Seeker - Final

by driftvvood

Search GM Binder Visit User Profile
The Seeker
Image: Blue Demoness, Alexandra Curte

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.

.

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.

Image: Oracle, Even Amundsen
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 3 2
2nd +2 Premonition, Sixth Sense 2 3 3
3rd +2 Good Omen, Maven Feature 3 3 4 2
4th +2 Ability Score Improvement 4 4 4 3
5th +3 5 4 4 3 2
6th +3 Destined Strike, Maven Expertise 6 4 4 3 3
7th +3 Ill Omen 7 4 4 4 3 1
8th +3 Ability Score Improvement 8 4 4 3 3 2
9th +4 9 4 4 3 3 3 1
10th +4 Hold Fast, Maven Feature 10 5 4 3 3 3 2
11th +4 11 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 5 4 3 3 3 2 1
13th +5 13 5 4 3 3 3 2 1 1
14th +5 Maven Feature 14 5 4 3 3 3 2 1 1
15th +5 15 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 5 4 3 3 3 2 1 1 1
17th +6 17 5 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
  • 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’ tools and a dungeoneer’s pack
  • one fortune-telling device such as tarot cards, a crystal ball, various teas, etc.
This class was created by u/FriskyRisque

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 three 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.

When you gain a level in this class, you can replace one of the seeker cantrips you know with another cantrip from the seeker spell list.

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 rules for casting spells this way follows the format of rituals, except that the casting time equals the standard casting time plus 1 minute instead of an additional 10 minutes.

Rites may also be used to cast unprepared spells of 5th level and below 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 page 19 for optional ideas of how your Seeker reads fortunes, casts your spells, and traverses the world!

Image: The Magician, Amrit Brar

Seeker Spell List

Cantrips
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Friends
  • Green-Flame Blade
  • Guidance
  • 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
  • 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
  • False Life
  • 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
  • Warding Bond
  • Wristpocket
3rd Level
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Fly
  • Galder's Tower
  • Gaseous Form
  • Haste
  • Intellect Fortress
  • Magic Circle
  • Major Image
  • Nondetection
  • Phantom Steed
  • Plant Growth
  • 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
  • Dispel Evil and Good
  • Dream
  • 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

Unprepared spells castable with Rites

Tea Leaves

At 1st level, you have studied the greater arcanum enough to know which omens should receive attention and which can be cast aside. You have advantage on ability checks to interpret signs of good and ill omens.

Additionally, the fortunes you utter hold power. When casting a spell, the verbal component of that spell may be replaced by stating a prediction, prophecy, or omen of things to come.

Premonition

Starting at 2nd Level, your connection with the divine allows you brief clarity to evade detection or find what others might miss. As a bonus action, you can use the Hide or Search action.

Sixth Sense

Also at 2nd level, you may enter a state heightened awareness by using a Rite (no action required). You may add a d4 to all ability checks and saving throws until the end of your next turn. This feature can be activated after an ability chek or saving throw but not before finding out if you succeed or fail.

Good Omen

You may guide others by studying subtle signs in the Weave. At 3rd level, when you use at least one Rite to cast a spell, you may use your reaction to tell a creature who can see and hear you a special fortune, giving them a Good Omen. After rolling an ability check or saving throw but before knowing if it succeeds or fails, the creature with the Good Omen may use it to reroll and must use that new roll. Only one creature may have your Good Omen and you may not give out another until after you have finished a short rest.

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, when using your seeker powers, you feel as if your hand is guided to better defeat your foes. After using your action to cast a cantrip, if you have used a Rite in the past minute, you can either make one weapon attack or roll an extra damage die once from that cantrip and add it to the total damage.

Ill Omen

Starting at 7th Level, your foretelling of harm lets you reduce your injuries. When an attacker that you can see hits you with an attack, you can use your reaction to expend a Rite to halve the attack's damage against you.

Hold Fast

Beginning at 10th level, you've trained your body to withstand certain area effects, such as a white dragon's freezing breath or a cloudkill spell's poison gases. If you succeed on a Constitution saving throw to take half damage, you take no damage. If you fail, you take half damage.

.

Endless Pursuit

At 18th level, magic suffuses your every step. Your speed cannot be decreased by difficult terrain, spells, being underwater, or other effects. You cannot be restrained. By spending 5 feet of movement, you can automatically escape 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 any 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 any 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 any three Constitution ability checks or saves of your choice, and gain 30 temporary hit points.

Lich's Cunning: You have advantage on any three Intelligence ability checks or saves of your choice, and you have resistance to one damage type of your choice.

Angel's Insight: You have advantage on any three Wisdom ability checks or saves of your choice, and you have Truesight out to 10 feet.

Devil's Charm: You have advantage on any 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.

Image: Mage Infiltrator, Aleksandra Wojtas

Mavenhood

Early on, Seekers choose a Mavenhood that helps them best listen to their patron, reveal the arcanum, travel safely to their goal, and complete their 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 All-seeing Eye

All-seeing Eye seekers see the world for how it truly is, beyond what most can visualize. Common among this Mavenhood are strange, discomforting eyes which they use to visualize auras, look into crystal balls, and see patterns in burned incense to tell fortunes and read omens.

All-seeing 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
1st faerie fire, guiding bolt
3rd dark vision, darkness, see invisibility
5th blink, remove curse
7th arcane eye, divination
9th commune, scrying

Third Eye

When you choose this Mavenhood, you have advantage on ability checks when specifically searching for hidden traps and doors.

Additionally, you gain proficiency in either Perception or Investigation. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.

Sight For Sore Eyes

At 3rd level, as an action, you may touch a willing creature to end their blinded status.

Wandering Eye

Additionally at 3rd level, by either spending 1 minute focusing or using a Rite as an action, you place a hand on an object or surface and create a single eye on the other side. It requires an action for you to create the eye initially and an action on each of your turns to lose all of your other senses and see through this eye. This eye shares your abilities to see, but cannot visualize anything past 30 feet. The eye can turn and rotate but cannot be moved otherwise.

Certain materials are more difficult to peer through than others, the eye is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Second Sight

At 10th level, you have advantage on ability checks that rely on sight.

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 use 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.

Darkvision: You can pierce through magical darkness to a range of 30 feet.

See Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Sight Beyond Sight

At 14th level, you gain truesight out to 5 feet. When you cast divination spells that allow you to see other places, such as scrying or clairvoyance, your sensor has truesight, as well.

Cold Reading

Also at 14th level, a number of times per long rest equal to your Intelligence modifier, you may use a bonus action to visualize a creature’s aura. When you do so you learn if they are Healthy (at their full hit points), Harmed (less than their full hit points), or Fragile (less than 15 hit points). When you visualize a creature’s aura in this manner, you may take an action on each of your turns to focus on the that target, learning one piece of information each turn:

  • If the target is cursed and the nature of that curse.
  • What abilities are their highest and lowest saves.
  • What is the highest level of spell they can use, if any.
  • A fear, secret, or major motivation that creature has (DM's choice, limit once per Cold Reading).
  • If the target would be friendly, hostile, or neutral to you if you greeted them in a common fashion.
Image: The Seer of Saterioh Aurore Folny

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 connect with natural beings and spite your foes. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.

Seeker Level Maven Spell
1st animal friendship, hex
3rd beast sense, blindness/deafness
5th bestow curse, slow
7th charm monster, phantasmal killer
9th contagion, geas

Heartbeats

When you choose this Mavenhood, you gain proficiency in Animal Handling and one of the following skills: Arcana, Medicine, or Nature. At 6th level, you can double your proficiency bonus in either one of the two skills you gained from this feature 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 the attacking creature.

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 use 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.

.

Wild Hatred

Also at 3rd level, nature hears your call when you have been wronged. Once per short rest when a creature is under the effect of your Spite feature, you may cast the spell summon beast without using a spell slot. Once per long rest, when you cast summon beast in this way you can choose to have it not require concentration.

In addition, when you use this feature, instead of casting the spell at its lowest level without using a spell slot, you may cast summon beast at a higher level by using one of your spell slots of the appropriate level and following all the normal rules of spell casting.

Coven

By 10th level, your trust in others binds you to them, letting your power flow through them. 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 ten 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 use two Rites to have either any attack made against them with advantage or have the cursed target take double the damage rolled by you.

Image: Darkdawn, Jason Chan

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 they friend or foe. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.

Seeker Level Maven Spell
1st bless, healing word
3rd calm emotions, healing spirit
5th daylight, revivify, spirit guardians
7th aura of life, guardian of faith
9th dawn, greater restoration, hallow

Fervor

When you choose this Mavenhood, you gain proficiency in medium armor.

Additionally, you gain proficiency in either Medicine or Religion. At 6th level, choose a skill you are proficient in, 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 (no action required), or you fall unconscious.
  • When you cast this spell, choose either a skill or a save, when you heal a creature 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, the elation you experience through your magics can be used to overwhelm your foes. 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.

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. While concentrating on dancing lights, you may spend two Rites as an action to end the cantrip early and cast either mass cure wounds or destructive wave centered on any point that your dancing lights is active at. 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 use 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 deity's force moving through you.

Image: Mrch, Exellero

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 locate creature, wall of fire
9th dominate person, holy weapon

Combat Training

When you choose this Mavenhood, you gain proficiency with martial weapons and medium armor.

At 6th level, choose one of the skills you are proficient with, 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, even if they travel to a different plane of existence.
  • 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 per long rest equal to your Intelligence modifier or by using a Rite.

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, lightning, 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.

Image: Inquisitor Art from Pathfinder, ©Paizo

Maven of the Collective Dreams

Dreams are gateways to other worlds and various futures and seekers that follow this path know this and use their abilities to see different realities and lead others to their destinies. Seekers of this Mavenhood dream the future and interpret the dreams of others with great ease.

Collective 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 minor illusion, sanctuary, sleep
3rd mind spike, see invisibility
5th catnap, counterspell, hypnotic pattern
7th divination, private sanctum
9th dream, synaptic static

Visions From Beyond

When you choose this Mavenhood, rather than sleeping during a long rest, you must spend at least six hours total in a dreaming but motionless state; in this state, you appear asleep, but it doesn’t render you unconscious, and you can see and hear as normal.

Additionally, after finishing a long rest, choose a skill to become proficient in until you finish your next long rest. At 6th level choose a skill you are proficient in to add double your proficiency bonus to checks you make with it.

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 use 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 in two, your dreaming mind and your waking mind. By using two 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 DM requires you to make a check to maintain concentration, you 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 preparing your spells following a long rest, you may prepare an additional spell from any spell list; this spell counts as a seeker spell. The spell you choose must be of a level you can cast, as shown on the seeker table, or a cantrip.

Additionally, the magic from some of your spells carries forward to help your other magics. When you cast a Divination spell of 1st level or higher, roll a d6 Coincidence die. If the number rolled is less than your proficiency bonus, then add that to the DC of the next spell you cast. If the next spell doesn’t have a DC, Coincidence is wasted. Once you’ve added your Coincidence die to a DC, you can’t use it again until after a short rest.

Image: Kokabiel, Peter Mohrbacher

Maven of the Last Breath

The moment between life and death holds incredible power and knowledge for those that can touch it and return. Seekers of this Mavenhood harness the weird effects of near death to gain new talents and abilities, even guiding others to and from either side of the mortal veil. Standard divination methods for these Mavens include ouija boards, seances, and casting bones to read omens.

Last Breath Spells

When choosing this Maven, you gain access to spells to protect some from death and bring others closer to their own demise. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.

Seeker Level Maven Spell
1st healing word, inflict wounds
3rd silence, warding bond
5th life transference, revivify
7th private sanctum, sickening radiance
9th negative energy flood, temporal shunt

Cheat Death

When you choose this Mavenhood, instead of rolling a death saving throw, you can choose to gain hit points equal to 5 times your seeker level. You can’t use the feature again until you finish a rest or until a creature of a CR greater than half your seeker level drops to 0 hit points within 30 feet of you. At 10th level, you may use this feature immediately when you drop to 0 hit points.

Lessons From The Lost

Additionally at 1st level any time when you are at 0 hit points, you may choose one language, skill, or tool to gain proficiency in until the next time you are at 0 hit points. At 6th level, choose one skill you are proficient with, add double your proficiency bonus to checks you make with it.

Drop Dead

At 3rd level, offer up your life force to come within a breath of your own death. At any time, you may drop to 0 hit points; when you use this feature, you are able to continue concentrating on any spell or ability unless you suffer a death saving throw failure.

Death Rattle

Also at 3rd level, when you near your last breath, you can enter a Death Rattle, summoning new powers. The instant you return to consciousness after being dropped to 0 hit points you may choose to recover 1 hit point, stand up, and gain the following features:

  • You have resistance to all damage.
  • Once per round, all damage you deal to one creature may be converted to necrotic or radiant damage.
  • You may add your seeker level to necrotic or radiant damage that one creature you can see takes once on your turn.
  • You have advantage on Intelligence ability checks and Constitution saving throws.
  • Any divination spell you have prepared that has a casting time of 1 minute or more requires an action to cast instead.
  • As a bonus action you may give an ally you can see advantage on their next ability check or saving throw before the start of your next turn.

Death Rattle may be used a number of times per long rest equal to your proficiency bonus and lasts 1 minute.

Breath To The Breathless

At 10th level, your powers of communication become extraordinary when you are close to those who have past. You may cast speak with dead a number of times per long rest equal to your Intelligence modifier without using a spell slot. All Charisma checks you make when speak with dead is cast using this feature are done so with advantage.

Near Death Experience

At 14th level, when others stand at Death’s doorway, you can help them recover and find their own power. If an ally you can see falls unconscious as they drop to 0 hit points or fails a death saving throw, you may use a Rite as a reaction to stabilize that ally and, for the next minute, give them advantage on their next ability check, attack roll, or saving throw. You may use a second Rite to heal that ally for 1 hit point and give them temporary hit points equal to your seeker level.

Raising Spirits

Additionally at 14th level, as you come near the end of life, you may pull a spirit from the world of the dead to aid you. Immediately as you drop to 0 hit points, you may use a spell slot of 3rd level or higher to cast summon undead without needing to use concentration for the duration of the spell. The spirit you summon listens to your commands for the duration of the spell, whether you recover or die.

Image: Macabre Waltz, Willian Murai

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, mage hand, wrathful smite
3rd branding smite, pass without trace
5th blinding smite, nondetection
7th greater invisibility, staggering smite
9th banishing smite, passwall

Doesn't Look Like Anything To Me...

When you choose this Mavenhood, whenever you or a willing creature you can see rolls a 1 on a Dexterity (Stealth) check, you may use your reaction to reroll the ability check, taking the new roll instead.

Additionally, you gain proficiency in either Sleight of Hand or Stealth. At 6th level, you can choose a 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. After using the Hide action, you may become invisible. Your invisibility ends when you cast a spell, make an attack, or at the start of your next turn. You may use this ability a number of times per long rest equal to your Intelligence modifier.

You may empower this ability by using 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

Slinking through the shadows is your life and your practice has paid off. Starting at 10th level, you move at your full speed when moving stealthily.

Additionally, 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 proficiency bonus.

.

Striking From The Shadows

You are your deity's divine weapon and the harm you carry out is made greater by their blessing. Starting at 14th level, when an attack ends a concentration spell that causes damage, such as ensnaring strike or staggering smite, you score a critical hit when you roll a 19 or 20; whether you score a critical or not, you may roll one extra damage die from weapon damage and from the damage dealt by the spell that ended.

Vanish

Also at 14th level, you always have arcane hand and invisibility prepared, and they do not count against the number of spells you can prepare each day. Also, you may cast the spell invisibility at its lowest level using a Rite.

Image: Pyromancer Art, Chad King

Maven of the Mystical Mind

With a deep connection to psionic powers, the abilities of these Mavens fall into the same realms as prophets and soothsayers. Their magics are mystical and their portents appear strange to many. Their means of predicting the future are usually through deep meditation and focus, often appearing as if they are not doing anything at all.

Mystical Mind Spells

When choosing this Mavenhood, you gain access to spells that let you learn secret knowledge and bend reality. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.

Seeker Level Maven Spell
1st catapult, unseen servant
3rd augury, detect thoughts
5th fly, sending, tongues
7th arcane eye, resilient sphere
9th telekinesis, wall of force

Soothsayer

When you choose this Mavenhood, you become adept at convincing others of your visions, you gain advantage on ability checks when trying to convince others of your predictions and fortunes.

You also gain proficiency in either Arcana or Insight. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.

Strange Powers

At 3rd level, showing others your abilities can sometimes be as important as the omens you portend; you may cast the cantrip thaumaturgy as a bonus action and without using components once per short rest.

Fortune-teller

Your powers to foresee the future become greater and you may prepare yourself for the challenges ahead. You gain an additional way to use augury at 3rd level, a number of times per long rest equal to your proficiency bonus you can cast augury expend 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.

Remake Reality

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 use a Rite to ignore the material component portion of that spell once per long rest.

Eerie Intuition

Also at 10th level, you may cast detect thoughts a number of times per long rest equal to your Intelligence modifier without expending a spell slot. When you cast detect thoughts this way, you may use two Rites to not have the target of this spell sense that they are being mentally interrogated.

Twist Fate

At 14th level, luck and fate become your playthings, storing it up and spending it as you see fit. This feature can be used on any creature who can see or hear you within 60 feet when they perform an ability check, attack roll or saving throw.

Any time a creature within range rolls a 1 or a 20, you may use your reaction to save that number for future use, nothing changes for the creature that rolled the 1 or 20. If you saved a 1, when a creature within range rolls a 20, you may use a Rite as a reaction to replace that 20 rolled with a 1 then you may choose to save that 20. The opposite can also occur, if you have a 20 saved, when a creature within range rolls a 1, you may use a Rite as a reaction to replace that 1 with a 20 then you may save that 1 to be used at another time. After taking a long rest, whatever luck you have saved leaves you.

Image: Penemue, Peter Mohrbachery

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
7th dimension door, polymorph
9th far step, teleportation circle

Wanderer

When you choose this Mavenhood, you cannot become lost except by magical means.

Additionally you gain proficiency in either Perception or Survival. At 6th level, you can choose a 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. You also cannot be surprised while you are conscious.

Quick Shift

Additionally at 3rd level, 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 Constitution 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 or by using a Rite. If you use a Rite to use this feature and target an unwilling creature, that creature makes their Constitution saving throw with disadvantage.

Master of Movement

Transporting yourself to another plane of reality is a great way to avoid harm. At 10th level, when rolling initiative, you may use two Rites to cast the spell blink.

Also at 10th level, your uses of the 3rd level feature Quick Shift resets after either a short or long rest.

True Traveler

At 14th level, by expending a Rite and meditating for 10 minutes, you are able to cast either find the path, scatter, teleport, or phase shift once per long rest. For the purposes of spellcasting, you do not need the material components for using this feature.

Born To Roam

Also at 14th level, the spells you've lived with become ingrained in your being. By using a Rite when casting, you may cast a spell that is on your Roaming Steps prepared list without using concentration or by using an action instead of the normal casting time.

Image: BFG, Kristina Vardazaryan

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 enemies abound, summon undead
7th charm monster, death ward
9th dominate person, raise dead

Eloquent

When you choose this Mavenhood, you gain proficiency in two of the following skills: Deception, Intimidation, Performance, or Persuasion. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.

Last Words

At 3rd level, you learn the language of the dead. You may learn the dying words, if any, of a humanoid corpse. Make a Charisma check, adding your proficiency bonus, contested by the corpse’s Wisdom (Insight) check when it was alive. If you succeed, the corpse speaks their last few words. Once you succeed using this feature, you may not use it again until after finishing a short rest.

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 expend 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, 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 a Rite as a reaction 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.

Image: Insect Plague, Claudio Pozas

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 freedom of movement, polymorph
9th greater restoration, skill empowerment

Physical Perfection

When you choose this Mavenhood you gain proficiency in the Acrobatics and Athletics skills. At 6th level, you can choose either Acrobatics or Athletics to add double your proficiency bonus to checks you make with that skill.

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 you may morph your body and hone your senses to meet the challenges before you for the next 10 minutes. As a reaction to being attacked, making a saving throw, or before rolling an ability check expend a Rite to gain the following adaptations for the duration:

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 modifier to Strength and Dexterity ability checks and saving throws.

Hardened Shell: Gain temporary hit points equal to your seeker level. These temporary hit points last until your adaptation ends.

Remarkable Reactions

Also at 3rd level, when you use a Rite to activate Reactive Adaptation, expend a second Rite to cast a transmutation spell using the appropriate 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 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

At 14th level, if you make a Strength or Dexterity ability check when using Sixth Sense, roll an extra d4.

Additionally at 14th level, 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 provoking opportunity attacks as your body feels renewed vigor!

Image: Master Rinn, mattforsyth

Maven of the Verdant Pollex

Through an ancient ritual, seekers that choose this mavenhood are entwined with a plant that represents a blessing from their deity. As the seeker's power grows, so too does this plant which offers protection and guidance. Plants sense much and remember what would otherwise be lost to time, they share this knowledge easily with these seekers. Mavens of the Verdant Pollex listen to the subtle signs of the surrounding flora to see glimpses of what is to come.

Verdant Pollex Spells

When choosing this Mavenhood, you gain access to spells that let you listen to the earth and remember what was lost. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.

Seeker Level Maven Spell
1st druidcraft, entangle, goodberry
3rd barkskin, protection from poison
5th plant growth, speak with plants
7th grasping vine, guardian of nature
9th tree stride, wrath of nature

Growing Roots

When you choose this Mavenhood, your body is somehow integrated with a plant of your choice, allowing you to absorb light as a source of food. If you spend at least a total of 1 hour in sunlight, you do not need to eat until after the next sunrise.

Additionally, you gain proficiency in either History or Nature. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.

The Land Sees...

Starting at 3rd level, you begin gaining the awareness of a plant, the finely tuned senses that listen to the ground. As such, you gain tremorsense to a radius of 10 feet.

You may use a Rite as a bonus action to increase the radius of your tremorsense to 30 feet for 1 minute.

… The Earth Remembers

Additionally at 3rd level, you may perform a minute long ritual while in an area with vegetation, such as a forest, city park, or kelp beds. By placing your hands on the ground, letting them slowly root down, and listen closely to the subtle words of the plants, answering one of the following questions:

  • If there is danger if you continue down the path you are traveling
  • Where is the closest area of shelter
  • What type of creature most recently trod on this ground and what direction were they heading
  • What is the most powerful creature of a certain alignment within this area.

The answer pertains only to a radius around you within a number of miles equal to your Intelligence modifier. You may use this feature once per short rest or expend a Rite.

Old Growth

At 10th level, you hear the whispers of the flora that surrounds you. When you are asked to roll an ability check to recall information or when making a History (Intelligence) or Nature (Intelligence), you may roll with advantage.

Regrowth

Additionally at 10th level, you may use your action to apply a healing poultice created from the vegetation that is a part of you. With this poultice you may end one poison or disease effect on a creature you touch, alternatively, you may heal the creature touched for an amount of hit points equal to your Intelligence modifier plus your proficiency bonus. You may use this feature once per short rest or expend a Rite.

Bountiful Harvest

At 14th level, your connection with vegetation is unparalleled. When you use the 3rd level feature … The Earth Remembers, you may receive answers to two questions instead of just one.

Additionally, you prepare an additional spell of your choice from the following list each morning: bones of the earth, druid grove, find the path, hero's feast, transport via plants, or wall of thorns. This spell doesn't count against the number of spells you prepare. If you spend an hour with your feet planted in the ground and in direct sunlight, you may cast the prepared spell without using a spell slot once per long rest.

Image: Yavanna, marcelamedeiros-arts

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.

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 All-seeing 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 their friends.
  • Mavens of the Burning Tongue might have a glowing mouth when using a spell with just verbal components.
  • When a Maven of the Collective Dreams is dreaming or interprets a dream, that dream plays out in miniature above the dreamer's head like a small, ghostly play.
  • As a Maven of the Last Breath recovers from near death, ghostly spirits can be seen raising the seeker up from the ground.
  • Lurking Hand Seekers might have fingers that seem to twist with extra joints when empowering their weapons with smiting magic.
  • Mavens of the Mystic Mind tend to come off as otherworldly and their magics seem aberrant and weird, as compared to other practitioners and even to other seekers.
  • 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 closely, 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 magic.
  • The magics of Verdant Pollex seekers are wild, vines and roots spew forth from their fingers to affect the world.

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, LiliumHaze, belithioben, Nel-Ninja, LadyMonochrome, Pennarin, Ogskive, Antisuperman, VincentIV, DeeSharkman, Shrijo_, and kittyabbygirl.

The DM who contributed huge amounts of time and thought into helping balance this beast!

Shawn Kilburn! I love your syntax and semantics! Thank you for your edits!

This is solidly a labor of love and I would not accept money for it from individuals. If you feel the need to give NAACP, ACLU, or Planned Parenthood

Image: Two of Swords, Anna Christenson

Change Log

  • For all versions: small tweaks for the sake of keeping the theme, flavor, and usability of this class unique & playable. For versions marked #.#.1, updates are for typos and grammatical.

version 1.0

version 2.0

  • 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

  • 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

  • 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

  • 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

  • Added an additional effect to the 10th level Cunning Eye feature.
  • Added the Mavenhood of the Brightened Spirit.

version 4.1

  • Changed the title of the 7th level seeker feature from 'Endure' to 'Ill Omen'
  • 4 new feats added!

version 4.2

  • Added Mavenhood of the Shifting Flesh.
  • Design Decisions section added

version 4.3

  • 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 Dreams added
  • Added cartographer supplies to Maven of the Roaming Steps

version 4.5

  • Changed cantrips/Tea Leaves to remove guidance from Tea Leaves and to add it to the spell list. Increased number of cantrips known by 1.
  • Magical Adaption removed. You may now only change cantrips by leveling up, in line with most other casters.
  • Changed useage of Destined Strike. It's now perfect, so I will never change this again. Definitely.
  • Every 1st level bonus skill granted by a mavenhood has been narrowed/decreased/changed to not be so powerful.
  • Changed name of Mavenhood of Endless Dreams to Mavenhood of Collective Dreams.
  • Small updates for readability to Divine Vision, Cunning Eye's Fortune Teller, Brightened Spirit's Blessed Warmth, Collective Dream's Synchronicity and Coincidence, and Shifting Flesh's 3rd level abilities.
  • Mavenhood of the Verdant Pollex added.

version 5.0

My friend Shawn is helping! Woooohoooo!

  • Cantrips increased by 1, in line with Cleric, because I plum forgot to do that a few versions ago.
  • Tightened up wording and grammar of most core class features, minor changes but it makes for a better good english stuff and junk.
  • Focused the wording of Good Omen, also added that it uses a reaction.
  • Destined Strike can now be used if you have recently used a Rite.
  • Maven of the Cunning Eye split into two subclasses, the psionic and fortune-telling Maven of the Mystical Mind and the eyeball making Maven of the All-seeing Eye.
  • 1st level feature of Maven of the Lurking Hand buffed up a bit.
  • Changed Bitter Heart's Wild Hatred ability to allow for the lowest casting of the summon beast to be used without concentration once per long rest.
  • Updates to 1st, 10th, and 14th level abilities slightly improved.
  • Numerous small updates and changes to Roaming Steps.

version 5.1 (Final)

  • Changed the casting time of prepared spells that are cast using Rites to normal casting time + 1 minute instead of + 10 minutes
  • Changed the "Lich's Cunning" portion of the Divine Vision feature to state that you could choose the type of damage you are resistant to, instead of just psychic.
  • Added the Mavenhood of the Last Breath.
  • Buffed 14th level Lurking Hand features.
  • Mystical Mind's Intuition feature renamed "Eerie Intuition"
  • Added a 3rd level feature, Last Words, to the Rotting Voice Maven.
  • Added links to pages on page 19 to supplemental information.

Created by FriskyRisque

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.