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*'''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. | *'''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. | ||
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= 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. | |||
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==== Maven Spells ==== | |||
''1st Level Maven of the All Seeing Eye Feature''<br> | |||
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. | |||
{| class="wikitable" | |||
|+ Maven Spells | |||
|- | |||
! Seeker Level !! Spells | |||
|- | |||
| Cantrip || [[Cantrips#Guidance|Guidance]] | |||
|- | |||
| 1st || [[Level 1#Detect Magic|Detect Magic]], [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Guiding Bolt|Guiding Bolt]] | |||
|- | |||
| 3rd || [[Level 2#Augury|Augury]], [[Level 2#Darkvision|Darkvision]], [[Level 2#See Invisibility|See Invisibility]] | |||
|- | |||
| 5th || [[Level 3#Blink|Blink]], [[Level 3#Clairvoyance|Clairvoyance]], [[Level 3#Remove Curse|Remove Curse]] | |||
|- | |||
| 7th || [[Level 4#Arcane Eye|Arcane Eye]], [[Level 4#Divination|Divination]], [[Level 4#Locate Creature|Locate Creature]] | |||
|- | |||
| 9th || [[Level 5#Commune|Commune]], [[Level 5#Scrying|Scrying]], [[Level 5#Legend Lore|Legend Lore]] | |||
|} | |||
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==== Third Eye ==== | |||
''1st Level Maven of the All Seeing Eye Feature''<br> | |||
You have Advantage on Ability Checks made to find hidden traps and doors.<br> | |||
Additionally, you gain Proficiency in Perception and Investigation. When you reach 6th Level in this class, you gain Expertise in Perception and Investigation. | |||
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==== Sight For Sore Eyes ==== | |||
''3rd Level Maven of the All Seeing Eye Feature''<br> | |||
As an Action, you can touch a willing creature that is [[Conditions#Blinded|Blinded]], and end that Condition. | |||
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==== Wandering Eye ==== | |||
''3rd Level Maven of the All Seeing Eye Feature''<br> | |||
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 [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own senses. The eye can only see creatures and objects within 30ft of it.<br> | |||
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. | |||
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==== Second Sight ==== | |||
''10th Level Maven of the All Seeing Eye Feature''<br> | |||
You have Advantage on all Ability Checks you make that rely on sight.<br> | |||
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. | |||
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==== Sight Beyond Sight ==== | |||
''14th Level Maven of the All Seeing Eye Feature''<br> | |||
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 [[Level 5#Scrying|Scrying]] or [[Level 3#Clairvoyance|Clairvoyance]] Spells, or your Wandering Eye feature, your sensor has this Truesight, as well. | |||
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==== Cold Reading ==== | |||
''14th Level Maven of the All Seeing Eye Feature''<br> | |||
As a Bonus Actin, 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 1/2 Maximum Hit Points), Critical (below 1/10 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. | |||
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== 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. | |||
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==== Maven Spells ==== | |||
''1st Level Maven of the Bitter Heart Feature''<br> | |||
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. | |||
{| class="wikitable" | |||
|+ Maven Spells | |||
|- | |||
! Seeker Level !! Spells | |||
|- | |||
| Cantrip || [[Cantrips#Guidance|Guidance]] | |||
|- | |||
| 1st || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Find Familiar|Find Familiar]], [[Level 1#Hex|Hex]] | |||
|- | |||
| 3rd || [[Level 2#Beast Sense|Beast Sense]], [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Locate Animals or Plants|Locate Animals or Plants]] | |||
|- | |||
| 5th || [[Level 3#Alone|Alone]], [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Speak with Animals|Speak with Animals]] | |||
|- | |||
| 7th || [[Level 4#Charm Monster|Charm Monster]], [[Level 4#Phantasmal Killer|Phantasmal Killer]], [[Level 4#Shadow of Moil|Shadow of Moil]] | |||
|- | |||
| 9th || [[Level 5#Commune with Nature|Commune with Nature]], [[Level 5#Contagion|Contagion]], [[Level 5#Insect Plague|Insect Plague]] | |||
|} | |||
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==== Heartbeats ==== | |||
''1st Level Maven of the Bitter Heart Feature''<br> | |||
You gain Proficiency in Animal Handling and one 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 Skill you chose. | |||
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==== Spite ==== | |||
''3rd Level Maven of the Bitter Heart Feature''<br> | |||
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.<br> | |||
For the next minute, you know that creature's exact location and your Sixth Sense rolls are doubled when rolling an opposed ability check or save against the target of Spite. You can’t use Spite again until you finish a long rest or use a Rite as reaction to use this ability again. While Spite is active, on your turn choose one of the following effects against the cursed: | |||
Bewilder. The first attack they make is done with disadvantage. | |||
Bleed. The target takes twice your Intelligence modifier in necrotic damage from the next source of damage. | |||
Hunted. If the target is hidden from you, you can see where they are until the start of your next turn unless they are behind full cover. | |||
Rust. If the target would normally be immune to a type of damage, until the start of your next turn they instead have resistance to that damage. | |||
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Wild Hatred | |||
''3rd Level Maven of the Bitter Heart Feature''<br> | |||
Also at 3rd level, nature hears your call when you have been wronged. Once per short rest when a creature is under the effect of your Spite feature, you may cast the spell summon beast without using a spell slot. Once per long rest, when you cast summon beast in this way you can choose to have it not require concentration. | |||
In addition, when you use this feature, instead of casting the spell at its lowest level without using a spell slot, you may cast summon beast at a higher level by using one of your spell slots of the appropriate level and following all the normal rules of spell casting. | |||
Coven | |||
''10th Level Maven of the Bitter Heart Feature''<br> | |||
By 10th level, trust is built through actions, there is great power in being bound to others. A number of times per long rest equal to your proficiency bonus, choose a humanoid ally that you can see and cast a spell with a casting time of one action using a spell slot; that creature may use their reaction to allow the magic to flow through them as if they had cast it, following all the other rules of spell casting and Intelligence is the casting stat for your ally. If that spell requires concentration, the chosen ally will be the one that concentrates on the spell. | |||
Additionally, once per week, by using ten Rites and using 10 hit dice, you may cast the spell awaken without using components. | |||
Hag's Hold | |||
''14th Level Maven of the Bitter Heart Feature''<br> | |||
At 14th level, you may call upon more unusual friends. Once per long rest, you may cast any spell with the word "Summon" in its title at spell level 6. The chosen spell must normally take an action to cast and you must fulfill all other requirements of that spell such as components. | |||
Additionally, when a creature under the effects of a curse you placed, such as hex or your Spite feature, you may use two Rites to have either any attack made against them with advantage or have the cursed target take double the damage rolled by you. | |||
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== 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. | |||
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== 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. | |||
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== 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. | |||
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== Maven of the Lurking Hand == | |||
Those that are tasked with the subtle finding and removal of threats to their allies 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. | |||
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== Maven of the Mystical Mind == | |||
With a deep connection to psonic powers, the abilities of these Mavens fall into the same realms as prophets and sooth sayers. Their magics are mystical and their portents appear strange to many. Their means of predicting the future are usually through deep meditation and focus, often appearing as if they are not doing anything at all. | |||
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== Maven of the Roaming Step == | |||
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. | |||
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== Maven of the Rotting Voice == | |||
Dark words come from dark hearts, the Mavens of the Rotting Voice are magically enhanced orators. Whether sweet or acidic, their spellbinding words carry so much weight that they can even talk the dead into walking with the living. | |||
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== Maven of the Shifting Flesh == | |||
Focused on enhancing and changing their own bodies. These Mavens use transformative magics to adapt to whatever situation is thrown at them. By reading facial lines, palms, irises, or even blood dripped onto paper, Mavens of the Shifting Flesh read the subtle signs of the future. | |||
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== Maven of the Verdant Pollex == | |||
Through an ancient ritual, seekers that choose this Mavenhood are entwined with a plant that represents a blessing from nature. 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. | |||
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