Seeker Feats v1.1

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Feats For Seekers

False Prophet

Falsehoods can carry weight to those with weak wills. Trick others, for good or ill, with your false prophecies.

  • You gain proficiency in the Deception skill. If you are already proficient in the skill, 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.
  • 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.

Séance

You learn the ways of contacting spirits that have passed through the veil, if you can connect with them first.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Once per long rest, you may gather no more than 4 other humanoids, you may perform a Séance, a ceremony that takes 10 minutes to contact the spirit of a humanoid who has died. The spirit of that humanoid is summoned at the end of the ceremony and answers one question from each group member that took part in the Séance. The departed knows only what they knew in life, including the languages they knew. Brief and cryptic responses are usually given and the spirit is under no compulsion to offer a truthful answer if you are hostile to them or they recognize you as an enemy.
    A Séance may only be performed if a member of the ceremony had a close relationship to that spirit, possesses an item of significance to the deceased, has a portion of their former body, or the group is at the site of their burial. Examples of connections, items, and body parts include a long-time childhood rival or intimate relationship, possessing their trusty axe or wedding band, and a tooth or lock of hair, respectively.

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.

Image: Hand of the Gods: Prescience, Eksafael
 

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