you're seeking. As an action, you can cast the Find the Path spell, without material components and without expending a spell slot, with this feature.

Once you use this feature, you can't use it again until you finish a long rest.

THE SEEKER

Plane Skipper

Plane Skippers are not satisfied with the mortal world, seeking to the heavens for obscure arcane knowledge and powerful beings. They seek out planar portals, venturing to the Inner Planes and the Outer Planes as needed to pursue their goals. These seekers power their own abilities with raw planar magic, to deal with the inevitable planar threat.

Plane Skipper Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Plane Skipper Spells table. The spell counts as a seeker spell for you, but it doesn't count against the number of seeker spells you can prepare.

Plane Skipper Spells
Seeker Level Spells
3rd Absorb Elements, Protection from Evil and Good
5th Misty Step, Moonbeam
9th Blink, Haste
13th Banishment, Dimension Door
17th Contact Other Plane, Teleportation Circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. You can detect the distance and direction to the closest planar portal within 1 mile of you.

Planar Weapon

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, you can infuse your weapons with planar energy. All damage dealt by your weapons become force damage until the end of your next turn.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. While focusing, you can teleport up to 10 feet to an unoccupied space you can see once per turn.

Sight Beyond

At 15th level, you can focus planar energy into your eyes. As an action, you can gain truesight out to a range of 30 feet for 10 minutes.

Once you use this feature, you can't use it again until you finish a short or long rest.

Multiverse Mastery

At 20th level, you master planar travel. As an action, you can cast the plane shift spell, without material components and without expending a spell slot, with this feature.

When you use this feature, you gain two levels of exhaustion.

THE SEEKER

Shade Prowler

Shade Prowlers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Shade Prowler ventures boldly into the darkness, seeking out hidden treasure and concealed knowledge. Such seekers use darkness to their advantage, even overcoming creatures who have spent their entire lives in the depths of blackness.

Shade Prowler Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Shade Prowler Spells table. The spell counts as a seeker spell for you, but it doesn't count against the number of seeker spells you can prepare.

Shade Prowler Spells
Seeker Level Spells
3rd Cause Fear, Disguise Self
5th Blindness/Deafness, Shadow Blade
9th Fear, Phantom Steed
13th Greater Invisibility, Shadow of Moil
17th Creation, Mislead

Umbral Sight

At 3rd level, time spent in darkness has adjusted your vision. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Vanish

At 3rd level, you can disappear without a trace. You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Umbral Stalker

At 7th level, you are adept at evading creatures that rely on darkvision. While focusing, you are invisible to any creature that relies on darkvision to see you while you are in darkness.

Silhouette Slip

At 15th level, you are as lithe as the shadow you step on. You have advantage on Dexterity saving throws as long as you aren't incapacitated.

One with Shadows

At 20th level, you can become one with your shadow. As an action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

THE SEEKER

Appendix

Spell List

1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Goodberry
  • Identify
  • Jump
  • Longstrider
  • Speak with Animals
  • Zephyr Strike
2nd Level
  • Alter Self
  • Animal Messenger
  • Blur
  • Darkvision
  • Enhance Ability
  • Find Traps
  • Healing Spirit
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon
  • Pass without Trace
  • Protection from Poison
  • See Invisibility
  • Silence
  • Spider Climb
3rd Level
  • Clairvoyance
  • Daylight
  • Dispel Magic
  • Nondetection
  • Sending
  • Speak with Plants
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Fabricate
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Stoneskin
5th Level
  • Awaken
  • Commune with Nature
  • Dream
  • Greater Restoration
  • Legend Lore
  • Passwall
  • Scrying
  • Seeming
THE SEEKER

Future Subclass Concepts

Arcane Delver
Fey Wanderer
Soul Runner
Tomb Raider
Urban Tracker
War Rover
Wind Walker
THE SEEKER
 

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