Seeker: Difference between revisions

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*An Unprepared Seeker Spell of 5th Level or lower with the Ritual Tag.
*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.
*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.<br>
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.<br>
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.
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Premonition
==== 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.
''2nd Level Seeker Feature''<br>
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.
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==== Sixth Sense ====
''2nd Level Seeker Feature''<br>
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.
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==== Good Omen ====
''3rd Level Seeker Feature''<br>
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.<br>
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Ability Score Improvements ====
''4th, 8th, 12th, 16th, and 19th Level Seeker Feature''<br>
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 [[Feats|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.
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==== Destined Strike ====
''6th Level Seeker Feature''<br>
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.
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==== Ill Omen ====
''7th Level Seeker Feature''<br>
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.
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==== Hold Fast ====
''10th Level Seeker Feature''<br>
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.
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==== Endless Pursuit ====
''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.
 
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
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 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.
 
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.
 
Elder One's Endurance: You have advantage on any three Constitution ability checks or saves of your choice, and gain 30 temporary hit points.
 
Lich's Cunning: You have advantage on any three Intelligence ability checks or saves of your choice, and gain resistance to psychic damage.


Sixth Sense
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.
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
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.
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.