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The Seeker

Image: Blue Demoness, Alexandra Curte


1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Seeker

U
nder 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 F P M O
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 seeker moves through the world with ease, adept at
a brilliant green light as the water comes to a boil. A smirk traveling quickly over the roughest of terrain. As such, a
comes across the seeker’s face “I just wish we could see the seeker needs to be an expert at infiltrating the toughest to
look on their faces...” reach places; they spring locks, recognize traps, and can
work with the tools around them to get past the clockwork
D G mechanisms common to this world. Not nearly to the level of
To be a seeker is to be on a mission given out by a higher an artificer’s mastery over all things mechanical and crafted,
being. Maybe an angel appears in visions or the seeker is able but similar to their other skills, seekers use magic to make up
to hear the whispers of a Prince of Hell, seekers follow a for their lack in certain areas.
divine path. Although a seeker’s mission varies, most M O M
commonly they are looking for someone, a person of
importance to their deity such as a prophet, muse, or even an The skills a seeker possesses are minor compared to what
avatar of another god. Unlike a paladin or cleric who may they have trained for. A seeker uses their body as a vessel for
follow the tenets of a god and lead others in that religion, a empowering magics, allowing their spells to change how
seeker is given guidance by their deity. Through study of their own form functions. Because of this training, they more
subtle signs and interpretation of omens and symbols that often rely not on talent, but instead on the use of magic to
most would miss, a seeker’s path is laid before them. The make up what is lacking. Continuing this line of thinking,
tasks that seekers are given may be devoid of how to seekers often rely on others to get through difficult situations,
complete them, thus a seeker must be adept at gathering a wise seeker is aware that they cannot handle every
intelligence. Seekers care not where their information comes situation thrown their way. Seekers should be able to work
from, whether guidance gifted by the divine, the knowledge well with their fellow companions to accomplish the goals set
still held by the dead, or simply by charming those that would before them by their patron, as such a seeker’s spells lean
otherwise hoard secrets; by any means will they uncover the towards improving their gifts and the group rather than
path laid before them. blatantly destructive magics.

Image: Oracle, Even Amundsen


2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
T S
Proficiency Cantrips
Level Bonus Features Rites 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

C S P
When creating a seeker, consider what kind of deity you • Armor: Light armor, shields
follow and quest for. What kind of training did you go through • Weapons: Simple weapons, hand crossbows, longbows,
to become a seeker? How does your patron or god longswords, rapiers, shortswords
communicate with you and how do you read their omens? • Tools: Thieves' tools
Will you aid your allies in combat with supportive magics or • Saving Throws: Constitution, Intelligence
empower your own abilities to take down your foes? Be sure • Skills: Choose two from Acrobatics, Arcana, Deception,
to work with the DM about your background. History, Investigation, Religion, Perception, Persuasion,
Sleight of Hand, Stealth, Survival
Q B
You can make a Seeker quickly by following these E
suggestions. First, make either Dexterity or Intelligence your You start with the following equipment, in addition to the
highest ability score, followed by Constitution. Second, equipment granted by your background:
choose the Outlander background. • a rapier, shortsword, or longsword
H P • shortbow and 20 arrows, shortsword, a dagger, or a shield
• Hit Dice: 1d8 per seeker level • leather armor
• Hit Points at 1st Level: 8 + your Constitution modifier • thieves’ tools and a dungeoneer’s pack
• Hit Points at Higher Levels: 1d8 (or 5) + your • one fortune-telling device such as tarot cards, a crystal
Constitution modifier per seeker level after 1st ball, various teas, etc.

This class was created by u/FriskyRisque


3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
S
Through your studies of the divine and unseen, you are able to S A
use magic spells. As a seeker, your magic is more patient than Intelligence is your spellcasting ability for your seeker spells,
others, but creativity is your true power. See Spells Rules for the since you learn your spells through dedicated Maven and
general rules of spellcasting. memorization. You use your Intelligence whenever a spell refers
to your spellcasting ability. In addition, you use your Intelligence
C modifier when setting the saving throw DC for a seeker spell you
At 1st level, you know three cantrips of your choice from the cast and when making an attack roll with one.
seeker spell list. At higher levels, you learn additional seeker Spell save DC = 8 + your proficiency bonus + your Intelligence
cantrips of your choice, as shown in the Cantrips Known column modifier
of the seeker table. Spell attack modifier = your proficiency bonus + your
When you gain a level in this class, you can replace one of the Intelligence modifier
seeker cantrips you know with another cantrip from the seeker
spell list. R
You can cast any seeker spell you prepare as a ritual if that spell
P C S has the ritual tag.
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 S F
of 1st level or higher at the regular casting time, you must expend You can use a divine focus as a spellcasting focus for your seeker
a spell slot of the spell’s level or higher. You regain all expended spells. This divine focus can be your fortune-telling device.
spell slots when you finish a long rest.
You prepare a list of spells at the end of each long rest from the R
seeker spell list. When you do so, choose a number of spells For any seeker spell prepared of 5th level and below, you are able
equal to your Intelligence modifier + half your seeker level, to cast those spells as a Rite instead of using a spell slot. The
rounded down (minimum of one spell). The spells must be of a rules for casting spells this way follows the format of rituals,
level for which you are able to cast. These spells count as seeker except that the casting time equals the standard casting time plus
spells for purposes of spellcasting and Rites. 1 minute instead of an additional 10 minutes.
You can change your list of prepared spells when you finish a Rites may also be used to cast unprepared spells of 5th level
long rest. Preparing a new list of seeker spells requires time and below with the ritual tag or a casting time of 1 minute or
spent in studying omens from the divine and interpreting the longer by spending the amount of Rites needed to cast that level
meaning of these signs: at least 1 minute per spell level for each of spell and adding 10 minutes to the casting time. You regain all
spell on your list. 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

M
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.
M S
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.

M Y P
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


4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Seeker Spell List
• Unseen Servant • Phantom Steed .
C • Zephyr Strike • Plant Growth
• Remove Curse 6 L
• Booming Blade 2 L • Sending
• Chill Touch • Arcane Gate
• Speak with Dead
• Control Flames • Alter Self • Contingency
• Speak with Plants
• Friends • Arcane Lock • Disintegrate
• Spirit Shroud
• Green-Flame Blade • Arcanist's Magic Aura • Find the Path
• Thunder Step
• Guidance • Augury • Forbiddance
• Tiny Hut
• Gust • Beast Sense • Heroes' Feast
• Tiny Servant
• Light • Blindness/Deafness • Move Earth
• Tongues
• Lightning Lure • Branding Smite • Otherwordly Guise
• Water Breathing
• Mage Hand • Darkness • Scatter
• Water Walk
• Mending • Darkvision • Soul Cage
• Message • Detect Thoughts 4 L • Transport via Plants
• Mind Sliver • Enhance Ability • True Seeing
• Minor Illusion • Enlarge Reduce • Arcane Eye • Wind Walk
• Mold Earth • False Life • Aura of Purity • Word of Recall
• Prestidigitation • Find Traps • Banishment
• Ray of Frost • Fortune's Favor • Control Water 7 L
• Resistance • Immovable Object • Death Ward
• Dream of the Blue Veil
• Sacred Flame • Invisibility • Dimension Door
• Etherealness
• Shape Water • Knock • Divination
• Forcecage
• Shocking Grasp • Lesser Restoration • Fabricate
• Plane Shift
• Thaumaturgy • Levitate • Freedom of Movement
• Sequester
• True Strike • Locate Animals or Plants • Greater Invisibility
• Simulacrum
• Locate Object • Hallucinatory Terrain
1 L • Symbol
• Mind Spike • Locate Creature
• Teleport
• Mind Whip • Private Sanctum
• Absorb Elements • Temple of the Gods
• Misty Step • Speedy Courier
• Alarm
• Animal Friendship
• Pass without Trace • Stone Shape 8 L
• Prayer of Healing
• Bless 5 L
• See Invisibility • Antimagic Field
• Ceremony
• Silence • Antipathy/Sympathy
• Comprehend Languages • Commune
• Spider Climb • Demiplane
• Detect Evil and Good • Commune with Nature
• Suggestion • Glibness
• Detect Magic • Contact Other Plane
• Warding Bond • Holy Aura
• Detect Poison and Disease • Control Winds
• Wristpocket • Maze
• Disguise Self • Dispel Evil and Good
• Mighty Fortress
• Dissonant Whispers 3 L • Dream
• Telepathy
• Ensnaring Strike • Greater Restoration
• Entangle • Beacon of Hope • Legend Lore 9 L
• Feather Fall • Bestow Curse • Modify Memory
• Find Familiar • Clairvoyance • Passwall • Foresight
• Gift of Alacrity • Counterspell • Reincarnate • Gate
• Guiding Bolt • Create Food and Water • Scrying • Shapechange
• Hunter's Mark • Dispel Magic • Seeming • Time Stop
• Identify • Fly • Skill Empowerment • True Polymorph
• Illusory Script • Galder's Tower • Telekinesis
• Inflict Wounds • Gaseous Form • Telepathic Bond
• Longstrider • Haste • Teleportation Circle
• Purify Food and Drink • Intellect Fortress • Temporal Shunt Unprepared spells
• Sanctuary • Magic Circle • Transmute Rock castable with Rites
• Shield • Major Image • Wall of Stone
• Silent Image • Nondetection

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
T L .
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.
P
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.
S S
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.
G O
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 E P
and must use that new roll. Only one creature may have your At 18th level, magic suffuses your every step. Your speed
Good Omen and you may not give out another until after you cannot be decreased by difficult terrain, spells, being
have finished a short rest. underwater, or other effects. You cannot be restrained. By
A S I spending 5 feet of movement, you can automatically escape
being grappled.
When you reach 4th level, and again at 8th, 12th, 16th, and Additionally, if you pass beyond this mortal veil and die, your
19th level, you can increase one ability score of your choice by deity wills you back from death with 1 hit point; this can occur
2, or you can increase two ability scores of your choice by 1. no more than once per week.
You can’t increase an ability score past 20 with this feature.
Using the optional feats rule, you can forgo taking this D V
feature to take a feat of your choice instead. 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
D S rest, choose from one of the blessings below. You carry this
At 6th level, when using your seeker powers, you feel as if your blessing until you finish your next long rest.
hand is guided to better defeat your foes. After using your Dragon's Brawn: You have advantage on any three Strength
action to cast a cantrip, if you have used a Rite in the past ability checks or saves of your choice, cannot be knocked prone
minute, you can either make one weapon attack or roll an extra or disarmed, and add 2 damage to each melee or ranged attack.
damage die once from that cantrip and add it to the total Fey's Grace: You have advantage on any three Dexterity
damage. ability checks or saves of your choice, gain 10 feet of movement
speed, and do not take fall damage when falling from 100 feet
I O or less as long as you aren't incapcitated.
Starting at 7th Level, your foretelling of harm lets you reduce Elder One's Endurance: You have advantage on any three
your injuries. When an attacker that you can see hits you with Constitution ability checks or saves of your choice, and gain 30
an attack, you can use your reaction to expend a Rite to halve temporary hit points.
the attack's damage against you. Lich's Cunning: You have advantage on any three
Intelligence ability checks or saves of your choice, and you have
H F resistance to one damage type of your choice.
Beginning at 10th level, you've trained your body to withstand Angel's Insight: You have advantage on any three Wisdom
certain area effects, such as a white dragon's freezing breath or ability checks or saves of your choice, and you have Truesight
a cloudkill spell's poison gases. If you succeed on a out to 10 feet.
Constitution saving throw to take half damage, you take no Devil's Charm: You have advantage on any three Charisma
damage. If you fail, you take half damage. 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


6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mavenhood T E
Early on, Seekers choose a Mavenhood that helps them best
When you choose this Mavenhood, you have advantage on
listen to their patron, reveal the arcanum, travel safely to their ability checks when specifically searching for hidden traps and
goal, and complete their quest. Here are the Mavenhoods you can doors.
choose at 1st level. 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
M ,O W U you make with it.
Maven, an expert in a certain field, let's you choose S F S E
different aspects of play to focus on. The Maven At 3rd level, as an action, you may touch a willing creature to
spell list and proficiencies at level one should give end their blinded status.
an idea for the theme of each subclass.
W E
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
Maven of the All-seeing Eye surface and create a single eye on the other side. It requires an
All-seeing Eye seekers see the world for how it truly is, beyond action for you to create the eye initially and an action on each of
what most can visualize. Common among this Mavenhood are your turns to lose all of your other senses and see through this
strange, discomforting eyes which they use to visualize auras, eye. This eye shares your abilities to see, but cannot visualize
look into crystal balls, and see patterns in burned incense to tell anything past 30 feet. The eye can turn and rotate but cannot
fortunes and read omens. be moved otherwise.
A - E S Certain materials are more difficult to peer through than
When choosing this Mavenhood, you gain access to spells that others, the eye is blocked by 1 foot of stone, 1 inch of common
help you see and reveal what is hidden. At 1st, 3rd, 5th, 7th, and metal, a thin sheet of lead, or 3 feet of wood or dirt.
9th level you always prepare the following spells.
S S
Seeker Level Maven Spell At 10th level, you have advantage on ability checks that rely on
1st faerie fire, guiding bolt
sight.
Additionally, you can use an action to increase your powers of
3rd dark vision, darkness, see invisibility perception. When you do so, choose one of the following
5th blink, remove curse
benefits, which lasts until you are incapacitated, or you take a
short or long rest. You can’t use the feature again until you
7th arcane eye, divination finish a rest or use a Rite as an action to change the ability.
9th commune, scrying 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.
S B S
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.
C R
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
7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
.

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.
B H S
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 W H
Also at 3rd level, nature hears your call when you have been
5th bestow curse, slow wronged. Once per short rest when a creature is under the
7th charm monster, phantasmal killer effect of your Spite feature, you may cast the spell summon
9th contagion, geas
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.
H In addition, when you use this feature, instead of casting the
When you choose this Mavenhood, you gain proficiency in spell at its lowest level without using a spell slot, you may cast
Animal Handling and one of the following skills: Arcana, summon beast at a higher level by using one of your spell slots
Medicine, or Nature. At 6th level, you can double your of the appropriate level and following all the normal rules of
proficiency bonus in either one of the two skills you gained spell casting.
from this feature at 1st level.
C
S By 10th level, your trust in others binds you to them, letting
At 3rd level, woe to those that harm you or yours. When you your power flow through them. A number of times per long rest
or an ally take damage from a creature you can see, you equal to your proficiency bonus, choose a humanoid ally that
may use a reaction to place a curse on the attacking you can see and cast a spell with a casting time of one action
creature. using a spell slot; that creature may use their reaction to allow
For the next minute, you know their exact location and the magic to flow through them as if they had cast it, following
your Sixth Sense rolls are doubled when rolling an all the other rules of spell casting and Intelligence is the
opposed ability check or save against the target of Spite. casting stat for your ally. If that spell requires concentration,
You can’t use Spite again until you finish a long rest or use the chosen ally will be the one that concentrates on the spell.
a Rite as reaction to use this ability again. While Spite is Additionally, once per week, by using ten Rites and using 10
hit dice, you may cast the spell awaken without using
active, on your turn choose one of the following effects components.
against the cursed:
Bewilder. The first attack they make is done with H ’ H
disadvantage. At 14th level, you may call upon more unusual friends. Once
Bleed. The target takes twice your Intelligence modifier per long rest, you may cast any spell with the word "Summon"
in necrotic damage from the next source of damage. in its title at spell level 6. The chosen spell must normally take
Hunted. If the target is hidden from you, you can see an action to cast and you must fulfill all other requirements of
where they are until the start of your next turn unless they that spell such as components.
are behind full cover. Additionally, when a creature under the effects of a curse you
placed, such as hex or your Spite feature, you may use two
Rust. If the target would normally be immune to a type of Rites to have either any attack made against them with
damage, until the start of your next turn they instead have advantage or have the cursed target take double the damage
resistance to that damage. rolled by you.
Image: Darkdawn, Jason Chan
8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Maven of the Brightened Spirit F
When you choose this Mavenhood, you gain proficiency in
Bringers of hope and renewal, the Mavens of the Brightened medium armor.
Spirit help lighten the darkest of times. Although all seekers Additionally, you gain proficiency in either Medicine or
tend towards darkness to hide their movements, Seekers that Religion. At 6th level, choose a skill you are proficient in, add
follow this Mavenhood focus on supporting the group. In this double your proficiency bonus to checks you make with it.
Mavenhood, many seekers gain their power and divine the
future through seeing visions in a burning fire or by attaining S H L
a meditative state through energetic activities such as At 3rd level, you are blessed with a beneficent spirit from
repetitive dances or deep breathing. your patron. When casting healing spirit, either with a spell
B S S slot and using a Rite or by casting the spell as a Rite, healing
When choosing this Mavenhood, you gain access to spells spirit changes, as below:
that bring the light to those around you, be they friend or foe. • The spirit appears in a form you choose that represents
At 1st, 3rd, 5th, 7th, and 9th level you always prepare the your deity.
following spells. • This spell doesn’t require concentration; it ends either
after a minute has passed since casting it, when you
Seeker Level Maven Spell choose (no action required), or you fall unconscious.
1st bless, healing word • When you cast this spell, choose either a skill or a save,
when you heal a creature with this spell, the healed
3rd calm emotions, healing spirit target has advantage on that skill or save you chose until
5th daylight, revivify, spirit guardians the spirit heals another target or the spell ends.
• Hostile creatures within a 10 foot radius of the Spirit
7th aura of life, guardian of faith
cannot benefit from advantage on attacks or ability
9th dawn, greater restoration, hallow checks.
B F
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.
B W
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.
G M
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.

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Maven of the Burning Tongue K T E
At 10th level, you can prepare a target for how best to deal
By asking the right questions, you can get to higher truths. with a type of foe. By spending a Rite and using an action,
By taking this Mavenhood, your questions carry more touch a target and pick one type of creature: Aberrations,
weight. Studying animal entrails and reading fire or ashes Celestials, Dragons, Elementals, Fey, Fiends, Humanoid, or
all lend themselves to omen reading for this Mavenhood. Undead. For 1 minute, any attacks on the target of this
B T S feature by creatures of the chosen type have disadvantage.
The target also can't be charmed, frightened, or possessed
When choosing this Maven, you gain access to spells to by them. If the target is already charmed, frightened, or
stop your foes and find the truth between the lies. At 1st, possessed by such a creature, the target has advantage on
3rd, 5th, 7th, and 9th level you always prepare the any new saving throw against the relevant effect. If you use
following spells. this feature while it is active, the first casting of this effect
Seeker Level Maven Spell
stops.
1st command, searing smite H H ,D V
When you reach 14th level, you become an instrument of
3rd flameblade, zone of truth your divine patron, their will carried out through your
5th speak with dead, tongues hands. After finishing a long rest, choose a damage type:
radiant, necrotic, cold, fire, lightning, or poison. The
7th locate creature, wall of fire damage type you choose should reflect an aspect of your
9th dominate person, holy weapon patron. When you deal damage to a creature, add your
Intelligence modifier to the damage of the chosen type. If
C T you are attacking your Blessed Bond target, you may
When you choose this Mavenhood, you gain proficiency change all of your weapon damage to the chosen type of
with martial weapons and medium armor. damage.
At 6th level, choose one of the skills you are proficient Additionally, you learn the cantrip friends which does not
with, add double your proficiency bonus to checks you count against your cantrip total. When friends ends, the
make with it. target does not realize they have been ensorcelled by this
cantrip.
B B
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.

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Maven of the Collective Dreams V F B
When you choose this Mavenhood, rather than sleeping
Dreams are gateways to other worlds and various futures and during a long rest, you must spend at least six hours total in a
seekers that follow this path know this and use their abilities dreaming but motionless state; in this state, you appear
to see different realities and lead others to their destinies. asleep, but it doesn’t render you unconscious, and you can see
Seekers of this Mavenhood dream the future and interpret the and hear as normal.
dreams of others with great ease. Additionally, after finishing a long rest, choose a skill to
C D S become proficient in until you finish your next long rest. At
When choosing this Mavenhood, you gain access to spells that 6th level choose a skill you are proficient in to add double
allow you to share the slumbering world with others. At 1st, your proficiency bonus to checks you make with it.
3rd, 5th, 7th, and 9th level you always prepare the following P D
spells. At 3rd level, your dreams become prophetic and seep into
Seeker Level Maven Spell those around you. When you finish a long rest, choose a
number of creatures within sight that dream, including
1st minor illusion, sanctuary, sleep yourself, equal to half your seeker level; those creatures may
3rd mind spike, see invisibility roll a d20 and record the number rolled. Before rolling any
attack roll, saving throw, or ability check, that creature can
5th catnap, counterspell, hypnotic pattern choose to use the prophetic roll once instead of making that
7th divination, private sanctum roll.
9th dream, synaptic static S R
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.
L D
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.
S T
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.
S C
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.
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Maven of the Last Breath D D
At 3rd level, offer up your life force to come within a breath of
The moment between life and death holds incredible power and your own death. At any time, you may drop to 0 hit points; when
knowledge for those that can touch it and return. Seekers of this you use this feature, you are able to continue concentrating on
Mavenhood harness the weird effects of near death to gain new any spell or ability unless you suffer a death saving throw failure.
talents and abilities, even guiding others to and from either side
of the mortal veil. Standard divination methods for these D R
Mavens include ouija boards, seances, and casting bones to read Also at 3rd level, when you near your last breath, you can enter a
omens. Death Rattle, summoning new powers. The instant you return to
consciousness after being dropped to 0 hit points you may
L B S choose to recover 1 hit point, stand up, and gain the following
When choosing this Maven, you gain access to spells to protect features:
some from death and bring others closer to their own demise. At
1st, 3rd, 5th, 7th, and 9th level you always prepare the following • You have resistance to all damage.
spells. • Once per round, all damage you deal to one creature may be
converted to necrotic or radiant damage.
Seeker Level Maven Spell • You may add your seeker level to necrotic or radiant damage
1st healing word, inflict wounds that one creature you can see takes once on your turn.
• You have advantage on Intelligence ability checks and
3rd silence, warding bond Constitution saving throws.
• Any divination spell you have prepared that has a casting
5th life transference, revivify
time of 1 minute or more requires an action to cast instead.
7th private sanctum, sickening radiance • 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
9th negative energy flood, temporal shunt your next turn.
C D Death Rattle may be used a number of times per long rest
When you choose this Mavenhood, instead of rolling a death equal to your proficiency bonus and lasts 1 minute.
saving throw, you can choose to gain hit points equal to 5 times B T T B
your seeker level. You can’t use the feature again until you finish At 10th level, your powers of communication become
a rest or until a creature of a CR greater than half your seeker extraordinary when you are close to those who have past. You
level drops to 0 hit points within 30 feet of you. At 10th level, you may cast speak with dead a number of times per long rest equal
may use this feature immediately when you drop to 0 hit points. to your Intelligence modifier without using a spell slot. All
L F T L Charisma checks you make when speak with dead is cast using
Additionally at 1st level any time when you are at 0 hit points, this feature are done so with advantage.
you may choose one language, skill, or tool to gain proficiency in N D E
until the next time you are at 0 hit points. At 6th level, choose At 14th level, when others stand at Death’s doorway, you can
one skill you are proficient with, add double your proficiency help them recover and find their own power. If an ally you can
bonus to checks you make with it. 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.
R S
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.

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.
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.
L H S
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

D ' L L A T M ...
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.
H L
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 S F T S
normal walking speed. You are your deity's divine weapon and the harm you carry
Q H out is made greater by their blessing. Starting at 14th level,
Slinking through the shadows is your life and your practice when an attack ends a concentration spell that causes
has paid off. Starting at 10th level, you move at your full damage, such as ensnaring strike or staggering smite, you
speed when moving stealthily. score a critical hit when you roll a 19 or 20; whether you
Additionally, magic comes even quicker to your fingertips. score a critical or not, you may roll one extra damage die
When you cast a concentration spell that uses a bonus from weapon damage and from the damage dealt by the
action, you can instead use your reaction to cast that spell. spell that ended.
When you use this feature, unless the components for V
casting the spell were associated with a consumed cost, the Also at 14th level, you always have arcane hand and
components are now just somatic. You can use this feature invisibility prepared, and they do not count against the
a number of times per long rest equal to your proficiency number of spells you can prepare each day. Also, you may
bonus. cast the spell invisibility at its lowest level using a Rite.
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Maven of the Mystical Mind S P
At 3rd level, showing others your abilities can sometimes be
With a deep connection to psionic powers, the abilities of these as important as the omens you portend; you may cast the
Mavens fall into the same realms as prophets and soothsayers. cantrip thaumaturgy as a bonus action and without using
Their magics are mystical and their portents appear strange to components once per short rest.
many. Their means of predicting the future are usually through
deep meditation and focus, often appearing as if they are not F -
doing anything at all. Your powers to foresee the future become greater and you
may prepare yourself for the challenges ahead. You gain an
M M S additional way to use augury at 3rd level, a number of times
When choosing this Mavenhood, you gain access to spells that per long rest equal to your proficiency bonus you can cast
let you learn secret knowledge and bend reality. At 1st, 3rd, 5th, augury expend a Rite instead of a spell slot. When you cast
7th, and 9th level you always prepare the following spells. augury this way there is no cumulative casting effect that
Seeker Level Maven Spell causes a random outcome and you get a sense of the next
hour instead of the next 30 minutes.
1st catapult, unseen servant Depending on the outcome of the augury spell cast using
3rd augury, detect thoughts this feature, you gain a different boon:
Weal: Your confidence is bolstered! Once in the next hour,
5th fly, sending, tongues you can use your reaction to have an ally reroll any attack
7th arcane eye, resilient sphere roll, saving throw, or ability check.
Woe: You’re ready to face oncoming foes! Once in the next
9th telekinesis, wall of force hour, you can use your bonus action to impose disadvantage
on the next attack roll, saving throw, or ability check by a
S creature you can see.
When you choose this Mavenhood, you become adept at Weal/Woe: Steel yourself for whatever comes next! Once
convincing others of your visions, you gain advantage on ability in the next hour, you can give yourself advantage on any
checks when trying to convince others of your predictions and attack roll, saving throw, or ability check.
fortunes. Neither: Decide your own fate! Roll a d20 and record the
You also gain proficiency in either Arcana or Insight. At 6th number rolled. Once in the next hour, you can replace any
level, you can choose a skill that you are proficient with to add attack roll, saving throw, or ability check made by you or a
double your proficiency bonus to checks you make with it. creature that you can see with this foretelling roll. You must
choose to do so before the roll.
R R
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.
E I
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.
T F
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.
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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.
R S S
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

W
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.
T
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.
Q S
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.
M M
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.
T T
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.
B T R
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.

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Maven of the Rotting Voice H W
At 14th level, your voice vibrates with magic. Pick one creature
Dark words come from dark hearts. The Mavens of the Rotting that is rolling to save against a spell you cast, you may use a Rite
Voice are magically enhanced orators. Whether sweet or acidic, increase your spell save DC by half your proficiency bonus
their spellbinding words carry so much weight that they can even against that creature. You can choose to use this feature only
talk the dead into walking with the living. Listening to ambient before the DM determines whether the spell succeeds or fails.
spirits, burning bones, and using a ouija board are regular
practices within this Mavenhood.
R V S
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

E
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.
L W
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.
T R W
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.
T P
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.

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Maven of the Shifting Flesh P P
When you choose this Mavenhood you gain proficiency in the
Focused on enhancing and changing their own bodies. These Acrobatics and Athletics skills. At 6th level, you can choose
Mavens use transformative magics to adapt to whatever either Acrobatics or Athletics to add double your proficiency
situation is thrown at them. By reading facial lines, palms, bonus to checks you make with that skill.
irises, or even blood dripped onto paper, Mavens of the
Shifting Flesh read the subtle signs of the future. R A
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.
R R
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.
H H
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.
S Y S
At 14th level, if you make a Strength or Dexterity ability
check when using Sixth Sense, roll an extra d4.
S F S Additionally at 14th level, magical transformations are
When choosing this Mavenhood, you gain access to spells second nature, allowing you to find new ways to use them.
that allow you to adapt your physical body. At 1st, 3rd, 5th, When you cast a transmutation spell of 1st level or above on
7th, and 9th level you always prepare the following spells. yourself using a spell slot, you may choose to have one of the
following affects occur:
Seeker Level Maven Spell
• As your body changes, it repairs itself. Recover hit points
1st absorb elements, jump, longstrider equal to twice the level of spell cast.
3rd alter self, enlarge/reduce • Maladies fall away as you are magically enhanced.
Remove a disease, poison, or the status of being blinded
5th haste, tongues or deafened.
7th freedom of movement, polymorph • You may immediately move 10 feet without provoking
9th greater restoration, skill empowerment
opportunity attacks as your body feels renewed vigor!

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Maven of the Verdant Pollex O G
At 10th level, you hear the whispers of the flora that
Through an ancient ritual, seekers that choose this surrounds you. When you are asked to roll an ability check to
mavenhood are entwined with a plant that represents a recall information or when making a History (Intelligence) or
blessing from their deity. As the seeker's power grows, so too Nature (Intelligence), you may roll with advantage.
does this plant which offers protection and guidance. Plants
sense much and remember what would otherwise be lost to R
time, they share this knowledge easily with these seekers. Additionally at 10th level, you may use your action to apply a
Mavens of the Verdant Pollex listen to the subtle signs of the healing poultice created from the vegetation that is a part of
surrounding flora to see glimpses of what is to come. you. With this poultice you may end one poison or disease
effect on a creature you touch, alternatively, you may heal the
V P S creature touched for an amount of hit points equal to your
When choosing this Mavenhood, you gain access to spells that Intelligence modifier plus your proficiency bonus. You may
let you listen to the earth and remember what was lost. At 1st, use this feature once per short rest or expend a Rite.
3rd, 5th, 7th, and 9th level you always prepare the following
spells. B H
At 14th level, your connection with vegetation is unparalleled.
Seeker Level Maven Spell When you use the 3rd level feature … The Earth Remembers,
1st druidcraft, entangle, goodberry you may receive answers to two questions instead of just one.
Additionally, you prepare an additional spell of your choice
3rd barkskin, protection from poison from the following list each morning: bones of the earth, druid
5th plant growth, speak with plants grove, find the path, hero's feast, transport via plants, or wall
7th grasping vine, guardian of nature
of thorns. This spell doesn't count against the number of
spells you prepare. If you spend an hour with your feet
9th tree stride, wrath of nature planted in the ground and in direct sunlight, you may cast the
prepared spell without using a spell slot once per long rest.
G R
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.
T L S ...
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.
…T E R
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.

Image: Yavanna, marcelamedeiros-arts


18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
O R :M R T W
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 Each Seeker manifests their magic in a different way, usually
choose seeker as one of your classes. specific to their specialty. Players are encouraged to create a
Ability Score Minimum: As a multiclass character, you must manifestation that feels right for their character.
have at least an Intelligence score of 13 to take a level in this
class. • It is common for Mavens of the All-seeing Eye to show their
third eye when using Divination magic.
Proficiencies Gained: If seeker isn’t your initial class, here • Animal noises can be heard faintly when a Maven of the
are the proficiencies you gain when you take your first level as a Bitter Heart uses cursing magic.
seeker: light armor, shields, thieves’ tools, and one fortune- • A warming glow that does not cast shadows can be seen
telling device/set. when a Maven of the Brightened Spirit heals their friends.
Destined Strike: The Destined Strike feature at level 6 is a • Mavens of the Burning Tongue might have a glowing mouth
separate action from Extra Attack, thus cannot be used when using a spell with just verbal components.
interchangeably. If you are granted multiple damage rolls from • When a Maven of the Collective Dreams is dreaming or
a cantrip, like with green-flame blade or eldritch blast, you may interprets a dream, that dream plays out in miniature above
apply the bonus roll to damage once. the dreamer's head like a small, ghostly play.
Spell Slots: Add your levels in the seeker class to the • As a Maven of the Last Breath recovers from near death,
appropriate levels from other classes to determine your ghostly spirits can be seen raising the seeker up from the
available spell slots. ground.
Rites: Only spells that appear on the seeker spell list may be • Lurking Hand Seekers might have fingers that seem to twist
cast using the rules for Rites. 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.

• Seeker Themed Feats


• Seeker Q&A
• List of unprepared spells castable with Rites
AS T T :
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
19
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
C L • The 18th level feature Unstoppable changed to Endless Pursuit and Create
2nd effect changed to make you more unstoppable.
• For all versions: small tweaks for the sake of keeping the theme, flavor, • Mavenhood of Bitter Heart added.
and usability of this class unique & playable. For versions marked
#.#.1, updates are for typos and grammatical. 4.4
• Switched to GMBinder! Holy heck!
1.0 • You may now use Rites to cast unprepared seeker spells!
2.0 • Tea Leaves changed to allow for guidance to be cast without
• Updated fluff (a ton) to be less artificer and more rogue. concentration
• Spell progression changed from half/full caster with spell points to full • Premonition may now be used to cast guidance
caster with spell slots. • Sixth Sense may now be activated with a reaction or when
• Rites progression increased to 1 per level and expanded use to class Premonition is used.
and subclass features. • Divine Blessing name changed to Divine Vision to better represent the
• An upgraded Guidance cantrip granted from Tea Leaves. nature of foreseeing what is needed that day.
• Divine Inspiration upgraded from a resource consuming Cunning • Mavenhood of the Cutting Tongue changed to Burning Tongue
action to a limited increase to ability/saves and unique version of • Mavenhood of the Endless Dreams added
Cunning Action. • Added cartographer supplies to Maven of the Roaming Steps
• Updated 18th level class feature, now called Unstoppable.
• Added Inquisitor and Wayfarer subclasses. 4.5
• Changed cantrips/Tea Leaves to remove guidance from Tea Leaves
3.0 and to add it to the spell list. Increased number of cantrips known by
• Better defined and expanded Divine Inspiration. 1.
• Endure changed to use a Rite. • Magical Adaption removed. You may now only change cantrips by
• Subclass name changed from 'Practices' to 'Mavenhoods.' leveling up, in line with most other casters.
• Subclasses updated to add the feel of using magic to enhance one's • Changed useage of Destined Strike. It's now perfect, so I will never
body: Seer now Cunning Eye, Inquisitor now Cutting Tongue, change this again. Definitely.
Wayfarer now Roaming Heart. • Every 1st level bonus skill granted by a mavenhood has been
• Tiny tweaks to skills for subclasses. narrowed/decreased/changed to not be so powerful.
3.1-3.3 • Changed name of Mavenhood of Endless Dreams to Mavenhood of
Cantrips known across class decreased by 1 to better be in line with Collective Dreams.

other full casters. • Small updates for readability to Divine Vision, Cunning Eye's Fortune
No longer able to cast 6-9th level spells using Rites, in line with other Teller, Brightened Spirit's Blessed Warmth, Collective Dream's

casters who have additional spell casting mechanisms. Synchronicity and Coincidence, and Shifting Flesh's 3rd level abilities.
• No longer able to use spell slots to use Endure, just Rites. • Mavenhood of the Verdant Pollex added.
• Added Lurking Hand and Rotting Voice subclasses. 5.0
• Changed name of Roaming Heart subclass to Roaming Steps, My friend Shawn is helping! Woooohoooo!
changed 3rd level ability to be able to move unwilling creatures, not
just allies. • Cantrips increased by 1, in line with Cleric, because I plum forgot to
• Added regular methods of divination to each Mavenhood. do that a few versions ago.
• Reading the Weave ribbon added. • Tightened up wording and grammar of most core class features,
• Added version log, too meta? 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
3.4.0-3.4.1 reaction.
• Updated the Rites wording to be only usable for seeker spells. • Destined Strike can now be used if you have recently used a Rite.
• Added more higher level spells to the spell list. • Maven of the Cunning Eye split into two subclasses, the psionic and
• Added flavor and a ribbon for the 3rd level Cunning Eye. fortune-telling Maven of the Mystical Mind and the eyeball making
• Changed the 14th level Cutting Tongue feature Holy Hand, Divine Maven of the All-seeing Eye.
Voice to be simpler and synergize with Blessed Bond. • 1st level feature of Maven of the Lurking Hand buffed up a bit.
• Updated and increased uses of the 3rd level Roaming Steps feature • Changed Bitter Heart's Wild Hatred ability to allow for the lowest
Transporter. casting of the summon beast to be used without concentration once
4.0.0-4.0.1 per long rest.
• Updates to 1st, 10th, and 14th level abilities slightly improved.
• Added an additional effect to the 10th level Cunning Eye feature. • Numerous small updates and changes to Roaming Steps.
• Added the Mavenhood of the Brightened Spirit.
4.1 5.1 (F )
Changed the title of the 7th level seeker feature from 'Endure' to 'Ill • Changed the casting time of prepared spells that are cast using Rites

Omen' to normal casting time + 1 minute instead of + 10 minutes
4 new feats added! • 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,
4.2 instead of just psychic.
• Added Mavenhood of the Shifting Flesh. • Added the Mavenhood of the Last Breath.
• Design Decisions section added • Buffed 14th level Lurking Hand features.
• Mystical Mind's Intuition feature renamed "Eerie Intuition"
4.3 • Added a 3rd level feature, Last Words, to the Rotting Voice Maven.
• Art update! • Added links to pages on page 19 to supplemental information.
• 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.

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

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