A flexible, intelligence-based magical expert for Dungeons & Dragons 5th Edition. Through deep study of signs from the divine, they are guided to a goal. Blessed with magic empowerment, they have the skills to accomplish any task. The Seeker uses a combination of fast and slow magic to be the ultimate utility caster.
The Seeker
Under the cover of darkness, her picks dance through the lock in the blink of an eye with fingers deft from a prior enchantment. 'Only your light can snuff out the dark' were the words that brought her here, guided by her dreams. Recognizing and avoiding the pressure plate immediately behind the door was easier than she thought, infiltrating the Skyway in Sharn was the hard part, but she did her best work in the shadows. Sorcery bars the last door between the woman and her prey; a quick word and a gesture and the heretic's barrier spell is ravaged. The burnt bones and stars had shown her his home. The words that guided her blade ringed clearly in her head as she crept towards the heretic's sleeping form. Her knife pulsed with energy, poised high above the false prophet, the spell of silence would handle her next problem...
A dream stirs the elf to waken, “a storm is coming and our quarry’s tracks will be lost” they announce as the hint of clouds begin to form in the east. The group grumbles as they begin to break camp, but know better than to question the visions of their elf companion.
Having built a barricade, the bloodied warrior catches their breath while the harried priest tends to the unconscious mage, the fourth adventurer, as battered as he is, pulls out his teapot. “Is this really the time for that?” the warrior says, a slight tremble to their voice. Lighting a fire, the seeker doesn’t look up as he continues to rummage in his bag, “if you prefer to get out of this in one piece, then just keep them at bay, this brew will fix everything.” The tea leaves glow with a brilliant green light as the water comes to a boil. A smirk comes across the seeker’s face “I just wish we could see the look on their faces...”
Divine Guidance
To be a seeker is to be on a mission given out by a higher being. Maybe an angel appears in visions or the seeker is able to hear the whispers of a Prince of Hell, seekers follow a divine path. Although a seeker’s mission varies, most commonly they are looking for someone, a person of importance to their deity such as a prophet, muse, or even an avatar of another god. Unlike a paladin or cleric who may follow the tenets of a god and lead others in that religion, a seeker is given guidance by their deity. Through study of subtle signs and interpretation of omens and symbols that most would miss, a seeker’s path is laid before them. The tasks that seekers are given may be devoid of how to complete them, thus a seeker must be adept at gathering intelligence. Seekers care not where their information comes from, whether guidance gifted by the divine, the knowledge still held by the dead, or simply by charming those that would otherwise hoard secrets; by any means will they uncover the path laid before them.
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Find a Path or Make One
A seeker moves through the world with ease, adept at traveling quickly over the roughest of terrain. As such, a seeker needs to be an expert at infiltrating the toughest to reach places; they spring locks, recognize traps, and can work with the tools around them to get past the clockwork mechanisms common to this world. Not nearly to the level of an artificer’s mastery over all things mechanical and crafted, but similar to their other skills, seekers use magic to make up for their lack in certain areas.
Mind Over Matter
The skills a seeker possesses are minor compared to what they have trained for. A seeker uses their body as a vessel for empowering magics, allowing their spells to change how their own form functions. Because of this training, they more often rely not on talent, but instead on the use of magic to make up what is lacking. Continuing this line of thinking, seekers often rely on others to get through difficult situations, a wise seeker is aware that they cannot handle every situation thrown their way. Seekers should be able to work well with their fellow companions to accomplish the goals set before them by their patron, as such a seeker’s spells lean towards improving their gifts and the group rather than blatantly destructive magics.
The Seeker
Level | Proficiency Bonus |
Features | Rites | Cantrips Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting and Rites, Mavenhood, Tea Leaves | 1 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Premonition, Sixth Sense (d4) | 2 | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Magical Adaptation, Maven Feature | 3 | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 5 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Destined Strike, Maven Expertise | 6 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Ill Omen | 7 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Sixth Sense (d6) | 9 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Holdfast, Maven Feature | 10 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 11 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 12 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 13 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Maven Feature | 14 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Sixth Sense (d8) | 15 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 16 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 17 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Endless Pursuit | 18 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 19 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Vision | 20 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating a Seeker
When creating a seeker, consider what kind of deity you follow and quest for. What kind of training did you go through to become a seeker? How does your patron or god communicate with you and how do you read their omens? Will you aid your allies in combat with supportive magics or empower your own abilities to take down your foes? Be sure to work with the DM about your background.
Quick Build
You can make a Seeker quickly by following these suggestions. First, make either Dexterity or Intelligence your highest ability score, followed by Constitution. Second, choose the Outlander background.
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 seeker level after 1st
Proficiencies
- Armor: Light armor, shields
- Weapons: Simple weapons, hand crossbows, longbows, longswords, rapiers, shortswords
- Tools: Thieves' tools, one type of artisan's tools of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Acrobatics, Arcana, Deception, History, Investigation, Religion, Perception, Persuasion, Sleight of Hand, Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a rapier, shortsword, or longsword
- shortbow and 20 arrows, shortsword, a dagger, or a shield
- leather armor
- thieves’ or tinkerers’ tools and a dungeoneer’s pack
- one fortune telling device such as tarot cards, a crystal ball, various teas, etc.
Spellcasting
Through your studies of the divine and unseen, you are able to use magic spells. As a seeker, your magic is more patient than others, but creativity is your true power. See Spells Rules for the general rules of spellcasting.
Cantrips
At 1st level, you know two cantrips of your choice from the seeker spell list. At higher levels, you learn additional seeker cantrips of your choice, as shown in the Cantrips Known column of the Seeker table.
Preparing and Casting Spells
The seeker table shows how many spell slots you have per spell level to cast your seeker spells. To cast one of your seeker spells of 1st level or higher at the regular casting time, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare a list of spells at the end of each long rest from the seeker spell list. When you do so, choose a number of 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 are able to cast. These spells count as Seeker spells for purposes of spellcasting and Rites.
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 studying omens from the divine and interpreting the meaning of these signs: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your seeker spells, since you learn your spells through dedicated Maven and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual spells
You can cast any seeker spell you prepare as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a divine focus as a spellcasting focus for your seeker spells. This divine focus can be your fortune telling device.
Rites
For any seeker spell prepared of 5th level and below, you are able to cast those spells as a Rite instead of using a spell slot. The cast time for these spells follows the format of rituals and equals the standard casting time plus 10 minutes. Rites may also be used to cast unprepared spells with the ritual tag or a casting time of 1 minute or longer by spending the amount of Rites needed to cast that level of spell and adding 10 minutes to the casting time. You regain all expended Rites when you finish a long rest.
Spells cast using a Rite have an associated cost depending on what spell is being cast, as seen in the table below.
Spell Level | Rites Used |
---|---|
1st & 2nd | 1 |
3rd & 4th | 2 |
5th | 3 |
Mavenhood
Choose a Mavenhood related to how you will best serve your patron, detailed at the end of the class description. Your choice grants you Maven spells and features when you choose it at 1st level and additional benefits at 3rd, 10th, and 14th level.
Maven Spells
Each Mavenhood has a list of spells, its Maven spells, that you gain at the Seeker levels noted in the Maven description. Once you gain a Maven spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a Maven spell that doesn't appear on the Seeker spell list, the spell is nonetheless a Seeker spell for you.
Manifesting Your Powers
See the Reading The Weave section on the final page for optional ideas of how your Seeker reads fortunes, casts your spells, and traverses the world!
Seeker Spell List
Cantrips
- Booming Blade
- Chill Touch
- Control Flames
- Firebolt
- Friends
- Frostbite
- Green-Flame Blade
- Gust
- Light
- Lightning Lure
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Mold Earth
- Prestidigitation
- Ray of Frost
- Resistance
- Sacred Flame
- Shape Water
- Shocking Grasp
- Spare the Dying
- Thaumaturgy
- True Strike
1st Level
- Absorb Elements
- Alarm
- Animal Friendship
- Bless
- Ceremony
- Comprehend Languages
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Dissonant Whispers
- Ensnaring Strike
- Entangle
- Feather Fall
- Find Familiar
- Gift of Alacrity
- Guiding Bolt
- Hunter's Mark
- Identify
- Illusory Script
- Inflict Wounds
- Longstrider
- Purify Food and Drink
- Sanctuary
- Shield
- Silent Image
- Unseen Servant
- Zephyr Strike
2nd Level
- Alter Self
- Arcane Lock
- Arcanist's Magic Aura
- Augury
- Beast Sense
- Blindness/Deafness
- Branding Smite
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enlarge Reduce
- Find Traps
- Fortune's Favor
- Immovable Object
- Invisibility
- Knock
- Lesser Restoration
- Levitate
- Locate Animals or Plants
- Locate Object
- Mind Spike
- Mind Whip
- Misty Step
- Pass without Trace
- Prayer of Healing
- See Invisibility
- Silence
- Spider Climb
- Suggestion
- Wristpocket
3rd Level
- Bestow Curse
- Clairvoyance
- Counterspell
- Create Food and Water
- Dispel Magic
- Fly
- Galder's Tower
- Gaseous Form
- Glyph of Warding
- Haste
- Intellect Fortress
- Magic Circle
- Major Image
- Nondetection
- Phantom Steed
- Remove Curse
- Sending
- Speak with Dead
- Speak with Plants
- Spirit Shroud
- Thunder Step
- Tiny Hut
- Tiny Servant
- Tongues
- Water Breathing
- Water Walk
4th Level
- Arcane Eye
- Aura of Purity
- Banishment
- Control Water
- Death Ward
- Dimension Door
- Divination
- Fabricate
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Private Sanctum
- Speedy Courier
- Stone Shape
5th Level
- Commune
- Commune with Nature
- Contact Other Plane
- Control Winds
- Creation
- Dispel Evil and Good
- Greater Restoration
- Legend Lore
- Modify Memory
- Passwall
- Reincarnate
- Scrying
- Seeming
- Skill Empowerment
- Telekinesis
- Telepathic Bond
- Teleportation Circle
- Temporal Shunt
- Transmute Rock
- Wall of Stone
6th Level
- Arcane Gate
- Contingency
- Disintegrate
- Find the Path
- Forbiddance
- Heroes' Feast
- Move Earth
- Otherwordly Guise
- Scatter
- Soul Cage
- Transport via Plants
- True Seeing
- Wind Walk
- Word of Recall
7th Level
- Dream of the Blue Veil
- Etherealness
- Forcecage
- Plane Shift
- Sequester
- Simulacrum
- Symbol
- Teleport
- Temple of the Gods
8th Level
- Antimagic Field
- Antipathy/Sympathy
- Demiplane
- Glibness
- Holy Aura
- Maze
- Mighty Fortress
- Telepathy
9th Level
- Foresight
- Gate
- Shapechange
- Time Stop
- True Polymorph
Tea Leaves
At 1st level, you have studied the greater arcanum enough to know which omens should receive attention and what can be cast aside. You have advantage on ability checks to read signs of good and ill omens.
Through study of the subtle signs woven by the Weave, you may guide others. You learn the guidance cantrip, which doesn’t count against the number of seeker cantrips you know. For you, guidance does not require concentration. Only one creature can benefit from this effect at a time.
Premonition
Starting at 2nd Level, your divine patron gives you brief foresight allowing you to evade foes and find what others might miss. As a bonus action, you can either cast guidance or use the Disengage, Hide, Search, or Steady Aim action.
Sixth Sense
Also at 2nd level, by using a reaction or when you use the Premonition feature, you enter a state heightened awareness. You may add a d4 to all ability checks and saving throws until the end of your next turn. When you reach 9th level in this class, the die rolled becomes a d6 and a d8 at 15th level.
Magical Adaptation
At 3rd level, whenever you finish a long rest, you can replace one seeker cantrip you know with another cantrip from the seeker spell list.
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. You can’t increase an ability score past 20 with this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Destined Strike
At 6th level, while Sixth Sense is active on your turn, you may modify a cantrip. After using an action to cast a cantrip you can either make one weapon attack or, if the cantrip causes harm, roll an extra damage dice once from that cantrip and add it to the total damage.
Ill Omen
Starting at 7th Level, you portend harm to yourself and see how to suffer the least harm. When an attacker that you can see hits you with an attack, you can use your reaction to expend one Rite to halve the attack's damage against you.
Hold Fast
Beginning at 10th level, you've trained your body to go withstand certain area effects, such as a white dragon's freezing breath or a cloudkill spell's poison gases. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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Endless Pursuit
At 18th level, magic suffuses your every step. Your speed cannot be decreased by difficult terrain, spells, being underwater, or other effects and you cannot be restrained. By spending 5 feet of movement, you can automatically escape from being grappled.
Additionally, if you pass beyond this mortal veil and die, your deity wills you back from death with 1 hit point; this can occur no more than once per week.
Divine Vision
When you reach 20th level, you are able to forsee how best to serve your deity by choosing a blessing. At the end of a long rest, choose from one of the blessings below, you carry this blessing until you finish your next long rest.
Dragon's Brawn: You have advantage on three Strength ability checks or saves of your choice, cannot be knocked prone or disarmed, and add 2 damage to each melee or ranged attack.
Fey's Grace: You have advantage on three Dexterity ability checks or saves of your choice, gain 10 feet of movement speed, and do not take fall damage when falling from 100 feet or less as long as you aren't incapcitated.
Elder One's Endurance: You have advantage on three Constitution ability checks or saves of your choice, and gain 30 temporary hit points.
Lich's Cunning: You have advantage on three Intelligence ability checks or saves of your choice, and gain resistance to psychic damage.
Angel's Insight: You have advantage on three Wisdom ability checks or saves of your choice, and you have Truesight out to 10 feet.
Devil's Charm: You have advantage on three Charisma ability checks or saves of your choice, and can ignore the verbal and somatic components of a spell once when casting a spell.
Mavenhood
Early on, Seekers choose a Mavenhood that helps them best listen to their patron, reveal the arcanum, travel safely to your goal, and complete your quest. Here are the Mavenhoods you can choose at 1st level.
Maven, One Who Understands
Maven, an expert in a certain field, let's you choose different aspects of play to focus on. The Maven spell list and proficiencies at level one should give an idea for the theme of each subclass.
Maven of the Cunning Eye
Glimpse the future and see the world as it truly is with this Maven. Gazing into a crystal ball, visualizing auras, and seeing patterns in burned incense are standard fortune telling methods for this Mavenhood.
Cunning Eye Spells
When choosing this Mavenhood, you gain access to spells that help you see and reveal what is hidden. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
Seeker Level | Maven Spell |
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1st | detect evil and good, detect magic |
3rd | augury, detect thoughts |
5th | dispel magic, gaseous form |
7th | arcane eye, divination |
9th | commune, dream, scrying |
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain proficiency in Arcana and Investigation. Choose one of these two skills, you add double your proficiency bonus to checks you make with it. At 6th level, you can choose a second skill that you are proficient with to add double your proficiency bonus to checks you make with it.
Fortune Teller
At 3rd level, showing others your abilities can sometimes be as important as the omens you portend you may cast the cantrip thaumaturgy without using components once per short rest.
You also gain an additional way to use augury, twice per day you can cast augury by expending a Rite instead of a spell slot. When you cast augury this way there is no cumulative casting effect that causes a random outcome and you get a sense of the next hour instead of the next 30 minutes.
Depending on the outcome of the augury spell cast using this feature, you gain a different boon:
Weal: Your confidence is bolstered! Once in the next hour, you can use your reaction to have an ally reroll any attack roll, saving throw, or ability check.
Woe: You’re ready to face oncoming foes! Once in the next hour, you can use your bonus action to impose disadvantage on the next attack roll, saving throw, or ability check by a creature you can see.
Weal/Woe: Steel yourself for whatever comes next! Once in the next hour, you can give yourself advantage on any attack roll, saving throw, or ability check.
Neither: Decide your own fate! Roll a d20 and record the number rolled. Once in the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll.
Second Sight
At 10th level, your powers of seeing beyond the ordinary grow, making you the vessel for otherworldy visions. When casting a divination spell, you may avoid the material component, consumed or not, of that spell by using a Rite once per long rest. Additionally, you can use an action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated, or you take a short or long rest. You can’t use the feature again until you finish a rest or spend a Rite as an action to change the ability.
Tremorsense: You gain tremorsense out to a range of 60 feet.
Ethereal Sight: You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension: You can read any language.
See Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Unforeseen Circumstances
At 14th level, by expending a Rite and meditating for 1 minute, you may replace one spell from your prepared spells with a spell of an equal level from the seeker spell list. After finishing a long rest, you may use this feature again.
Additionally, when you cast augury per your Fortune Teller feature, you may expend two Rites as an action, bonus action, and reaction at the same time instead of taking one minute.
Maven of the Bitter Heart
Most often mistaken for witches, due to their penchant for curses and animal companions. Seekers within this Mavenhood use their summoned companions to predict the future such as by staring into their eyes or listening to the chirps and chitterings.
Bitter Heart Spells
When choosing this Mavenhood, you gain access to spells that let you commune with nature and spite your foes. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
Seeker Level | Maven Spell |
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1st | animal friendship, find familiar, hex |
3rd | beast sense, blindness/deafness, locate animal or plant |
5th | bestow curse, motivational speech |
7th | charm monster, phantasmal killer |
9th | commune with nature, contagion |
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain proficiency in two of the following skills: Animal Handling, Arcana, Medicine, or Nature. Choose one of these two skills, you add double your proficiency bonus to checks you make with it. At 6th level, you can double your proficiency bonus with the other skill you chose at 1st level.
Spite
At 3rd level, woe to those that harm you or yours. When you or an ally take damage from a creature you can see, you may use a reaction to place a curse on either the attacking creature or one of their allies.
For the next minute, you know their exact location and your Sixth Sense rolls are doubled when rolling an opposed ability check or save against the target of Spite. You can’t use Spite again until you finish a long rest or spend a Rite as reaction to use this ability again. While Spite is active, on your turn choose one of the following effects against the cursed:
Bewilder. The first attack they make is done with disadvantage.
Bleed. The target takes twice your Intelligence modifier in necrotic damage from the next source of damage.
Hunted. If the target is hidden from you, you can see where they are until the start of your next turn unless they are behind full cover.
Rust. If the target would normally be immune to a type of damage, until the start of your next turn they instead have resistance to that damage.
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Wild Hatred
Also at 3rd level, when a creature is under the effect the effect of your Spite feature, you may cast the spell summon beast without using a spell slot once per short rest. When you use this feature, instead of casting the spell at its lowest level without using a spell slot, you may cast this spell using a spell slot of a higher level using your spell slots.
Coven
By 10th level, trust is built through actions, there is great power in being bound to others. A number of times per long rest equal to your proficiency bonus, choose a humanoid ally that you can see and cast a spell with a casting time of one action using a spell slot; that creature may use their reaction to allow the magic to flow through them as if they had cast it, following all the other rules of spell casting and Intelligence is the casting stat for your ally. If that spell requires concentration, the chosen ally will be the one that concentrates on the spell.
Additionally, once per week, by using 10 Rites and using 10 hit dice, you may cast the spell awaken without using components.
Hag’s Hold
At 14th level, you may call upon more unusual friends. Once per long rest, you may cast any spell with the word "Summon" in its title at spell level 6. The chosen spell must normally take an action to cast and you must fulfill all other requirements of that spell such as components.
Additionally, when a creature under the effects of a curse you placed, such as hex or your Spite feature, you may spend two Rites to have either any attack made against them with advantage or have the cursed target take double the damage rolled by you.
Maven of the Brightened Spirit
Bringers of hope and renewal, the Mavens of the Brightened Spirit help lighten the darkest of times. Although all seekers tend towards darkness to hide their movements, Seekers that follow this Mavenhood focus on supporting the group. In this Mavenhood, many seekers gain their power and divine the future through seeing visions in a burning fire or by attaining a meditative state through energetic activities such as repetitive dances or deep breathing.
Brightened Spirit Spells
When choosing this Mavenhood, you gain access to spells that bring the light to those around you, be them friend or foe. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
Seeker Level | Maven Spell |
---|---|
1st | bless, ceremony, healing word |
3rd | calm emotions, healing spirit |
5th | daylight, revivify |
7th | aura of life, guardian of faith |
9th | dawn, greater restoration, hallow |
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain proficiency in medium armor. Additionally, you gain proficiency in the Medicine and Religion skills. Choose one of these two skills, you add double your proficiency bonus to checks you make with it. At 6th level, you can choose a second skill that you are proficient with to add double your proficiency bonus to checks you make with it.
Spirit of Holy Light
At 3rd level, you are blessed with a beneficent spirit from your patron. When casting healing spirit, either with a spell slot and using a Rite or by casting the spell as a Rite, healing spirit changes, as below:
- The spirit appears in a form you choose that represents your deity.
- This spell doesn’t require concentration; it ends either after a minute has passed since casting it, when you choose (as a free action), or you fall unconscious.
- When you cast this spell, choose either a skill or a save, when you heal someone with this spell, the healed target has advantage on that skill or save you chose until the spirit heals another target or the spell ends.
- Hostile creatures within a 10 foot radius of the Spirit cannot benefit from advantage on attacks or ability checks.
Blind Faith
Also at 3rd level, once per short rest, you may choose to reroll any 1 rolled once per use of Sixth Sense. When you reroll, you may also choose to create a burst of light that blinds foes within 10 feet who fail a Constitution saving throw against your spell save DC until the end of your Sixth Sense.
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Blessed Warmth
At 10th level, you are able to call on your deity for additional aid in the form of an avatar. As the sun rises, whether you are able to see it or not, choose a target to be blessed. This target has advantage on saves against blindness and deafness as well as being poisoned and frightened.
Additionally, you learn the dancing lights cantrip which does not count against your cantrip total. When you cast this cantrip, you may spend two Rites to end the cantrip early and cast either mass cure wounds or destructive wave centered on your dancing lights. You may not use this feature again until you have finished a long rest.
Gift of the Martyr
At 14th level, when healing an ally using magical means, you can choose to spend your own hit dice to increase the healing you impart. Choose a number of your hit dice up to your Intelligence modifier to increase the healing of one target you heal by 5 hit points for every hit dice spent this way.
Also at 14th level, you become a vessel for the light of your patron! Once per long rest, you may spend three Rites to cast either divine word, heal, or sunbeam. When the spell ends, you cannot move or take actions until after your next turn, as you experience the elation of your diety's force moving through you.
Maven of the Burning Tongue
By asking the right questions, you can get to higher truths. By taking this Mavenhood, your questions carry more weight. Studying animal entrails and reading fire or ashes all lend themselves to omen reading for this Mavenhood.
Burning Tongue Spells
When choosing this Maven, you gain access to spells to stop your foes and find the truth between the lies. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
Seeker Level | Maven Spell |
---|---|
1st | command, searing smite |
3rd | flameblade, zone of truth |
5th | speak with dead, tongues |
7th | compulsion, locate creature |
9th | dominate person, holy weapon |
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain proficiency with martial weapons and medium armor. Additionally, you gain proficiency in the Insight and Intimidation skills. At 6th level, choose one of these skills, you add double your proficiency bonus to checks you make with it.
Blessed Bond
At 3rd level, you become adept at finding the truths within the lies and seeing what makes your enemies tic. By using a bonus action, you can magically mark a sentient creature you can see within 60 feet, gaining insight into their mind. The target makes a Wisdom saving throw with a DC equal to your spell save DC. A creature can willingly choose to fail this save. On a successful save, you discern that this magic failed but the target is unaware of the attempt. On a failed save, for the next 10 minutes you gain the following bonuses against this target:
- You know what the creature is known as commonly, such as how the creature would introduce themselves to a friendly acquaintance.
- You know their exact location. If the creature travels to a different plane, you know which plane they went to.
- You have advantage on Insight checks against the target.
- Once before the end of this effect, if the creature is brought to 0 hit points, you can use your reaction to have your deity stabilize the creature. Instead of dying, the creature is at 1 hit point and paralyzed until the end of your next turn. After stabilizing a creature in this way, you have advantage on Charisma ability checks against the creature until they have taken a rest.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Know Thy Enemy
At 10th level, you can prepare a target for how best to deal with a type of foe. By spending a Rite and using an action, touch a target and pick one type of creature: Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, Humanoid, or Undead. For 1 minute, any attacks on the target of this feature by creatures of the chosen type have disadvantage. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. If you use this feature while it is active, the first casting of this effect stops.
Holy Hand, Divine Voice
When you reach 14th level, you become an instrument of your divine patron, their will carried out through your hands. After finishing a long rest, choose a damage type: radiant, necrotic, cold, fire, lighting, or poison. The damage type you choose should reflect an aspect of your patron. When you deal damage to a creature, add your Intelligence modifier to the damage of the chosen type. If you are attacking your Blessed Bond target, you may change all of your weapon damage to the chosen type of damage.
Additionally, you learn the cantrip friends which does not count against your cantrip total. When friends ends, the target does not realize they have been ensorcelled by this cantrip.
Maven of the Endless Dreams
Dreams are gateways to other worlds and futures, seekers that follow this path know that and use their abilities to see other realities and lead others to their destinies. Seekers of this Mavenhood dream the future and interpret the dreams of others with great ease.
Endless Dreams Spells
When choosing this Mavenhood, you gain access to spells that allow you to share the slumbering world with others. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
Seeker Level | Maven Spell |
---|---|
1st | alarm, sanctuary, sleep |
3rd | detect thoughts, mind spike, see invisibility |
5th | catnap, hypnotic pattern |
7th | divination, private sanctum |
9th | commune, dream |
Visions From Beyond
When you choose this Mavenhood at 1st level, after finishing a long rest, choose a skill to become proficient with and a skill you are proficient in to add double your proficiency bonus to checks you make with it.
Additionally, when you take a long rest, you must spend at least six hours in a dreaming but motionless state, rather than sleeping. In this state, you appear asleep, but it doesn’t render you unconscious, and you can see and hear as normal.
Prophetic Dreams
At 3rd level, your dreams become prophetic and seep into those around you. When you finish a long rest, choose a number of creatures within sight that dream, including yourself, equal to half your seeker level; those creatures may roll a d20 and record the number rolled. Before rolling any attack roll, saving throw, or ability check, that creature can choose to use the prophetic roll once instead of making that roll.
Sweet Repose
Bringing others to the dream world is part of your craft. Also at 3rd level, when casting the spell sleep and rolling dice, you may use d12s instead of d8s. If those affected by your sleep are not woken early from their magical slumber, they view you neutrally if they were hostile.
You may spend a Rite when casting sleep to either target one specific creature with the spell or make the spell last for 10 minutes instead of 1 minute.
Lucid Dreamer
Your dreams seep into the waking world. At 10th level, you may split your mind into two, your dreaming mind and your waking mind. By spending 2 Rites while concentrating on a divination spell, you may have your dreaming mind continue to concentrate on that spell while your waking mind may concentrate on an additional spell. When the GM requires you to make a check to maintain concentration, must make a Constitution saving throw for each spell separately. You may end concentration with either your dreaming or waking mind and continue concentrating on the other spell at any time.
Sleep Tight
Also at 10th level, you may cast tiny hut without using a spell slot once per long rest. When cast this way, each creature within the spell's dome is under the effects of the nondetection spell and does not suffer from nightmares.
Synchronicity and Coincidence
At 14th level, you truly see how your dreams line up with your waking life, you change your ways to better fit what the future holds. After finishing a long rest and preparing your spells, you may prepare any spell from any spell list. The spell you choose must be of a level you can cast, as shown on the seeker table, or a cantrip. The chosen spell counts as a seeker spell for you but doesn’t count against the number of seeker spells you may prepare.
Additionally, after casting a divination spell of 1st level or higher, roll a d6. If you roll less than your proficiency bonus, add that number to the DC of the next spell you cast. If the next spell cast does not use a spell DC, then this feature is bonus is wasted.
Maven of the Lurking Hand
Those that are tasked with the subtle finding and removal of threats to their patrons are part of this Mavenhood. The magic that is given to a Maven of the Lurking Hand is channeled through their fingertips into their weapon to better carry out the will of their deity. Reading palms, throwing finger bones, and studying handwriting are examples of common omen reading by this Mavenhood.
Lurking Hand Spells
When choosing this Mavenhood, you gain access to spells that help you move without being sensed and strike hard when needed. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
Seeker Level | Maven Spell |
---|---|
1st | fog cloud, wrathful smite |
3rd | branding smite, pass without trace |
5th | blinding smite, nondetection |
7th | greater invisibility, staggering smite |
9th | banishing smite, passwall |
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain proficiency in Sleight of Hand and Stealth. Choose one of these two skills, you add double your proficiency bonus to checks you make with it. At 6th level, you can choose a second skill that you are proficient with to add double your proficiency bonus to checks you make with it.
Hard Lurker
At 3rd level, your premonitions help you move quicker in danger. Add your proficiency bonus to your initiative roll.
Additionally, you can gain a blessing of invisibility from your deity briefly. After using the Hide action, you may become invisible. Your invisibility ends at the start of your next turn, cast a spell, or make an attack. You may use this ability a number of times per long rest equal to your Intelligence modifier.
You may empower this ability by spending a Rite to have the invisibility last until the end instead of the start of your next turn. While empowered in this way, you move at your normal walking speed.
Quickened Hand
Starting at 10th level, magic comes even quicker to your fingertips. When you cast a concentration spell that uses a bonus action, you can instead use your reaction to cast that spell. When you use this feature, unless the components for casting the spell were associated with a consumed cost, the components are now just somatic. You can use this feature a number of times per long rest equal to your Intelligence modifier.
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Striking From The Shadows
You are your deity's divine weapon, the harm you carry out is even greater by their blessing. Starting at 14th level, when ending a concentration spell by causing damage with that spell, such as ensnaring strike or staggering smite, you may roll one extra damage die from that spell's damage.
Also at 14th level, you may cast the spell invisibility at its lowest level using a Rite. You always have Invisibility prepared, and it doesn't count against the number of spells you can prepare each day.
Maven of the Roaming Steps
Getting there is half the battle, but a seeker who is a part of this Maven can make the journey easier and quicker. Reading the movement of stars, weather patterns, and swirling waters all lend themselves as divining tools for this Mavenhood.
Roaming Steps Spells
When choosing this Mavenhood, you gain access to spells that help you travel your path and get there safely. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
Seeker Level | Maven Spell |
---|---|
1st | goodberry, longstrider |
3rd | find steed, misty step, spider climb |
5th | fly, thunder step, tiny hut |
7th | dimension door, polymorph |
9th | far step, teleportation circle |
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain proficiency navigator's tools as well as in Perception and Survival. Choose one of these two skills, you add double your proficiency bonus to checks you make with it. At 6th level, you can choose a second skill that you are proficient with to add double your proficiency bonus to checks you make with it.
Transporter
At 3rd level, you are able to move yourself and your allies quickly through danger. You have advantage on ability checks related to navigating and traveling to a distant destination.
Additionally, movement across shorter distances becomes your forte. As a bonus action, you can teleport 10 times your proficiency bonus feet away or teleport a creature 5 times your proficiency bonus feet to a location you can see; if the creature you are teleporting is unwilling, they must make a Charisma save against your spell DC to avoid being teleported. You can use this feature a number of times per long rest equal to your Intelligence modifier.
Safe Haven
When you reach 10th level, you are able to find a safe haven no matter where you go. By using a Rite and your reaction on your turn, you can instantly return to where you started your turn as long as you are still on the same plane of existence. After you have returned to that starting position, your movement drops to 0 and you have resistance to damage until the start of your next turn.
Also at 10th level, your uses of Transporter resets after a short or long rest.
Going The Distance
At 14th level, by expending a Rite and meditating for 10 minutes, you are able to cast either find the path, teleport, or phase shift once. For the purposes of spellcasting, you do not need the material components for using this feature.
Maven of the Rotting Voice
Dark words come from dark hearts, the Mavens of the Rotting Voice are magically enhanced orators. Whether sweet or acidic, their spellbinding words carry so much weight that they can even talk the dead into walking with the living. Listening to ambient spirits, burning bones, and using a ouija board are regular practices within this Mavenhood.
Rotting Voice Spells
When choosing this Mavenhood, you gain access to spells that help you control your foes and enlist new friends. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
Seeker Level | Maven Spell |
---|---|
1st | charm person, dissonant whispers |
3rd | gentle repose, phantasmal force, suggestion |
5th | bestow curse, summon undead |
7th | charm monster, death ward |
9th | geas, raise dead |
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain proficiency in two of the following skills: Deception, Intimidation, Performance, or Persuasion. Choose one of these two skills, you add double your proficiency bonus to checks you make with it. At 6th level, you can choose a second skill that you are proficient with to add double your proficiency bonus to checks you make with it.
The Right Words
At 3rd level, you are blessed with just enough foreknowledge to understand the right thing to say and how to act in any social setting. Once per turn you may use one of these Right Words. When you use this feature a number of times equal to your proficiency bonus, you may not use this feature again until you either finish a long rest or by spending a Rite.
Thoughtful Words Instead of using your Charisma modifier, you may use your Intelligence modifier for a Charisma ability check or save.
Whispered Words When casting an Enchantment, Illusion, or Necromancy spell that has a verbal component, if you do so, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.
Piercing Words When forcing a creature to make an Intelligence, Wisdom, or Charisma saving throw, if they would normally roll with advantage, instead that creature rolls that save without advantage.
Turn of Phrase
By 10th level, you've learned to undo your gaffes and blunders. When you cast a spell with a spell slot that fails due to the target being immune to the effect, you may use your reaction and a Rite to not expend that spell slot.
Additionally, once per short rest, you may use your reaction to skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds.
Hypnotic Whispers
At 14th level, your voice vibrates with magic. Pick one creature that is rolling to save against a spell you cast, you may use a Rite increase your spell save DC by half your proficiency bonus against that creature. You can choose to use this feature only before the DM determines whether the spell succeeds or fails.
Maven of the Shifting Flesh
Focused on enhancing and changing their own bodies. These Mavens use transformative magics to adapt to whatever situation is thrown at them. By reading facial lines, palms, irises, or even blood dripped onto paper, Mavens of the Shifting Flesh read the subtle signs of the future.
Shifting Flesh Spells
When choosing this Mavenhood, you gain access to spells that allow you to adapt your physical body. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
Seeker Level | Maven Spell |
---|---|
1st | absorb elements, jump, longstrider |
3rd | alter self, enlarge/reduce |
5th | haste, tongues |
7th | death ward, polymorph |
9th | greater restoration, skill empowerment |
Bonus Proficiencies
When you choose this Mavenhood at 1st level you gain proficiency in the Acrobatics and Athletics skills. Choose one of these two skills, you add double your proficiency bonus to checks you make with it. At 6th level, you can choose a second skill that you are proficient with to add double your proficiency bonus to checks you make with it.
Reactive Adaptation
At 3rd level, during a time of stress, you gain a moment of clarity, knowing just what you need to do to overcome the challenges before you.
A number of times per long rest equal to your proficiency bonus, by spending a Riteyou may use a reaction to being attacked, making a saving throw, or when asked to roll an ability check, you may use a Rite to morph your body and hone your senses to meet the challenges before you for the next 10 minutes.
Bending Bones If you are not wearing armor when you activate this ability, you may choose to have your AC equal 10 + your Intelligence modifier + either your Strength or Dexterity modifier (your choice).
Steeled Mind Add your intelligence mod to Strength and Dexterity ability checks and saving throws.
Hardened Shell Gain temporary hit points equal to your seeker level, these temporary hit lasts until your adaptation ends.
By spending a second Rite, you may cast a transmutation spell using the appopriate spell slot. The spell must be range of Self or Touch with a casting time of one action.
Hearty and Healthy
At 10th level, you can magically morph your body to make yourself more resilient and impart that hardiness onto others. When you use the 7th level seeker feature Ill Omen, you negate all non-magical bludgeoning, piercing, and slashing damage taken as your body shifts to absorb the force of the attack.
Additionally, when the target of your guidance uses the bonus imparted by this cantrip to make a Strength or Dexterity ability check, they gain temporary hit points equal to the number on the d4 rolled if the target succeeds at the ability check.
Shed Your Shell
When you reach level 14, magical transformations are second nature, allowing you to find new ways to use them. When you cast a transmutation spell of 1st level or above on yourself using a spell slot, you may choose to have one of the following affects occur:
- As your body changes, it repairs itself. Recover hit points equal to twice the level of spell cast.
- Maladies fall away as you are magically enhanced. Remove a disease, poison, or the status of being blinded or deafened.
- You may immediately move 10 feet without without provoking opportunity attacks as your body feels renewed vigor!
Also at 14th level, when you use a Sixth Sense, roll an extra d4 when making Strength or Dexterity ability checks.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), here’s what you need to know if you choose seeker as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class.
Proficiencies Gained: If seeker isn’t your initial class, here are the proficiencies you gain when you take your first level as a seeker: light armor, shields, thieves’ tools, and one fortune telling device/set.
Destined Strike: The Destined Strike feature at level 6 is a separate action from Extra Attack, thus cannot be used interchangeably. If you are granted multiple damage rolls from a cantrip, like with green-flame blade or eldritch blast, you may apply the bonus roll to damage once.
Spell Slots: Add your levels in the seeker class to the appropriate levels from other classes to determine your available spell slots.
Rites: Only spells that appear on the seeker spell list may be cast using the rules for Rites.
Seeker Feats
Pass yourself as a prophet that the world needs, see hints of the future and change the outcome, let the work you put in truly speak show the world what you can do, or find what you have been hunting for with these feats!
False Prophet
Your words can carry weight to those susceptible enough to your fraudulent ways. You can even be so convincing that fate itself twists to meet your false prophecies.
- You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the cantrip thaumaturgy and can cast it without using components.
- As an action, choose one creature who can hear you and prophesize either good or bad fortunes. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. You make your roll with disadvantage if the target does not understand the language you speak your fortune in. If your check succeeds, your target is convinced by your words and treats the next 1 that they roll as a 20 if you predicted good fortunes or the next 20 that they roll as a 1 if you predicted bad fortune. Whether or not the target is convinced, once you use this feature, you cannot use this again until you finish a short or long rest.
Oracle
You see brief glimpses of what is to come and how to twist fate.
- When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretold roll; you must choose to do so before the roll and must wait until the end of your next long rest to roll a new foretelling roll.
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- As a reaction, when you see a creature making an ability check or saving throw, decide if they will have good or ill fortune prior to the roll. Until the start of your next turn, choose whether that creature has a d4 added to or subtracted from all ability checks and saving throws they make. After changing fortunes twice, you cannot use this feature again until you complete a short or long rest.
Seeker's Practice
To be good is not good enough. You trained harder and that practice shows.
- You gain proficiency in a skill and the ability score associated with that skill increases by 1 to a maximum of 20.
- When you use the ability score chosen in the first part of this feat to make either an ability check or a saving throw you may choose to add a d4 bonus prior to making your roll. You may use this feature a number of times equal to your proficiency modifier before needing to take a long rest to recover.
Seeker's Quarry
No matter the odds, the gentle breath of fate can guide you to that which you seek.
- You have advantage on Intelligence (Investigation), Wisdom (Perception), and Wisdom (Survival) checks made to follow or track a creature.
- You learn the hunter's mark spell and can cast it without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast hunter's mark using any spell slots you have.
- By spending 1 minute performing a magical ceremony (as if you were concentrating on a spell) name a specific creature or object that is familiar to you. You sense the direction to your target's location, as long as that target is within 5 miles of you. If the creature or object you named is in a different form, such as being under the effects of a polymorph spell, this ability doesn’t locate the target.
Reading The Weave
Each Seeker manifests their magic in a different way, usually specific to their specialty. Players are encouraged to create a manifestation that feels right for their character.
- It is common for Mavens of the Cunning Eye to show their third eye when using Divination magic.
- Animal noises can be heard faintly when a Maven of the Bitter Heart uses cursing magic.
- A warming glow that does not cast shadows can be seen when a Maven of the Brightened Spirit heals those they care for.
- Mavens of the Burning Tongue might have a glowing mouth when using a spell with just verbal components.
- When a Maven of the Endless Dream is dreaming or interprets a dream, that dream plays out in minature above the dreamers head like a small, ghostly play.
- Lurking Hand Seekers might have fingers that seem to twist with extra joints when empowering their weapons with smiting magic.
- Shifting constellation tattoos have been seen on the skin of Roaming Step Seekers when they are journeying from one destination to another.
- If you look close, the words of a Seeker of the Rotting Voice can be seen faintly floating in the air when they are casting Enchantment magic.
- Mavens of the Shifting Flesh have roiling and undulating skin and joints that make one feel uncomfortable, generally, when they use Transmutation magics.
Change Log
- For all versions: many small tweaks for the sake of keeping the theme, flavor, and usability of this class unique and playable. For versions marked #.#.1, the updates are almost purely grammatical or clarifications.
version 1.0
- https://homebrewery.naturalcrit.com/share/jYnL3rZ9jGE0
version 2.0
- https://homebrewery.naturalcrit.com/share/WV3K40p7-K6w
- Updated fluff (a ton) to be less artificer and more rogue.
- Spell progression changed from half/full caster with spell points to full caster with spell slots.
- Rites progression increased to 1 per level and expanded use to class and subclass features.
- An upgraded Guidance cantrip granted from Tea Leaves.
- Divine Inspiration upgraded from a resource consuming Cunning action to a limited increase to ability/saves and unique version of Cunning Action.
- Updated 18th level class feature, now called Unstoppable.
- Added Inquisitor and Wayfarer subclasses.
version 3.0
- https://homebrewery.naturalcrit.com/share/-MiEGXx_8VNC
- Better defined and expanded Divine Inspiration.
- Endure changed to use a Rite.
- Subclass name changed from 'Practices' to 'Mavenhoods.'
- Subclasses updated to add the feel of using magic to enhance one's body: Seer now Cunning Eye, Inquisitor now Cutting Tongue, Wayfarer now Roaming Heart.
- Tiny tweaks to skills for subclasses.
version 3.1-3.3
- https://homebrewery.naturalcrit.com/share/mjqKSW5Gsc8t
- Cantrips known across class decreased by 1 to better be in line with other full casters.
- No longer able to cast 6-9th level spells using Rites, in line with other casters who have additional spell casting mechanisms.
- No longer able to use spell slots to use Endure, just Rites.
- Added Lurking Hand and Rotting Voice subclasses.
- Changed name of Roaming Heart subclass to Roaming Steps, changed 3rd level ability to be able to move unwilling creatures, not just allies.
- Added regular methods of divination to each Mavenhood.
- Reading the Weave ribbon added.
- Added version log, too meta?
version 3.4.0-3.4.1
- https://homebrewery.naturalcrit.com/share/BZGWSstiDSZu
- Updated the Rites wording to be only usable for seeker spells.
- Added more higher level spells to the spell list.
- Added flavor and a ribbon for the 3rd level Cunning Eye.
- Changed the 14th level Cutting Tongue feature Holy Hand, Divine Voice to be simpler and synergize with Blessed Bond.
- Updated and increased uses of the 3rd level Roaming Steps feature Transporter.
version 4.0.0-4.0.1
- https://homebrewery.naturalcrit.com/share/AEJJNTA6VlxJ
- Added an additional effect to the 10th level Cunning Eye feature.
- Added the Mavenhood of the Brightened Spirit.
version 4.1
- https://homebrewery.naturalcrit.com/share/U4Q5a1ajwc9v
- Changed the title of the 7th level seeker feature from 'Endure' to 'Ill Omen'
- 4 new feats added!
version 4.2
- https://homebrewery.naturalcrit.com/share/bWB_TIF6QCXU
- Added Mavenhood of the Shifting Flesh.
- Design Decisions section added
version 4.3
- https://homebrewery.naturalcrit.com/share/uj1LKwBAAllu
- Art update!
- Rite usage changed to increase cost for 3rd and 5th level spells
- Alright! I did it! I added some damaging spells and a few extra damaging cantrips.
- Divine Inspiration split into Premonition and Sixth Sense for readability and with an update to amount of uses.
- Enhanced Attack is now Destined Strike and changed to only be useable while under the effect of Sixth Sense and to allow for a damaging cantrip option.
- The 18th level feature Unstoppable changed to Endless Pursuit and 2nd effect changed to make you more unstoppable.
- Mavenhood of Bitter Heart added.
version 4.4
- Switched to GMBinder! Holy heck!
- You may now use Rites to cast unprepared seeker spells!
- Tea Leaves changed to allow for guidance to be cast without concentration
- Premonition may now be used to cast guidance
- Sixth Sense may now be activated with a reaction or when Premonition is used.
- Divine Blessing name changed to Divine Vision to better represent the nature of foreseeing what is needed that day.
- Mavenhood of the Cutting Tongue changed to Burning Tongue
- Mavenhood of the Endless Dream added
- Added cartographer supplies to Maven of the Roaming Steps
Question and Answer
"Rites, what's up with that?"
Bards get bardic inspiration, clerics get divine channeling, druids get wild shape, sorcerer’s get sorcery points, wizards get arcane recovery, Warlocks are different, we don’t talk about them here. Rites acts as a way to cast extra spells throughout the day, every full caster gets additional ways to cast or use abilities, Rites act as fuel for spells and major abilities for the seeker. In practice, the extra casts throughout the day are a good use of time not spent in combat.
"So I can cast unprepared spells using Rites?"
Yes, by spending an extra 10 minutes to cast the spell plus using an amount of Rites, as described in the table in the Rites section, you can cast any unprepared spell.
"What's with the spell list?"
The spells choosen for this spell list focus mainly on utility, either gathering information, enhancing the physical form, or transportation. This class is meant to fulfill the role of Expert, seekers are not meant to be stars on the battlefield. The seeker has only a few scattered spells that are solely intended to cause damage, so choose your spell list well.
"If I cast guidance on a creature, either myself or someone else, then I cast it again, does it drop on the first creature?"
Yes, you may only have guidance on one creature at a time.
"With Sixth Sense, can I use the Premonition feature as a reaction instead of a bonus action?"
Nope, Sixth Sense can only be activated when Premonition is used or by activating the ability with a reaction. For purposes of certain abilities, such as the Blind Faith feature from the Maven of the Brightened Spirit, you cannot activate Sixth Sense multiple times overlapping.
"Does Destined Strike allow me to make two weapon attacks if I use booming blade or green-flamed blade?"
Yup! You can only make the second weapon attack after the cantrip, however.
"Does Destined Strike allow me to roll more than one extra damage dice when casting a cantrip that has multiple damage dice?"
No, If you are granted multiple damage rolls from a cantrip, like with green-flame blade or eldritch blast, you may apply the bonus roll to damage one time for whichever damage dice.
"Subclass spell lists are have different amount of spells, why?"
The subclasses with spells more than 10 total (2 per spell level) have spells added that are either very niche or more for flavor without adding a great deal of practicality, such as the 2nd level spell spider climb which was added to the Roaming Steps spell list.
"If I have an issue, critique, advice, or I find a wording error, should I contact you?"
Yes please! I want to hear where others think this class could improve! Either post directly on the reddit version page or through reddit chat.
"Why is this class so gish-y?"
Because I flippling love gishes but all of the homebrews seem to focus on the combat part, which I find kinda annoying. I wanted something that really shined outside of combat but could be relied on to feel unique when the action does happen.
A Special Thanks To:
My lovely partner! Thank you for encouraging me to pour my covid-stress energy into something so damn useless! I know this won't help my patients directly, but the decrease to my stress is huge and your support made that possible XoXoXo!
Those Redditors (apologies if I skipped anyone!) who read through the work and gave awesome feedback: SamuraiHealer, PTSD-mimic, Thrashlock, belithioben, Nel-Ninja, LadyMonochrome, Pennarin, Ogskive, Antisuperman, VincentIV, DeeSharkman, and kittyabbygirl.
And to the DM who contributed huge amounts of time and thought into helping balance this beast!