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==== Endless Pursuit ====
==== Endless Pursuit ====
''18th Level Seeker Feature''<br>
''18th Level Seeker Feature''<br>
Magic suffuses your every step. You cannot be [[Conditions#Slowed|Slowed]]. By spending 5 feet of movement, you can automatically escape being grappled.
Magic suffuses your every step. You cannot be [[Conditions#Slowed|Slowed]]. By spending 5ft of movement, you can automatically escape being Grappled.<br>
Additionally, if you pass beyond this mortal veil and die, you are brought back from death with 1 Hit Point. Once this happens, you must finish 1d8 Long Rests before you can do so again.
<br><br>


Additionally, if you pass beyond this mortal veil and die, your deity wills you back from death with 1 hit point; this can occur no more than once per week.
==== Divine Vision ====
 
''20th Level Seeker Feature''<br>
Divine Vision
You are able to forsee how best to serve your deity by choosing a blessing. At the end of a Long Rest, choose from one of the following blessings that remains until you finish another Long Rest:
When you reach 20th level, you are able to forsee how best to serve your deity by choosing a blessing. At the end of a long rest, choose from one of the blessings below. You carry this blessing until you finish your next long rest.
*'''Dragon's Brawn.''' You have Advantage on any Strength Checks and Saving Throws you make. You also cannot be knocked [[Conditions#Prone|Prone]] ness you choose to be, you cannot be disarmed and deal an additional 1d4 Damage on any Attack you make.
 
*'''Fey's Grace.''' You have Advantage on any Dexterity Checks and Saving Throws you make. Your Speed also increases by 10ft and you take no Damage from falling.
Dragon's Brawn: You have advantage on any three Strength ability checks or saves of your choice, cannot be knocked prone or disarmed, and add 2 damage to each melee or ranged attack.
*'''Elder One's Endurance.''' You have Advantage on all Constitution Checks and Saving Throws you make. You also gain 30 Temporary Hit Points.
 
*'''Lich's Cunning.''' You have Advantage on all Intelligence Checks and Saving Throws you make. You also gain Immunity to Psychic and Force Damage.
Fey's Grace: You have advantage on any three Dexterity ability checks or saves of your choice, gain 10 feet of movement speed, and do not take fall damage when falling from 100 feet or less as long as you aren't incapcitated.
*'''Angel's Insight.''' You have Advantage on all Wisdom Checks and Saving Throw you make. You also gain Truesight out to a Range of 60ft.
 
*'''Devil's Charm.''' You have Advantage on all Charisma Checks or Saving Throws you make. Also you ignore the Verbal and Somatic Components of your Seeker Spells.
Elder One's Endurance: You have advantage on any three Constitution ability checks or saves of your choice, and gain 30 temporary hit points.
<br>
 
Lich's Cunning: You have advantage on any three Intelligence ability checks or saves of your choice, and gain resistance to psychic damage.
 
Angel's Insight: You have advantage on any three Wisdom ability checks or saves of your choice, and you have Truesight out to 10 feet.
 
Devil's Charm: You have advantage on any three Charisma ability checks or saves of your choice, and can ignore the verbal and somatic components of a spell once when casting a spell.

Revision as of 21:23, 5 January 2023

Seeker

Under the cover of darkness, her picks dance through the lock in the blink of an eye with fingers deft from a prior enchantment. 'Only your light can snuff out the dark' were the words that brought her here, guided by her dreams. Recognizing and avoiding the pressure plate immediately behind the door was easier than she thought, infiltrating the manor was the hard part, but she did her best work in the shadows. Sorcery bars the last door between the woman and her prey; a quick word and a gesture and the heretic's barrier spell is ravaged. The burnt bones and stars had shown her his home. The words that guided her blade ringed clearly in her head as she crept towards the heretic's sleeping form. Her knife pulsed with energy, poised high above the false prophet, the spell of silence would handle her next problem.
A dream stirs the elf to waken, "a storm is coming and our quarry’s tracks will be lost" they announce as the hint of clouds begin to form in the east. The group grumbles as they begin to break camp, but know better than to question the visions of their elf companion.
Having built a barricade, the bloodied warrior catches their breath while the harried priest tends to the unconscious mage, the fourth adventurer, as battered as he is, pulls out his teapot. "Is this really the time for that?" the warrior says, a slight tremble to their voice. Lighting a fire, the seeker doesn't look up as he continues to rummage in his bag, "if you prefer to get out of this in one piece, then just keep them at bay, this brew will fix everything." The tea leaves glow with a brilliant green light as the water comes to a boil. A smirk comes across the seeker’s face "I just wish we could see the look on their faces"
To be a seeker is to be on a mission given out by a higher being. Maybe a highling appears in visions or the seeker is able to hear the whispers of a dar aberration, seekers follow a divine path. Although a seeker's mission varies, most commonly they are looking for someone, a person of importance to their cause such as a prophet, or muse. Unlike a paladin or cleric who may follow the tenets of a way of life and lead others in that region, a seeker is given guidance by the world. Through study of subtle signs and interpretation of omens and symbols that most would miss, a seeker's path is laid before them. The tasks that seekers are given may be devoid of how to complete them, thus a seeker must be adept at gathering intelligence. Seekers care not where their information comes from, whether guidance gifted by the divine, the knowledge still held by the dead, or simply by charming those that would otherwise hoard secrets; by any means will they uncover the path laid before them.
A seeker moves through the world with ease, adept at traveling quickly over the roughest of terrain. As such, a seeker needs to be an expert at infiltrating the toughest to reach places; they spring locks, recognize traps, and can work with the tools around them to get past the clockwork mechanisms common to this world. Not nearly to the level of an artificer's mastery over all things mechanical and crafted, but similar to their other skills, seekers use magic to make up for their lack in certain areas.
The skills a seeker possesses are minor compared to what they have trained for. A seeker uses their body as a vessel for empowering magics, allowing their spells to change how their own form functions. Because of this training, they more often rely not on talent, but instead on the use of magic to make up what is lacking. Continuing this line of thinking, seekers often rely on others to get through difficult situations, a wise seeker is aware that they cannot handle every situation thrown their way. Seekers should be able to work well with their fellow companions to accomplish the goals set before them by their patron, as such a seeker's spells lean towards improving their gifts and the group rather than blatantly destructive magics.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Spellcasting, Rites, Mavenhood 0
2nd +2 Premonition, Sixth Sense 300
3rd +2 Good Omen, Mavenhood Feature 1,000
4th +2 Ability Score Improvement 3,000
5th +3 - 6,000
6th +3 Destined Strike, Maven Expertise 10,000
7th +3 Ill Omen 20,000
8th +3 Ability Score Improvement 40,000
9th +4 - 60,000
10th +4 Holdfast, Mavenhood Feature 80,000
11th +4 - 100,000
12th +4 Ability Score Improvement 120,000
13th +5 - 140,000
14th +5 Mavenhood Feature 160,000
15th +5 - 180,000
16th +5 Ability Score Improvement 200,000
17th +6 - 225,000
18th +6 Endless Pursuit 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Divine Vision 350,000

Class Information

Hit Dice. 1d8 per Seeker Level
1st Level Hitpoints. 8 + your Constitution Modifier
Higher Level Hitpoints. 1d8 (or 5) + your Constitution Modifier per Seeker Level after 1st
Armor Proficiencies. Light Armor and Shields
Weapon Proficiencies. Simple Weapons, Hand Crossbows, Longbows, Longswords, Rapiers, and Sabers
Tool Proficiencies. Thieve's Tools
Saving Throw Proficiencies. Wisdom and Charisma.
Skill Proficiencies. Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment. A Simple or Martial Melee Weapon with which you are Proficient with, a Simple or Martial Weapon with which you are Proficient with, a set of Leather Armor, Thieve's Tools, an Equipment Pack, and a Trinket

Spellcasting

1st Level Seeker Feature
Spellcasting Ability. Intelligence
Spell Save DC. 8 + your Intelligence Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Intelligence Modifier + your Proficiency Bonus
Ritual Casting. You can cast any Prepared Spell as a Ritual if it has the Ritual tag.
Spellcasting Focus. A Holy Symbol or a Trinket
Spell Learning Method. Whenever you finish a Long Rest, you prepare a number of Spells equal to half your Seeker Level + your Intelligence Modifier from the Seeker Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.

Seeker Spell List
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2 - - - - - - - -
2nd 3 3 - - - - - - - -
3rd 3 4 2 - - - - - - -
4th 4 4 3 - - - - - - -
5th 4 4 3 2 - - - - - -
6th 4 4 3 3 - - - - - -
7th 4 4 3 3 1 - - - - -
8th 4 4 3 3 2 - - - - -
9th 4 4 3 3 3 1 - - - -
10th 5 4 3 3 3 2 - - - -
11th 5 4 3 3 3 2 1 - - -
12th 5 4 3 3 3 2 1 - - -
13th 5 4 3 3 3 2 1 1 - -
14th 5 4 3 3 3 2 1 1 - -
15th 5 4 3 3 3 2 1 1 1 -
16th 5 3 3 3 2 1 1 1 1 -
17th 5 3 3 3 2 1 1 1 1 1
18th 5 3 3 3 2 1 1 1 1 1
19th 5 3 3 3 2 1 1 1 1 1
20th 5 3 3 3 2 1 1 1 1 1


Rites

1st Level Seeker Feature
You know how to manipulate magic methodically and carefully. You have a number of Rites equal to your Seeker Level. You can use these Rites to cast Seeker Spells as a Ritual, but only adding 1 minute to the Casting Time instead of 10 minutes. You can cast the following Spells in this way:

  • A Prepared Seeker Spell of 5th Level or lower.
  • An Unprepared Seeker Spell of 5th Level or lower with the Ritual Tag.
  • An Unprepared Seeker Spell of 5th Level or lower with a Casting Time of at least 1 Minute.

When you cast a Spell using Rites, you can cast the Spell at higher Levels, and you spend 1 Rite if the Spell is cast at 1st or 2nd Level, 2 Rites if the Spell is cast at 3rd or 4th Level, and 3 Rites if the Spell is cast at 5th Level. At the end of a Long Rest, you regain all expended Rites.
While casting a Spell using Rites, you can continue the casting of the Spell as a Bonus Action rather than as an Action.

Mavenhood

1st, 3rd, 10th, and 14th Level Seeker Feature
You choose one of the Mavenhoods in the table below that relates to the way you best serve the Three and the skills you use to do so.

Premonition

2nd Level Seeker Feature
Your connection with the divine allows you brief clarity to evade detection or find what others might miss. You can take the Hide, Search, or Recall Action as a Bonus Action.

Sixth Sense

2nd Level Seeker Feature
When you cast a Spell using Rites, you enter a state of heightened awareness during the Casting of the Spell and the next minute. While in this state, you add a d4 to all Ability Checks and Saving Throws you make.

Good Omen

3rd Level Seeker Feature
You may guide others by studying subtle signs in the Weave. While you are in the state of heightened awareness caused by your Sixth Sense feature, when a creature that can see or hear you fails an Ability Check or Saving Throw, you can use your Reaction to speak a special fortune of Good Omen to that creature, causing it to reroll the Check or Save.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Seeker Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Destined Strike

6th Level Seeker Feature
When using your seeker powers, you feel as if your hand is guided to better defeat your foes. While in your state of heightened awareness caused by your Sixth Sense feature, after you use your Action to cast a Cantrip, you can either roll one of the Cantrips Damage Dice adding it to the Damage of the Cantrip, or make a single Weapon Attack as a Free Action.

Ill Omen

7th Level Seeker Feature
Your foretelling of harm lets you reduce your injuries. When an Attacker that you can see hits you with an Attack, you can use your Reaction to spend one Rite to halve the Attack's damage against you.

Hold Fast

10th Level Seeker Feature
You've trained your body to withstand certain effects. When an effect would force you to make a Constitution Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.

Endless Pursuit

18th Level Seeker Feature
Magic suffuses your every step. You cannot be Slowed. By spending 5ft of movement, you can automatically escape being Grappled.
Additionally, if you pass beyond this mortal veil and die, you are brought back from death with 1 Hit Point. Once this happens, you must finish 1d8 Long Rests before you can do so again.

Divine Vision

20th Level Seeker Feature
You are able to forsee how best to serve your deity by choosing a blessing. At the end of a Long Rest, choose from one of the following blessings that remains until you finish another Long Rest:

  • Dragon's Brawn. You have Advantage on any Strength Checks and Saving Throws you make. You also cannot be knocked Prone ness you choose to be, you cannot be disarmed and deal an additional 1d4 Damage on any Attack you make.
  • Fey's Grace. You have Advantage on any Dexterity Checks and Saving Throws you make. Your Speed also increases by 10ft and you take no Damage from falling.
  • Elder One's Endurance. You have Advantage on all Constitution Checks and Saving Throws you make. You also gain 30 Temporary Hit Points.
  • Lich's Cunning. You have Advantage on all Intelligence Checks and Saving Throws you make. You also gain Immunity to Psychic and Force Damage.
  • Angel's Insight. You have Advantage on all Wisdom Checks and Saving Throw you make. You also gain Truesight out to a Range of 60ft.
  • Devil's Charm. You have Advantage on all Charisma Checks or Saving Throws you make. Also you ignore the Verbal and Somatic Components of your Seeker Spells.