Copy of - Seer Beta

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Seer

The Seer Table

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Visions, Seer Die 2 2
2nd +2 Visionary Calling, Visionary Rejuvenation 2 3
3rd +2 Third Eye 2 4 2
4th +2 Delve Deeper, Ability Score Improvement 3 4 3
5th +3 Clear Mind, Invoke Vision 3 4 3 2
6th +3 Visionary Calling Feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Seer's Focus, Shielded Mind, Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Visionary Calling Feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 Visionary Replacement 4 4 3 3 3 2 1 1
14th +5 Visionary Calling Feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Seer Expertise, Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 Visionary Calling Feature 4 4 3 3 3 2 1 1 1 1
18th +6 Seer Mastery 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 High Seer 4 4 3 3 3 3 2 2 1 1

Class Features

As a seer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per seer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per seer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion

Equipment

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

  • (a) a Quarterstaff or (b) any simple weapon
  • (a) a sight catalyst or (b) a component pouch
  • (a) a scholar’s pack, (b) a priest’s pack, or (c) an explorer’s pack
  • Leather armor, light crossbow and 20 bolts

Spellcasting

As a vessel for supernatural sight and psychic abilities, you can cast seer spells.

Cantrips

At 1st level, you know three cantrips of your choice from the seer spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Seer table.

Preparing and Casting Spells

You prepare the list of seer spells that are available for you to cast, choosing from the seer spell list. When you do so, choose a number of seer spells equal to your Wisdom modifier + your seer level(minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of seer spells requires time spent in meditation or time spent performing rituals and entreating the source of your power: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your seer spells, since your magic draws on the knowledge gained through your psychic abilities. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a seer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Ritual Casting

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

Spellcasting Focus

You can use a sight catalyst as a spellcasting focus for your seer spells.

Visions

As a seer you have the ability to have visions, which allow you to see things that others cannot.

These visions can give you visions of the past, information from the future about the outcome of a situation, the ability to see past lies and illusions presented to you, or others ways as decided by you and your GM.
Whenever you cast a seer spell or a Divination spell of 1st level or higher you must make a vision roll. Roll a d20 with a DC of 1. If you succeed nothing happens and the DC increases by 1. If you fail roll a d100 on the Vision Table. The DC resets after you have a vision caused by this feature. 
Your DM can rule that you can have visions during certain situations, such as near important locations, while in contact with important objects, while near a person of interest, during emotional charged scenes, and/or during life or death situations. These visions do not reset the DC of your visions rolls unless the DM explicitly says so.
Once you reach level 10 in this class you must make a vision roll whenever you use a feature granted by this class.
Vision Table
Roll Vision
1 Vision of the past of a creature, location, or thing of your choice
2-4 Vision of your ancestors or predecessors
5-8 Vision of the ancestors or predecessors of a creature of your choice
9-12 Vision of your past
13-16 Vision of the past of a creature, location, or thing of your choice
17-20 Vision of the past of the nearest creature, location, or thing
21-24 Vision of the future or past of the nearest thing
25-28 Vision of the future or past of the nearest location
29-32 Vision of the future or past of the nearest creature
33-36 Vision of a negatively important thing
37-40 Vision of a negatively important location
41-44 Vision of a negatively important creature
45-48 Vision fail
49-52 Vision of anything or anyone of choice
53-56 Vision fail
57-60 Vision of a positively important creature
61-64 Vision of a positively important location
65-68 Vision of a positively important thing
69-72 Vision of the future or past a greatly important creature
73-76 Vision of the future or past of a greatly important location
77-80 Vision of the future or past of a greatly important thing
81-84 Vision of the future of the nearest creature, location, or object
85-88 Vision of the future of a creature, location, or thing of your choice
89-92 Vision of your future
93-96 Vision of the descendants or successors of a creature of your choice
97-99 Vision of your descendants or successors
100 Vision of the future of a creature, location, or thing of your choice

If you roll on the Vision Table and roll a failure, you must then roll a d6 on the Vision Failure and receive one of the effects. The die grows to a d8 at level 6, a d10 at level 11, and a d12 at level 17.

Vision Failure Table
Roll Effect
1 You must make two additional rolls on the failure table and take both effects.
2 You must take one roll of your failure die of psychic damage
3 You fall prone and your AC is reduced by 2 until the end of your next turn
4 Your movement speed is reduced by 15 feet until the end of your next turn
5 You are wracked with migraines and have disadvantage on mental saving throws and ability checks until the end of your next turn
6 You are unable to have a vision until your next short or long rest
7 Until your next short or long rest you will take 1 roll of your failure die of psychic damage every hour
8 You are plagued with horrid visions until your next short or long rest. During that time you will have disadvantage on mental saving throws and abilities checks
9 Your hit point maximum is decreased by three rolls of your failure die until your next short or long rest
10 Your speech is considered unintelligible until your next short or long rest
11 You are unable to use seer class features until your next short or long rest
12 You are blinded until your next short or long rest

Seer Die

You have an amount of Seer Die equal to twice your Wisdom modifier. You choose what type each die is, choosing from the die available to your level as shown one the Seer Die Table. At the end of a long rest roll the Seer Die and record the rolls. The roll stays recorded until the end of your next long rest.

Once per round, whenever you or a creature you can see or sense rolls a die of which you have an equivalent Seer Die, you can replace the roll with your recorded roll. This feature only replaces the die roll, not any things that could be added or subtracted, such as proficiency bonuses or damage modifiers, which still apply. This can be done before or after the roll itself, but only before the results go into effect.
Once you reach level 10 you can expend two Seer Die per round instead of one.
Once you reach level 18 you can expend three Seer Die per round instead of two.
Seer Die Table
Level Die
1 d20
3 d4
7 d6
9 d8
11 d10
13 d12
15 d100

You gain one additional Seer Die at levels 17 and 19.

Visionary Calling

Choose one calling related to the source of your visions. Your choice grants you visionary spells, which are always prepared, and other features when you choose it at level 2 as well as additional features at levels 6, 10, 14, and 18.

Visionary Rejuvenation

As a bonus action you can recenter your mind and recover slightly. You regain one Seer Die of your choice, allowing you to reroll the die and record it as normal. You can do this once per short or long rest.

The amount of die you can recover increases to two at level 7, and three at level 14. in addition, you gain one additional use of this feature at levels 7 and 14.

Third Eye

As an action you can activate your third eye, allowing you to see what others cannot. When you do so, choose one type of sight from the Third Eye list appropriate for your seer level. You gain that sight for your Wisdom modifier of minutes. You can use this feature your Wisdom modifier amount of times. You regain expended uses after a long rest.

Once you reach level 12 you gain it for an hour instead of your Wisdom modifier amount of minutes.

Once you reach level 18 you gain it for your Wisdom modifier amount of hours.

Third Eye Options

Eye Of The Night

Level 3

While active you gain Darkvision with a range of 60 feet. Once you reach level 6 your Darkvision will affect magical darkness. Once you reach level 9 your Darkvision will allow you to see in darkness and dim light as if it was bright light for as far as 60 feet, which will then start to increase as normal. The range increases by 15 feet at levels 6, 9, 12, 15, and 18.

Eye Of Comprehension

Level 3

While active you are able to understand all written or visual language that you see within 10 feet of you. Once you reach level 6 you will be able understand the literal meaning of secret messages, codes, or symbols, such as arcane sigils. Once you reach level 9 you will be able to fully comprehend secret messages and codes that are visible. The range increases by 10 feet at levels 6, 9, 12, 15, and 18.

Eye Of Magic

Level 6

While active you are able to visually see traces of magic and spells within 30 feet of you. You are able to know the type of spell that was cast, the school it came from, and its origin, such as Arcane or Divine magic.

Once you reach level 9 you are able to know more specifics, such as the specific spell, the level of the spell, the specific type of caster, such as druid or bard, and the specific source of the magic, such as a certain god or a magical item.

Once you reach level 12 you will be able to find out the specific caster and the context the spell was cast in, such as why the caster chose that spell or certain things that happened before or after it was cast.

The range increases by 10 feet at levels 9, 12, 15, and 18.

Eye Of Mysticism

Level 6

While active you are able to detect celestials, fey, and fiends within 30 feet of you. Once you reach level 9 you will be able directly pinpoint their location, as if tracking them. At levels 9, 12, 15, and 18 you are able to choose additional creatures to detect, choosing from aberrations, elementals, undead, monstrosities, plants, and constructs. The range increases by 15 feet at levels 9, 12, 15, and 18.

Eye Of The Ether

Level 9

While active you are able to see into the Ethereal Plane with 60 feet of you. The range increases by 10 feet at levels 12, 15, and 18.

Eye Of The Unseen

Level 9

While active you gain Blindsight with a range of 30 feet. The range increases by 15 feet at levels 12, 15, and 18.

Eye Of The Shielded

Level 12

While active you are able to see through walls, floors, and other obstacles with a sight range of 30 feet. The thickness of what you are looking through must be 6 inches or less. That limit increases by 6 inches at level 15 and 18. The range increases by 15 feet at levels 15 and 18.

Eye Of The Valuable

Level 12

While active you are able to detect and see items, such as weapons, gemstones, and coins, within 15 feet of you. You are able to see the material of the item and detect the craftsmanship and true value of it. That ranges increases by 15 feet at levels 15 and 18.

Eye Of The Truth

Level 15

While active you are able to detect whether or not someone within 15 feet of you is lying or not. You are able to detect the truth of what they say or whether or not they are active off faulty information. The range increases by 15 feet at level 18.

Eye Of The Hidden

Level 15

While active you are able to detect hidden creatures within 15 feet of you. In addition you are also able to detect creatures with more than one form, are able to see whether their current form is their true form, and the other forms a creature can take. Once you reach level 18 you will be able to detect the true form of creatures within range. The ranges increases by 15 feet at level 18.

Eye Of The Mind

Level 18

While active you can peer into the minds of others within 30 feet of you. You cause them to unknowingly make a Wisdom saving throw against your spell DC, which they make with disadvantage. If they fail you gain access into their mind and can parse through their thoughts and memories.

Eye Of The Heart

Level 18

While active you are able to sense the basic emotions of those within 60 feet of you. You can cause creatures to unknowingly make a Wisdom saving throw with disadvantage against your spell DC. If they fail you gain deeper insight into the nuances of their true emotions.

Delve Deeper

When you experience a vision you can expend a use of Delve Deeper to broaden the scope of the vision. When you do so make a Wisdom check with a DC of 12 plus your proficiency bonus. If you fail the vision ends and you must roll on the Vision Fail Table. If you succeed you are granted greater insight into the vision.

The results of succeeding on the roll should be discussed with your GM. Possible outcomes include: being able to ask one to three questions to the GM about what you're seeing, seeing the aftermath of what happened in the visions, being able to fast forward, rewind, or pause your visions to see and analyze what you are bing shown, being able to switch locations or people who you are seeing, being able to talk to or interact with the people or objects within your vision, or other outcomes as decided by your GM.

You have uses of Delve Deeper equal to your Wisdom modifier. You regain expended uses on a long rest.

You can only use Delve Deeper once per vision. Once you reach level 8 you will be able to use it more than once on a vision, though the DC will increase by 2 for every additional use.

Once you reach level 12, if you succeed on a Delve Deeper roll you can choose to roll on the Vision Table instead of gaining insight into the current vision.

Clear Mind

As a bonus action you can use this feature to focus your psychic energy into clearing your mind and balancing yourself.

When you do so choose one mental or physical effect on you, such as charmed or poisoned. That effect ends an you regain hit points equal to 1d8 plus your Wisdom modifier.

You have uses of this feature equal to half your Wisdom modifier(rounded up). You regain expended uses after a long rest.

Invoke Vision

As a bonus action you can use this feature to attempt a vision. Make a Wisdom check with a DC of 12 plus your proficiency bonus. If you succeed you can roll directly on the Vision Table twice and choose which result to go with.

Having a vision through this feature does not reset the DC for your visions. You can use this feature an amount of times equal to half your Wisdom modifier(rounded up). You regain expended uses after a long rest.

Seer's Psyche

You now gain a bonus to your concentration checks equal to your Wisdom modifier. In addition, when a creature must make an ability check to counter or nullify your spell, such as with Counterspell, the DC is increased by your Wisdom modifier.

Shielded Mind

You gain resistance to psychic damage. You gain advantage on saving throws made to resist mental effects, such as with Detect Thoughts, charming effects, or fear.

Visionary Replacement

You gain uses of Visionary Replacement equal to your Wisdom modifier.

Whenever you use a Seer Die to replace a roll you can expend a use to completely replace the roll, negating any additives or subtractives which would normally apply.

You regain expended uses after a long rest.

Seer's Expertise

If you have a vision and have no uses of Delve Deeper or Invoke Vision left, you regain two uses in the respective feature.

In addition, you gain one additional Seer Die. You can choose what type of die it is and can choose the number on the die, recording it as normal.

Seer Mastery

If you roll initiative and have no uses of Visionary Rejuvenation or Clear Mind left, you regain two uses in the respective feature.

In addition, you gain one additional Seer Die. You can choose what type of die it is and can choose the number on the die, recording it as normal.

High Seer

Whenever you activate your Third Eye you can allow your Wisdom modifier amount of creatures within 60 feet of you to share the same effects.

If you roll initiative and have no uses of Visionary Replacement left, you regain two uses.
In addition, you gain one additional Seer Die. You can choose what type of die it is and can choose the number on the die, recording it as normal.

Hierophant

Hierophant Visionary Spells

Seer Level Spells
2nd Detect Evil And Good, Protection From Evil And Good
3rd Hold Person, Warding Bond
5th Counterspell, Tongues
7th Banishment, Divination
9th Contact Other Plane, Dispel Evil And Good

Additional Knowledge

You gain proficiency in the History skill.

In addition to your visionary spells you have Seer's Mysticism. This grants certain spells that are added to your spell list based on your Visionary Calling. You can cast these spells at their lowest level without expending a spell slot once per long rest.

Seer's Mysticism

Seer Level Spells
2nd Unseen Servant
3rd Arcane Lock
5th Dispel Magic
7th Charm Monster
9th Planar Binding
11th Planar Ally
13th Plane Shift
15th Dominate Monster
17th Imprisonment

Extraplanar Knowledge

2nd Level

You gain fluency in two languages of your choice, from Abyssal, Celestial, Deep Speech, Infernal, Primordial, or Sylvan. You can choose one additional language from the list to learn at levels 6, 10, 14, and 18

Otherworldly Understanding

2nd Level

You gain a bonus to all History and Investigation checks, equal to your Wisdom modifier.

Harness The Supernatural

6th Level

As an action target one creature within 60 feet of you and cause them to make a Wisdom saving throw against your spell DC. If they fail they take 1d6 force damage and are marked for 1 minute or until they are more than 120 feet away from you. Choose one ability for the marked creature. That creature has disadvantage on ability checks, attack rolls, and saving throws made with the chosen ability score, while you gain advantage on ability checks, attack rolls, and saving throws with the chosen ability. One creature cannot have more than one mark on them, though you are able to have more than one creature marked by you.
The initial damage die increases to 1d8 at level 10, 1d10 and level 14, and 1d12 at level 18. You have uses of Harness The Supernatural equal to your Wisdom modifier. You regain expended uses after a short rest.

Mysteries Of The Outer

10th Level

As an action you can expand your awareness. For the next 10 minutes you are able to see auras, which allow you to see the type a creature a creature is, as well as thier plane of origin. This also allows you to detect traces of extraplanar magic or or planar travel.
You have uses of this feature equal to your Wisdom modifier. You regain expended uses after a long rest.

Binding Of The Unnatural

14th Level

As an action you can cause a creature to make a Wisdom saving throw. If they fail their movement speed is halved and they are forced to repeat the saving throw at the end of their turns. If they collect three successes the effects stop. if they collect three fails they banished to a demiplane for 10 minute, after which they reappear.
You have uses of this feature equal to your Wisdom modifier. You regain expended uses after a long rest.

High Hierophant

18th Level

Marked creatures subtract 1d6 from chosen ability rolls.

Diviner

Diviner Visionary Spells

Seer Level Spells
2nd Detect Magic, Identify
3rd Borrowed Knowledge, Locate Object
5th Clairvoyance, Tongues
7th Arcane Eye, Divination
9th Scrying, Legend Lore

Additional Knowledge

2nd Level

You gain proficiency in the Arcana skill.
In addition to your visionary spells you have Seer's Mysticism. This grants certain spells that are added to your spell list based on your Visionary Calling. You can cast these spells at their lowest level without expending a spell slot or materials once per long rest.

Seer's Mysticism

Seer Level Spells
2nd Comprehend Languages
3rd Augury
5th Sending
7th Locate Creature
9th Commune
11th Find The Path
13th Etherealness
15th Control Weather
17th Foresight

Magical Knowledge

2nd Level

After a long rest choose one skill, tool, or one language, written or spoken. You gain proficiency in the chosen skill or tool or fluency in the language. The chosen proficiency or fluency lasts until the start of your next long rest.
The maximum amount of proficiencies or fluencies you can gain is increased by one at levels 10 and 18.

Arcane Prowess

2nd Level

Whenever you make an Arcana check you gain a bonus to the roll, equal to your Wisdom modifier.

Oracle

Oracle Visionary Spells

Seer Level Spells
2nd Divine Favor, Shield Of Faith
3rd Aid, Spiritual Weapon
5th Revivify, Spirit Guardian
7th Death Ward, Guardian Of Faith
9th Holy Weapon, Summon Celestial

Additional Knowledge

You gain proficiency in the Religion skill.

In addition to your visionary spells you have Seer's Mysticism. This grants certain spells that are added to your spell list based on your Visionary Calling. You can cast these spells at their lowest level without expending a spell slot once per long rest.

Seer's Mysticism

Seer Level Spells
2nd Sanctuary
3rd Zone Of Truth
5th Daylight
7th Divination
9th Hallow
11th Word Of Recall
13th Temple Of The Gods
15th Holy Aura
17th Gate

Knowledge Of Divinity

2nd Level

You gain fluency in Celestial.
You gain a bonus to all Religion checks you make, equal to your Wisdom modifier.

Holy Power

2nd Level

You have an amount of Holy Die, which are d4s, equal to your seer level. As an action you can target a creature expend an amount of Holy Die of your choice(minimum of 1), to a maximum of 3. Roll the die, add your Wisdom modifier, and either heal or deal radiant damage.

Once you reach level 6 you gain the ability to expend your Holy Die to increase the healing of a spell or increase the damage of a spell or attack, without requiring a second action.

Once you reach level 10 you gain a new way to use your Holy Die. As an action you can expend an amount of Holy Die of your choice and channel them in to an object or creature of your choice within 5 feet of you. The channeled creature or the wielder of the channeled object is able to use the Holy Die as an action or use them to increase the healing or damage of their action, using your Wisdom modifier instead of theirs. The channeled Holy Die stay active for 24 hours.
Your Holy Die increases to a d6 at level 6, a d8 at level 10, a d10 at level 14, and a d12 at level 18. The maximum amount of Holy Die you can expend at once is 3. It increases by 1 at levels 6 and 14. You regain expended Holy Die after a long rest.

Divine Ascendance

6th Level

You regain resistance to radiant damage. You become resistant to poison and disease.

As a bonus you can activate a more celestial form. Once activated you sprout angelic wings and gain a flying speed of 30 feet. You gain temporary HP equal to your seer level plus your Wisdom modifier. You become resistant to charm and fear effects. In addition, you gain a bonus to your healing, equal to 1d8, and you add 1d8 radiant damage to all damage you deal.
The form lasts for 1 minute. You have uses of Divine Ascendance equal to your Wisdom modifier. You regain expended uses after a long rest.

Guardian Angel

10th Level

As an action you can expend an amount of Holy Die of your choice(minimum of 1) to call upon a manifestation of your Guardian Angel, causing a spectral image of a celestial to appear at a point within 30 feet of you. It's statistics depend on the amount of expended Holy Die.
Holy Die HP Damage & Healing Die AC & DC
1 10 1d6 12
2 20 2d6 13
3 30 3d8 14
4 40 4d8 15
5 50 5d10 16
The Guardian Angel uses your statistics for it's ability checks and saving throws.
The Guardian Angel cannot move on it's own. As a bonus action you can move it up to 30 feet, either on the ground or in the air, as it can float.
Your Guardian Angel has a 30 foot radius sphere of holy energy, centered on it. The Guardian Angel emits bright light within the sphere, and dim light for an additional 30 feet.
Hostile creatures who enter the area or start their turn there must make a Wisdom saving throw. They take radiant damage equal to the damage die if they fail, or half if they succeed. Allies who end their turn within the area regain HP equal to the healing die.
The Guardian Angel dissipates in an explosion of holy light after 1 minute or after it dies. The explosion affects creatures within the area. Enemies within the area must make a Constitution saving throw or be blinded until the end of their next turn. Allies within the area gain temporary HP equal to 1d4 per expended Holy Die.

Call The Heavens

14th Level

Through the communion and study of celestials you gain new ways to use your Holy Die, which have different limitations than normal.

Hallowed Ground

As a 10 minute ritual you are able to expend a number of Holy Die of your choice(minimum of 1) to a maximum of 10 to instill a location with holy protection. The protection can cover 20 feet of ground per extended Holy Die. Once complete only creatures you designate are able to enter the location, or else they must speak a password which you create when you hallow the ground, such as a short prayer or scripture. The space disallows planar travel and teleportation unless facilitated by you or creatures you designate. In addition, fiends, undead, and Fey are unable to step foot in the area, and will be blocked by a holy forcefield. The protection lasts for 8 hours per expended Holy Die.

Holy Light

As an action you can expend an amount of Holy Die of your choice(minimum of 1) to a maximum of 5. You then create a large, floating orb of light at a point within 120 feet of you. The size of the orb is 10 feet for each expend Holy Die. The orb exudes bright light in a 30 foot radius, and dim light for an additional 30 feet. Creatures who start their turn within the orb must make a Consitution saving throw with disadvantage against your spell DC. If they fail they are blinded until the leave the orb. The orb fades after 1 minute.

Divine Wrath

As an action you can expend an amount of Holy Die of your choice(minimum of 1) to a maximum of 8. You call down a 20 foot radius, 80 foot high beam of divine light and fury upon an area of your choice within 120 feet of you. All creatures within the area must make a Consitution saving throw. They take 1d8 radiant damage and 1d6 fire damage per expended Holy Die if they fail, or half as much if they succeed. Creatures who failed the save are also blinded for 1 minute. A blinded creature will take 2d6 radiant damage and 1d4 fire damage at the start of each of their turns as their eyes are seared wit holy energy. A blinded creature can repeat the saving throw at the end of their turns, ending their blindness on a success. Undead and Fiends have disadvantage on their saving throws against Divine Wrath.

Celestial Healing

As an action you can expend 7 Holy Die, targeting a creature of your choice within 30 feet of you. That creature is healed by 7d12, and is cleansed of all negative status effects and ailments, as well as any curses or spells. That creature then gains 4d6 temporary HP, gains advantage on ability checks, attack rolls, and saving throws, has their AC increased by 2, and has their movement speed increased by 30 feet. These effects persist for 1 minute.

Divine Resurrection

As an action you can expend 10 Holy Die and target a corpse within 30 feet of you that has been dead for no longer than 3 days. That creature is brought back to life and is healed of all ailments, as well as cleansed of all curses. All lost limbs and all lost senses are restored. Once you complete the resurrection you cannot do so again until 3 days have passed.

High Oracle

18th Level

You become resistant to fire damage. You become immune to poison and disease.

You gain additional Holy Die, equal to your Wisdom modifier.

Sage

Sage Visionary Spells

Seer Level Spells
2nd Entangle, Animal Friendship
3rd Animal Messenger, Barkskin
5th Plant Growth, Protection From Energy
7th Dominate Beast, Grasping Vine
9th Insect Plague, Wrath Of Nature

Additional Knowledge

2nd Level

You gain proficiency in the Nature skill.
In addition to your visionary spells you have Seer's Mysticism. This grants certain spells that are added to your spell list based on your Visionary Calling. You can cast these spells at their lowest level without expending a spell slot or materials once per long rest.

Seer's Mysticism

Seer Level Spells
2nd Beast Bond
3rd Summon Beast
5th Elemental Weapon
7th Blight
9th Awaken
11th Transport Via Plants
13th Whirlwind
15th Control Weather
17th Storm Of Vengeance

Knowledge Of Old

2nd Level

You gain a bonus to any Animal Handling, Nature, or Survival checks you make. That bonus is equal to your Wisdom modifier.

Wilds Speaker

2nd Level

You have the ability to communicate with all beasts and plants, and understand them completely.

Primeval Calling

6th Level

As a 10 minute ritual you can call one primeval companion to your aid. The companion is either a plant or beast, which you choose when you call it. The companion stays with you for 24 hours, after which it returns to its home. The companion is loyal to you and your allies. It will obey your verbal commands and will protect you and your companions from danger.
In combat you can command the companion using a bonus action. If doing so it takes it's turn directly after yours. If not the companion will only defend itself or defend it's allies.
when you call the companion you choose what it is, abiding by the Companion Table showcasing any limitations about the CR or number of companions you can have active at once.
Level CR Maximum Amount
6 1/4 5
8 1/2 4
10 1 4
12 2 3
14 3 3
16 4 2
18 5 1

Roots Of The Earth

10th Level

As an action you can expend an amount of seer die of your choice(minimum of 1) and choose to tap in to the roots of the earth, which connect all of nature. WHen activated you gain telepathic knowledge of any pertinent information about the area, features of the area or creatures within the area, as with the Commune With Nature spell, for the next hour.
The radius of your knowledge extends in a 1 mile radius that is centered on you and moves with you. The range is increased by 1 mile for every expended seer die after one. While it is active you can choose to see through the roots, which will blind you to your own senses but allow you to see certain things, such as paths, dangers, or lost objects, through the eyes of plants or beasts within the area, for 1 minute. You can see through the roots once per use.

Primitive Ascendance

14th Level

Through unity with nature you have gained the ability to temporarily become one with certain aspects of it, causing your form to shift.
As an action you can change your form, into either Flora or Fauna. The form lasts for 1 minute or until you end it as a bonus action. While in either form you are unable to cast spells. Each form has multiple possible features, and you are able to choose a combination of three of them when you change your form.
You have two uses of Primitive Ascendance. You regain expended uses after a long rest.

Fauna Form

  • Natural Armor: You gain a +2 bonus to your AC and 3d6 temporary HP.
  • Thick Fur: You grow thick and dense fur or hide. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • Animalistic Body: You gain a +2 bonus to your Strength and Constitution modifiers.
  • Tooth And Claw: You grow sharp fangs and claws, which you are proficient with. When you take the attack action you can attack once with your fangs, which deal 1d12 piercing damage, and twice with your claws, which deal 1d10 slashing damage, and add your Strength modifier.
  • Horns: You grow large horns or antlers, which you are proficient. When you take the attack action you can ram a creature with them, dealing 2d8 piercing damage. If you move at least 20 feet in a straight line towards a creature and ram them, you gain advantage on the attack and your horns or antlers deal an additional 2d8 piercing damage.
  • Aquatic Resonance: You gain gills and scales as your swim speed is increased by 40 speed and you gain the ability to breathe and see underwater. You gain resistance to cold damage.
  • Avian Resonance: You gain wings and feathers as your flying speed is increased by 40 feet and you become immune to the effects caused by high altitudes. You gain resistance to cold and lightning damage.
  • Fossorial Resonance: You grow sharp claws as your burrowing speed is increased by 40 feet and your eyes become adjusted to dark and lowlight environments. You gain tremor sense, with a range of 20 feet.
  • Arboreal Resonance: Your climb speed is increased by 40 feet and you gain advantage on checks made to climb surfaces or not fall while climbing. You gain resistance to fall damage.
  • Nimble Resonance: Your walking speed is increased by 40 feet and you can jump an additional 10 feet. You gain advantage on Dexterity saving throws and stealth checks.

Flora Form

  • Alluring Aroma: As an action you can cause an enjoyable aroma to waft from you in a 30 foot radius. All creatures within range must make a Wisdom saving throw or be charmed by you for the next minute.
  • Sweet Scent: A sweet and pleasant fragrance continuously emanates from you. You have advantage on Charisma checks against all creatures within 15 feet of you or creatures that can smell you from far away.
  • Soothing Scent: As an action you can unleash a pleasant and soothing scent within a 30 foot radius of you. All creatures within range must make a Constitution saving throw against your spell DC. If they fail the save they are rendered unconscious for one minute. If the succeed they stay awake.
  • Poisonous Odor: As an action you can unleash a 30 foot radius sphere of poisonous gas at a point within 60 feet of you, which heavily obscures the area. All creatures within the cloud must make a Constitution saving throw against your spell DC, taking 6d6 poison damage on a failed save and half as much on a successful save. Creatures within the sphere must repeat the saving throw if they start their turn within the sphere. Creatures within the sphere have disadvantage on ability checks, saving throws, and attack rolls as they gag and wretch a the odor. The sphere dissipates after one minute.
  • Prehinsile Vine: As an action you can form a 15 foot long vine within 60 feet of you. As a bonus action you can use it to make a melee spell attack against a creature within 10 feet of it. If it hits it deals 2d10 slashing damage. As a bonus action you can cause it to wrap around a creature within 10 feet of it. That creature must make a Strength saving throw against your spell DC or be restrained. The creature takes 2d8 bludgeoning damage at the start of it's turns while restrained. The creature can use it's action to repeat the saving throw, freeing itself on a success. The vine cannot attack or wrap around another creature while it has a creature restrained.
  • Tree Bark: Your skin shifts to be as hard and resilient as tree bark. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. You also gain advantage on Strength and Constitution based ability checks and saving throws.
  • Forest Acclimation: You gain resistance to poison damage and gain immunity to plant-based difficult terrain. You gain advantage on stealth checks made while in foliage.
  • Writhing Roots: As an action you can emit a wave of writhing roots in a 30 foot radius centered on you, which creates difficult terrain. Creatures within range must make a Strength saving throw or take 1d12 bludgeoning damage and fall prone. The roots stop writhing at the start of your next turn.

High Sage

18th Level

The effects of aging decrease, your body only aging 1 year for every 5 years that pass.

Seer Spell List

Cantrips (0 Level)
  • Encode Thoughts
  • Guidance
  • Message
  • Mind Sliver
  • True Strike
1st Level
  • Bane
  • Bless
  • Cause Fear
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil And Good
  • Detect Magic
  • Detect Poison And Disease
  • Guiding Bolt
  • Healing Word
  • Identify
  • Protection From Evil And Good
2nd Level
  • Augury
  • Blindness/Deafness
  • Borrowed Knowledge
  • Crown Of Madness
  • Darkvision
  • Detect Thoughts
  • Enhance Abilities
  • Find Traps
  • Fortune's Favor
  • Lesser Restoration
  • Locate Object
  • Mind Spike
  • See Invisibility
3rd Level
  • Antgonize
  • Bestow Curse
  • Clairvoyance
  • Dispel Magic
  • Fear
  • Incite Greed
  • Intellect Fortress
  • Nondetection
  • Pulse Wave
  • Sending
  • Speak With Dead
  • Tongues
4th Level
  • Banishment
  • Compulsion
  • Confusion
  • Divination
  • Hallucinatory Terrain
  • Locate Creature
5th Level
  • Commune
  • Contact Other Plane
  • Dispel Evil And Good
  • Legend Lore
  • Modify Memories
  • Rary's Telepathic Bond
  • Scrying
  • Synaptic Static
6th Level
  • Eyebite
  • Find The Path
  • Guards And Wards
  • Mental Prison
  • True Seeing
7th Level
  • Ethereal
  • Project Image
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Mind Blank
  • Telepathy
9th Level
  • Foresight
  • Psychic Scream
  • Weird

Credits

Homebrew Written By K.O.

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Designed As A Homebrew Additive To D&D 5th Edition

 

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