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 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 (increase to 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. Constitution and Intelligence.
Skill Proficiencies. Choose two from Acrobatics, Arcana, Deception, History, Investigation, Religion, Perception, Persuasion, Sleight of Hand, Stealth, and Survival
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

Seeker Features Summarized
Feature Level Quick Explanation
Spellcasting 1st You gain Spellcasting that uses Intelligence and Preparing Spells
Rites 1st You get Rites which you can use to switch Prepared Spells and cast Spells quicker or for free but with delayed effect
Mavenhood 1st You choose your subclass, and gain features at 1st, 3rd, 10th, and 14th Level
Premonition 2nd You can take the Hide, Help, or Search Action as a Bonus Action
Sixth Sense 2nd You can spend a Rite to add a d6 to any Ability Check or Saving Throw you make for 1 Minute
Good Omen 3rd You can spend a Rite to have an ally reroll an Ability Check or Saving Throw
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Destined Strike 6th When you cast a Cantrip, if you have recently spent a Rite, you can deal more Damage or make an Attack
Ill Omen 7th You can spend a Rite to half the Damage of a nearby Attack
Holdfast 10th You take less Damage from Intelligence, Wisdom, and Charisma Saving Throw against Damage
Endless Pursuit 18th Its harder to slow your movement and if you die, you come back to life with 1 Hit Point
Divine Vision 20th You can gain one of six benefits and can swap which one you gain when you spend a Rite or finish a Long Rest

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. These Rites fuel several of your Seeker features. At the end of a Long Rest, you regain all expended Rites. You also gain the following ways to spend your Rites:

  • You can spend 1 Rite as a Bonus Action to choose one of your Prepared Spells and replace it with another Spell you could have Prepared instead.
  • You can spend 1 Rite as a Bonus Action to cast a Prepared Seeker Spell with a Casting Time of 1 Action. When you cast the Spell in this way, the Spell only takes affect at the start of your next turn.
  • You can spend up to 5 Rites as an Action to cast a Prepared Seeker Spell with a Casting Time of 1 Action without expending a Spell Slot. You cast the Spell at a Level equal to the number of Rites spent. When you cast the Spell in this way, it only takes affect at the start of your next turn.
  • You can spend up to 5 Rites as a Bonus Action to cast a Prepared Seeker Spell with a Casting Time of 1 Bonus Action without expending a Spell Slot. You cast the Spell at a Level equal to the number of Rites spent. When you cast the Spell in this way, it only takes affect at the start of your next turn.


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, yourself, and the skills you use to do so.

Mavenhoods
Mavenhood Complexity (1-5) Description
Maven of the All Seeing Eye 1 You use divination magic and greater sight to gain greater insight into the world around you.
Maven of the Bitter Heart 3 You use primal magic and the summoning of allies to gain greater power of the worl around you.
Maven of the Brightened Spirit 2 You use divine magic and the power of healing to provide greater protection to the allies around you.
Maven of the Burning Tongue 2 You use questioning magic and fiery strength to deal out destruction and gain information about the foes around you.
Maven of the Collective Dream 3 You use enchantment magic and sleeping commands to neutralize and protect the foes and allies around you
Maven of the Lurking Hand 2 You use weapon magic and illusory spells to protect yourself and eliminate the foes that would threaten you or your allies.
Maven of the Verdant Pollex 3 You use natural magic and primal power to attune yourself to the earth around you.


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 Help, Hide, or Search Action as a Bonus Action.

Sixth Sense

2nd Level Seeker Feature
As a Bonus Action, you can spend 1 Rite and enter a state of heightened awareness. while in this state, you add a d6 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. when a willing creature that can see or hear you fails an Ability Check or Saving Throw, you can use your Reaction and spend 1 Rite to speak a special fortune of Good Omen to that creature, causing it to reroll the Check or Save.

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. When you cast a Cantrip, if you have spent a Rite within the last minute, 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 a creature within 30ft of you hits on an Attack, you can use a Reaction and spend a Rite to halve the Attack's Damage.

Hold Fast

10th Level Seeker Feature
You've trained your body to withstand certain effects. When an effect would force you to make an Intelligence, Wisdom, or Charisma 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. Choose from one of the following blessings to benefit from:

  • Dragon's Brawn. You have Advantage on any Strength Checks and Saving Throws you make. You also cannot be knocked Prone unless 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.

Whenever you spend a Rite or finish a Long Rest, you can choose to begin benefiting from a different blessing. When you do so, you stop gaining the benefits from the previous blessing.

Mavenhoods

Maven of the All Seeing Eye

All Seeing Eye seekers see the world for how it truly is, beyond what most can visualize. Common among this Mavenhood are strange, discomforting eyes which they use to visualize auras, look into crystal balls, and see patterns in burned incense to tell fortunes and read omens.

All Seeing Eye Features
Feature Level Quick Explanation
Maven Spells 1st You gain free bonus Spells and a Cantrip
Third Eye 1st You're better at finding hidden traps and doors, you gain Proficiency, and later Expertise in Investigation and Perception
Sight for Sore Eyes 3rd You can end the Blinded Conditions on a creature
Wandering Eye 3rd You can place an eye on the other side of a wall to see through
Second Sight 10th You can gain one of three extra senses that can change at the end of a Long Rest
Sight Beyond Sight 14th You gain Truesight and seeing through sensors made by magic also have this Truesight
Cold Reading 14th You can see the state of a creature as well as some information about it


Maven Spells

1st Level Maven of the All Seeing Eye Feature
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don't count against your number of Prepared Spells.

Maven Spells
Seeker Level Spells
Cantrip Guidance
1st Detect Magic, Faerie Fire, Guiding Bolt
3rd Augury, Darkvision, See Invisibility
5th Blink, Clairvoyance, Remove Curse
7th Arcane Eye, Divination, Locate Creature
9th Commune, Scrying, Legend Lore


Third Eye

1st Level Maven of the All Seeing Eye Feature
You have Advantage on Ability Checks made to find hidden traps and doors.
Additionally, you gain Proficiency in Investigation and Perception.
When you reach 6th Level in this class, you gain Expertise in Perception and Investigation.

Sight for Sore Eyes

3rd Level Maven of the All Seeing Eye Feature
As an Action, you can touch a willing creature that is Blinded, and end that Condition.

Wandering Eye

3rd Level Maven of the All Seeing Eye Feature
By either spending 1 minute focusing or as an Action while casting a Spell using Rites, you place a hand on an object or surface and create a single eye on the other side of the object or surface. When you create this eye, and as an Action on subsequent turns, you can see through the eye, but while you do this you are Blinded and Deafened to your own senses. The eye can only see creatures and objects within 30ft of it.
Certain materials are more difficult to create an through than others, this eye is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.

Second Sight

10th Level Maven of the All Seeing Eye Feature
You have Advantage on all Ability Checks you make that rely on sight.
Additionally, at the end of a Long Rest, you can heighten your powers of perception. When you do, choose one of the following benefits, which lasts until you finish your next Long Rest:

  • Tremorsense. You gain Tremorsense out to a Range of 60ft.
  • Truesight. You gain Truesight out to a Range of 15ft.
  • Devil's Sight. You can see normally in mundane and magical Darkness and Dim Light out to a Range of 30ft.


Sight Beyond Sight

14th Level Maven of the All Seeing Eye Feature
You gain Truesight out to 60ft. When you cast Divination Spells that allow you to see other places, or other similar effects, such as the Scrying or Clairvoyance Spells, or your Wandering Eye feature, your sensor has this Truesight, as well.

Cold Reading

14th Level Maven of the All Seeing Eye Feature
As a Bonus Action, you can visualize a creature's aura, determining its general state of health: Healthy (at Maximum Hit Points), Harmed (below Maximum Hit Points), Bloodied (below 50% Maximum Hit Points), Critical (below 10% Maximum Hit Points) At Death's Door (at 1 Hit Point). When you visualize a creature's aura in this way, you also learn one piece of information that the DM chooses, some examples of which are:

  • If the target is cursed and the nature of that curse.
  • Which of the target's Ability Scores and Saving Throw Bonus is higher and which is lowest.
  • The highest Level Spell Slot available to the target.
  • A fear, secret, or major motivation that creature has.
  • If the target would be friendly, hostile, or neutral to you if you greeted them in a common fashion.

You can visualize a creature's aura in this way a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest, and you can only target a creature with this feature once, before needing to take a Long Rest to target it again.


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 chittering.

Bitter Heart Features
Feature Level Quick Explanation
Maven Spells 1st You gain free bonus Spells and a Cantrip
Heartbeats 1st You get Proficiency, and later Expertise, in Animal Handling and two other Skills of your choice
Spite 3rd When you see a creature deal Damage, you can curse it, making you better against it, and an additional curse of your choice
Wild Hatred 3rd You can cast the Summon Beast Spell close to a creatures cursed with your Spite feature for free
Coven 10th When you cast a Spell, an ally can use a Reaction to cast it instead, and you can spend Rites and Hit Dice to cast the Awaken Spell
Hag's Hold 14th You can cast a summoning Spell at 6th Level once per Long Rest for free, and you're better at Attacking a creature cursed by Spite


Maven Spells

1st Level Maven of the Bitter Heart Feature
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don't count against your number of Prepared Spells.

Maven Spells
Seeker Level Spells
Cantrip Sapping Sting
1st Animal Friendship, Find Familiar, Hex
3rd Beast Sense, Blindness/Deafness, Locate Animals or Plants
5th Alone, Bestow Curse, Speak with Animals
7th Charm Monster, Phantasmal Killer, Shadow of Moil
9th Commune with Nature, Contagion, Insect Plague


Heartbeats

1st Level Maven of the Bitter Heart Feature
You gain Proficiency in Animal Handling and two of the following Skills of your choice: Arcana, Medicine, or Nature.
When you reach 6th Level in this class, you gain Expertise in Animal Handling and the Skills you chose.

Spite

3rd Level Maven of the Bitter Heart Feature
Woe to those that harm you or yours. When a creature that you can see deals Damage to another creature, you can use your Reaction to place a curse on the creature that dealt the Damage.
For the next minute, you know that creature's exact location and the rolls from your Sixth Sense feature are doubled when you are making a contested Ability Check against the cursed creature, or an Ability Check or Saving Throw imposed by the cursed creature.
Once you use this Reaction, you can't use it again until you finish a Long Rest, unless you spend a Rite to use it again.
Additionally, choose one of the following curses to impart on the target of this feature while the duration of the curse is active:

  • Bewilder. The first Attack the target makes on a turn has Disadvantage.
  • Bleed. The next time the target takes Damage, it takes additional Necrotic Damage equal to twice your Intelligence Modifier.
  • Rust. The target loses all of its Damage Immunities, treating them instead as Damage Resistances.


Wild Hatred

3rd Level Maven of the Bitter Heart Feature
Nature hears your call when you have been wronged. While a creature is cursed by your Spite feature, you can cast the Summon Beast Spell as an Action without expending a Spell Slot or Material Components. When you cast the Spell in this way, the Spell does not require Concentration, and the Beast is summoned in an unoccupied space within 30ft of the cursed target.
Additionally, when you cast the Spell in this way, you can choose to cast it at a higher Level. If you do, you must expend a Spell Slot of the Level the Spell was cast at.
You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Coven

10th Level Maven of the Bitter Heart Feature
Trust is built through actions, there is great power in being bound to others. As an Action, you can choose a willing creature and bond to it. this bond lasts until that creature finishes a Long Rest. Whenever you cast a Spell, you can choose a creature that you have bonded to. When you do, that creature can use its Reaction to cast the Spell instead. When the creature does this, you expend the Spell Slot required to cast the Spell, but the Spell is cast from that creatures space as if that creature had cast the Spell. If the Spell requires Concentration, that creature Concentrates on the Spell. Additionally, that creature uses your Spellcasting Ability, Spell Attack Bonus, Spellcasting Ability Modifier, and Spell Save Dc for this Spell.
Additionally, You can spend At the end of this ritual, you spend 10 Rites, 10 Hit Dice, and 10 hours performing a ritual. At the end of this Ritual, you immediately cast the Awaken Spell without requiring Components or expending a Spell Slot.

Hag's Hold

14th Level Maven of the Bitter Heart Feature
You may call upon more unusual friends. You can cast any Spell with the word "Summon" in its name at 6th Level as an Action. Once you do so, you can't do so again until you finish a Long Rest.
Additionally, when you would make an Attack against a creature under the effects of a curse you have placed on it, such as the Hex Spell or your Spite feature, you can spend 2 Rites to gain Advantage on that Attack. You can also spend 2 Rites to deal double the Damage of the Attack.


Maven of the Brightened Spirit

Bringers of hope and renewal, the Mavens of the Brightened Spirit help lighten the darkest of times. Although all seekers tend towards darkness to hide their movements, Seekers that follow this Mavenhood focus on supporting the group. In this Mavenhood, many seekers gain their power and divine the future through seeing visions in a burning fire or by attaining a meditative state through energetic activities such as repetitive dances or deep breathing.

Brightened Spirit Features
Feature Level Quick Explanation
Maven Spells 1st You gain free bonus Spells and a Cantrip
Fervor 1st You gain Proficiency with Medium Armor, you also gain Proficiency, and later Expertise, with Medicine and Religion
Spirit of the Holy Light 3rd Whenever you cast the Healing Spirit Spell, it's significantly improved
Blind Faith 3rd When you roll a 1 on a d6 given by your Sixth Sense feature, you reroll it and can try Blind nearby foes
Blessed Warmth 10th You can buff an ally at the end of a Long Rest at resisting Conditions, you also learn the Dancing Lights Cantrip, and can end the Spell and spend Rites once per Long Rest to cast either the Mass Cure Wounds or the Destructive Wave Spell centered on one of the Lights
Gift of the Martyr 14th You can spend Hit Dice to heal better, and you can spend Rites to cast the Heal or the Sunbeam Spell


Maven Spells

1st Level Maven of the Brightened Spirit Feature
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don't count against your number of Prepared Spells.

Maven Spells
Seeker Level Spells
Cantrip Burning Radiance
1st Bless, Ceremony, Healing Word
3rd Aid, Calm Emotions, Healing Spirit
5th Daylight, Mass Healing Word, Revivify
7th Aura of Life, Guardian of Faith, Life Spring
9th Dawn, Greater Restoration, Hallow


Fervor

1st Level Maven of the Brightened Spirit Feature
You gain Proficiency with Medium Armor.
Also you gain Proficiency in Medicine and Religion
When you reach 6th Level in this class, you gain Expertise in Medicine and Religion.

Spirit of Holy Light

3rd Level Maven of the Brightened Spirit Feature
You are blessed with a beneficent spirit. When you cast the Healing Spirit Spell, it gains the following benefits:

  • The spirit takes on your likeness.
  • This Spell doesn't require Concentration.
  • When you restore Hit Points to a creature, choose one Skill and one Saving Throw, that creature has Advantage on that Skill and Saving Throw until you restore Hit Points with the Spell again.
  • Creatures of your choice within 10ft of the Spirit do not gain the benefits Advantage on Attacks or Ability Checks.


Blind Faith

3rd Level Maven of the Brightened Spirit Feature
Whenever you roll a 1 on a d6 granted by your Sixth Sense feature, you reroll that die and must use the new roll. When you do so, you a burst of light choosing any number of creatures within 10ft of you. These creatures make a Constitution Saving Throw against your Spell Save DC. On failed Save, a creature is Blinded until the end of your next turn.

Blessed Warmth

10th Level Maven of the Brightened Spirit Feature
You begin to bless your allies with a blessed radiance. When you finish a Long Rest, choose one creature you can see. That creature gains Advantage on Saving Throw against being Blinded, Deafness, Poisoned, and Frightened.
Additionally, you learn the Dancing Lights Cantrip, which counts as a Seeker Spell for you and does not count against your number of Cantrips Known. While Concentrating on the Dancing Lights Cantrips, you can spend 2 Rites as an Action to lose Concentration on the Spell and then cast either the Mass Cure Wounds or Destructive Wave Spell (your choice) center on any point that one of lights produced by the Dancing Lights Cantrip was located without expending a Spell Slot.
Once you use this Action, you can't do so again until you finish a Long Rest.

Gift of the Martyr

14th Level Maven of the Brightened Spirit Feature
When you restore Hit Points to a creature, you can expend a number of Hit Dice up to your Intelligence Modifier. When you do so, you restore additional Hit Points equal to 5 x the number of Hit Dice spent.
Additionally, you can use an Action to spend 3 Rites and cast the Heal or Sunbeam Spell (your choice) without Material Components.
Once you use this Action, you can't do so again until you finish a Long Rest.


Maven of the Burning Tongue

By asking the right questions, you can get to higher truths. By taking this Mavenhood, your questions carry more weight. Studying animal entrails and reading fire or ashes all lend themselves to omen reading for this Mavenhood.

Burning Tongue Features
Feature Level Quick Explanation
Maven Spells 1st You gain free bonus Spells and a Cantrip
Combat Training 1st You get Proficiency with Martial Weapons and Medium Armor, and you also gain Proficiency, and later Expertise, with Athletics
Blessed Bond 3rd You can try to bond with a creature, allowing you to track it really well and protect it from dying
Know Thy Enemy 10th You can make a target better at resisting a specific Creature Type
Holy Hand, Divine Voice 14th You can choose a Damage Type that you're really good at dealing, and you can change it at the end of a Long Rest


Maven Spells

1st Level Maven of the Burning Tongue Feature
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don't count against your number of Prepared Spells.

Maven Spells
Seeker Level Spells
Cantrip Word of Radiance
1st Command, Hex, Searing Smite
3rd Flame Blade, Silence, Zone of Truth
5th Speak with Dead, Speak with Plants, Tongues
7th Compulsion, Destructive Resonance, Locate Creature
9th Babble, Dominate Person, Holy Weapon


Combat Training

1st Level Maven of the Burning Tongue Feature
You gain Proficiency with Athletics, Martial Weapons and Medium Armor.
When you reach 6th Level in this class, you gain Expertise with Athletics.

Blessed Bond

3rd Level Maven of the Burning Tongue Feature
You become adept at finding the truths within the lies and seeing what makes your enemies tic. As a Bonus Action, you can magically mark a creature with an Intelligence Score of 4 or higher, that you can see within 60ft of you, gaining insight into its mind. The target makes a Wisdom Saving throw against your Spell Save DC, a creature can choose to fail this Save, you know whether or not the target succeeded or failed the Save, and the target is unaware of this magic. On a failed Save, for the next 10 Minutes, you gain the following benefits:

  • You know what the target would share with an acquaintance.
  • You know the targets exact location if it is on the same plane of existence as you.
  • If the target travels to a different plane of existence, you know which plane of existence the target is on.
  • You have Advantage on Wisdom (Insight) Checks against the target.

Once during this Duration, if the target is reduced to 0 Hit Points, you can use your Reaction protect that creature. When you do so, the target is reduced to 1 Hit Point instead, but it Paralyzed until the end of your next turn. After using this Reaction, you have Advantage on Charisma Checks made while interacting with that creature until it finishes a Long Rest.
You can use this Bonus Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.

Know Thy Enemy

10th Level Maven of the Burning Tongue Feature
You can prepare a target for how best to deal with a type of foe. You can spend a Rite as an Action to touch one creature and choose a single Creature Type (Aberrations, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Highlings, Monstrosities, Oozes, Plants, or Undead). Any Attack against the target made by the chosen Creature Type has Disadvantage. The target also can't be Charmed, Frightened, or Possessed by creatures of the chosen Type and has Advantage on any Saving Throw made to end one of these Conditions or effect.
This benefit ends after 1 Minute or if you use this Action again.

Holy Hand, Divine Voice

14th Level Maven of the Burning Tongue Feature
You become an instrument of the divine, which you carry through your hands. At the end of a Long Rest, choose one of the following Damage Types: Cold, Fire, Lightning, Necrotic, Poison, or Radiant. When you deal this Damage Type, you add your Intelligence Modifier to one Roll of that Damage. Whenever you make Weapon Attack against a creature marked by your Blessed Bond feature, you can change the Damage dealt by that Weapon to the chosen Damage Type.
Additionally, you Learn the Friends Cantrip, which counts as a Seeker Spell for you and does not count against your number of Cantrips Known. When the Spell ends, the targets do not realize they have been affected by magic.


Maven of the Collective Dream

Dreams are gateways to other worlds and futures, seekers that follow this path know that and use their abilities to see other realities and lead others to their destinies. Seekers of this Mavenhood dream the future and interpret the dreams of others with great ease.

Collective Dream Features
Feature Level Quick Explanation
Maven Spells 1st You gain free bonus Spells and a Cantrip
Visions from Beyond 1st You don't need to sleep and Long Rest in a waking but motionless state, you also gain Proficiency, and later Expertise with Arcana and Insight
Prophetic Dreams 3rd You and allies your Long Rest with can roll a d20, any creature with this d20 can use its result for one Attack Roll, Ability Check, or Saving Throw it makes
Sweet Repose 3rd When you cast the Sleep Spell, its improved, and you can spend Rites to augment it
Lucid Dreamer 10th You can spend Rites to Concentrate on two effects, you make separate Concentration Saving Throws for both effects
Sleep Tight 10th You can cast the Tiny Hut Spell as an Action and creatures in the dome are under the effects of the Nondetection Spell an don't have nightmares
Synchronicity and Coincidence 14th You can prepare Spells form any Spell Slot, and you can Prepare Cantrips, also when you cast a Divination Spell, you have a chance of increasing the Spell Save DC of the next Spell you cast


Maven Spells

1st Level Maven of the Collective Dream Feature
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don't count against your number of Prepared Spells.

Maven Spells
Seeker Level Spells
Cantrip Shooting Star
1st Command, Hex, Searing Smite
3rd Flame Blade, Silence, Zone of Truth
5th Speak with Dead, Speak with Plants, Tongues
7th Compulsion, Destructive Resonance, Locate Creature
9th Babble, Dominate Person, Holy Weapon


Visions from Beyond

1st Level Maven of the Collective Dream Feature
You no longer need sleep and cannot be put to sleep. Additionally, whenever you take a Long Rest, you must spend at least 75% of the time in a motionless, dreaming state. In this state, you appear asleep, but you are not Unconscious, and can see and hear as normal. Also, whenever you finish a Long Rest, you gain Proficiency in a Skill of your choice until the end of your next Long Rest.
When you reach 6th Level in this class, whenever you finish a Long Rest, you gain Expertise in a Skill fo your choice until the end of your next Long Rest.

Prophetic Dreams

3rd Level Maven of the Collective Dream Feature
Your dreams become prophetic and seep into those around you. When you finish a Long Rest, choose a number of creatures that took that Long Rest with you up to half your Seeker Level. All chosen creatures roll a d20. Before making an Attack Roll, Ability Check, or Saving throw, a creature can replace that roll with the result on the d20 it rolled. After a creature replaces a roll with it, or after a Long Rest, a creature loses this prophetic roll.

Sweet Repose

3rd Level Maven of the Collective Dream Feature
Bringing others to the dream world is part of your craft. When you cast the Sleep Spell, you roll d12s instead of d8s. Any creature that is not woken early from the magical slumber produced by a Sleep Spell you cast views you and a number of creatures you choose up to your Intelligence Modifier neutrally if it was previously hostile.
You can also cast 1 Rite when casting the Sleep Spell to cause the Spell to target one specific creature, or to change the Duration of the Spell to any amount of time from 1 Round to 10 Minutes. You can spend up to 2 Rites in this way in order to target a single creature and change the Spell's Duration.

Lucid Dreamer

10th Level Maven of the Collective Dream Feature
Your dreams seep into the waking world, allowing you to split your mind into two, your dreaming mind and your waking mind. You can spend 2 Rites while Concentrating on a Divination Spell to Concentrate on that Spell with your dreaming mind, allowing you to Concentrate on another effect. Whenever you would make a Saving Throw to maintain Concentration, you make a Saving Throw for both the effects you are Concentrating on separately.

Sleep Tight

10th Level Maven of the Collective Dream Feature
You can spend 3 Rites to cast the Tiny Hut Spell as an Action without expending a Spell Slot or Material Components. Creatures in the dome created by the Spell when cast in this way, are under the effects of the Nondetection Spell and do not have nightmares.
Once you cast the Tiny Hut Spell in this way once, before needing to finish a Long Rest before doing so again.

Synchronicity and Coincidence

14th Level Maven of the Collective Dream Feature
You truly see how your dreams line up with your waking life, you change your ways to better fit what the future holds. You no longer Prepare Spells from the Seeker Spell List, instead, you Prepare Spells from Any Class's Spell List. You can also prepare Cantrips when you Prepare Spells in this way. Spells Prepared in this way count as Seeker Spells for you.
Additionally, the magic from some of your Spells carries forward to help other's magic. When you cast a Divination Spell of 1st Level or higher, you can roll a d6. If the result is equal to or less than your Proficiency Bonus, the Spell Save DC of the next Spell you cast increases by an amount equal to the result of the d6.
You can roll this d6 a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


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.

Lurking Hand Features
Feature Level Quick Explanation
Maven Spells 1st You gain free bonus Spells and a Cantrip
Silence 1st You can reroll bad Stealth Checks, and you gain Proficiency, and later Expertise, with Sleight of Hand and Stealth
Hard Lurker 3rd When you take the Hide Action, you can become Invisible
Quickened Hand 10th When you cast a Concentration Spell as a Bonus Action, you can instead cast it with a Reaction and only using Somatic Components
Strike from Shadows 14th You deal more Damage with Smite and Strike Spells
Vanish 14th You gain the Invisibility Spell, and can cast it using Rites as a Bonus Action, and you also gain the Arcane Hand Spell


Maven Spells

1st Level Maven of the Lurking Hand Feature
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don't count against your number of Prepared Spells.

Maven Spells
Seeker Level Spells
Cantrip Hush
1st Cloak of Secrets, Fog Cloud, Wrathful Smite
3rd Branding Smite, Pass Without Trace, Silence
5th Barrow Haze, Blinding Smite, Nondetection
7th Freedom of Movement, Greater Invisibility, Staggering Smite
9th Banashing Smite, Holy Weapon, Passwall


Silence

1st Level Maven of the Lurking Hand Feature
Whenever you or a willing creature you can see rolls a 1 on a Dexterity (Stealth) Check, you can use your Reaction to reroll the Ability Check.
Additionally, you gain Proficiency in Sleight of Hand and Stealth. When you reach 6th Level in this class, you gain Expertise in Sleight of Hand and Stealth.

Hard Lurker

3rd Level Maven of the Lurking Hand Feature
Your premonitions help you move quicker in danger. You add your Proficiency Bonus to your Initiative Rolls.
Additionally, you can gain a blessing of invisibility briefly. Whenever you take the Hide Action, you can choose to become Invisible until the start of your next turn, you cast cast a Spell, or you make an Attack. While you are Invisible, you are also Slowed. Alternatively, you can spend 1 Right when you become Invisible in this way to not become Slowed. You can become Invisible in this way a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.

Quickened Hand

10th Level Maven of the Lurking Hand Feature
Magic comes even quicker to your fingertips. When you cast a Concentration Spell without expended Material Components as a Bonus Action, you can instead cast the Spell as a Reaction. When you do so, the Spell no longer requires Verbal or Material Components, and if it did not have Somatic Components, it gains a Somatic Component.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Strike from Shadows

14th Level Maven of the Lurking Hand Feature
You are a divine weapon, the harm you carry out is even greater and more glorious. When an Attack you make ends a Concentration Spell that deals Damage, such as the Wrathful Smite or Ensnaring Strike Spells, your Crit Range on the Attack increases by 2, and you roll the Weapon's Damage Die an additional time, adding it to the Damage.

Vanish

14th Level Maven of the Lurking Hand Feature
You learn the Invisibility and Arcane Hand Spells, you always have them Prepared, they count as Seeker Spells for you, and they don't count against your Prepared Spells. You can also spend 1 Rite to cast the Invisibility Spell at 2nd Level as a Bonus Action without expending a Spell Slot.


Maven of the Verdant Pollex

Through an ancient ritual, seekers that choose this mavenhood are entwined with a plant that represents a blessing. As the seeker's power grows, so too does this plant which offers protection and guidance. Plants sense much and remember what would otherwise be lost to time, they share this knowledge easily with these seekers. Mavens of the Verdant Pollex listen to the subtle signs of the surrounding flora to see glimpses of what is to come.

Verdant Pollex Features
Feature Level Quick Explanation
Maven Spells 1st You gain free bonus Spells and a Cantrip
Growing Roots 1st You get photosynthesis and get Proficiency, and later Expertise, in History and Nature
The Land Sees 3rd You get Tremorsense and can spend Rites to increase the Range of the Tremorsense
The Earth Remembers 3rd You can spend a Rite and perform a ritual to learn information about the surrounding area
Old Growth 10th You have Advantage on Intelligence (History) and (Nature) Checks
Regrowth 10th You can use an Action and spend a Rite to create a healing poultice
Bountiful Harvest 14th Your The Earth Remembers feature improves and you can choose a Spell at the end of a Long Rest which you learn and can cast once for free


Maven Spells

1st Level Maven of the Verdant Pollex Feature
You gain Maven Spells at the Seeker Levels listed in the Maven Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Maven Spells for you, and they don't count against your number of Prepared Spells.

Maven Spells
Seeker Level Spells
Cantrip Venomous Spines
1st Entangle, Goodberry, Ray of Sickness
3rd Barkskin, Locate Animals or Plants, Protection from Poison
5th Daylight, Plant Growth, Speak with Plants
7th Death Ward, Grasping Vine, Stockade Sprouts
9th Commune with Nature, Tree Stride, Wrath of Nature


Growing Roots

1st Level Maven of the Verdant Pollex Feature
Your body is somehow integrated with a plant of your choosing, allowing you to absorb light as a source of food. If you spend at least a total of 1 Hour in direct sunlight, you gain all the nutrients you require until the next sunrise.
You also gain Proficiency in History and Nature. When you reach 6th Level in this class, you gain Expertise in History and Nature.

The Land Sees

3rd Level Maven of the Verdant Pollex Feature
You begin gaining the awareness of a plant, the finely tuned senses that listen to the ground. You gain Tremorsense out to a Range of 10ft, and you can spend 1 Rite as a Bonus Action to increase this to 30ft.

The Earth Remembers

3rd Level Maven of the Verdant Pollex Feature
While in an area with abundant vegetation, such as a forest, park, or kelp beds, you can spend 1 Minute and 1 Rite to perform a ritual. When you do, you place your hands on the ground, letting them slowly root down, listening closely to the subtle words of the plants, learning the answer to one fo the following questions or another at DM discretion:

  • Is there danger if I continue down the path I am traveling?
  • Where is the closest area of shelter?
  • What type of creature most recently tread on this ground and what direction was it heading?
  • What is the most powerful creature of a certain alignment in the immediate area?

The answer given pertains only to a radius around you within a number of miles equal to your Intelligence Modifier.

Old Growth

10th Level Maven of the Verdant Pollex Feature
You hear the whispers of the flora that surrounds you. You have Advantage on Intelligence (History) and (Nature) Checks.

Regrowth

10th Level Maven of the Verdant Pollex Feature
As an Action, you can spend 1 Rite to produce a healing poultice as if it were created by healing herbs and plants. As an Action, a creature holding the poultice can use an Action to apply it to another creature within Reach. When this is done, the creature applying the poultice chooses one of the following:

  • You end one Poison or Disease affected the target.
  • You heal the target a number of Hit Points Intelligence Modifier + the Proficiency Bonus of the Seeker that created this poultice.

You can also use this feature while holding some other form of herbal medicine, such as Mendroot, or a Ranger's Healing Salves, when that medicine is applied, it also gains the benefits of this feature.

Bountiful Harvest

14th Level Maven of the Verdant Pollex Feature
Your connection with vegetation is unparalleled. When you use your The Earth Remembers feature, you choose two questions to gain answers to.
Additionally, At the end of each Long Rest, choose one of the following Spells: Bones of the Earth, Druid Grove, Find the Path, Heroes' Feast, Transport Via Plants, or Wall of Thorns. Until the end of your next Long Rest, you Learn the chosen Spell, it counts as a Seeker Spell for you, it is always Prepared, it doesn't count against your Prepared Spells, and it doesn't require Material Components. If you spend 1 Hour with your feet planted to the ground while you are in direct sunlight, before the end of your next Long Rest, you can cast the chosen Spell as an Action without expending a Spell Slot or requiring Material Components. Once you cast the Spell in this way, you must finish a Long Rest before you can do so again.