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.
Level | Proficiency Bonus | Features | Experience Points |
---|---|---|---|
1st | +2 | Spellcasting, Rites, Mavenhood, Tea Leaves | 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.
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.
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 Starting at 2nd Level, your connection with the divine allows you brief clarity to evade detection or find what others might miss. As a bonus action, you can use the Hide or Search action.
Sixth Sense Also at 2nd level, you may enter a state heightened awareness by using a Rite (no action required). You may add a d4 to all ability checks and saving throws until the end of your next turn but cannot be applied to a roll that has already been failed.
Good Omen You may guide others by studying subtle signs in the Weave. At 3rd level, when you use at least one Rite to cast a spell, you may use your reaction to tell a creature who can see and hear you a special fortune, giving them a Good Omen. After rolling an ability check or saving throw but before knowing if it succeeds or fails, the creature with the Good Omen may use it to reroll and must use that new roll. Only one creature may have your Good Omen and you may not give out another until after you have finished a short rest.