Seeker - Final
Seeker - Final
Seeker - Final
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.
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.
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!
5
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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.
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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13
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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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14
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.
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.
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.