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'''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br> | '''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br> | ||
'''Spellcasting Focus.''' A [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]] or a [[Trinkets|Trinket]]<br> | '''Spellcasting Focus.''' A [[Armor and Weapons#Spellcasting Focuses|Holy Symbol]] or a [[Trinkets|Trinket]]<br> | ||
'''Spell Learning Method.''' Whenever you finish a Long Rest, you prepare a number of Spells equal to | '''Spell Learning Method.''' Whenever you finish a Long Rest, you prepare a number of Spells equal to your Seeker Level + your Intelligence Modifier from the [[Seeker Spells|Seeker Spell List]]. You can cast these Spells using your Spell Slots until the end of your next Long Rest. | ||
{| class="wikitable" | {| class="wikitable" | ||
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==== Rites ==== | ==== Rites ==== | ||
''1st Level Seeker Feature''<br> | ''1st Level Seeker Feature''<br> | ||
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 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 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: | 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. | *A Prepared Seeker Spell of 5th Level or lower. | ||
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==== Good Omen ==== | ==== Good Omen ==== | ||
''3rd Level Seeker Feature''<br> | ''3rd Level Seeker Feature''<br> | ||
You may guide others by studying subtle signs in the Weave. 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 may guide others by studying subtle signs in the Weave. when a creature that can see or hear you fails an Ability Check or Saving Throw, you can use your Reaction and spend a Rite to speak a special fortune of Good Omen to that creature, causing it to reroll the Check or Save. | ||
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==== Destined Strike ==== | ==== Destined Strike ==== | ||
''6th Level Seeker Feature''<br> | ''6th Level Seeker Feature''<br> | ||
When using your seeker powers, you feel as if your hand is guided to better defeat your foes. | 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. | ||
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==== Ill Omen ==== | ==== Ill Omen ==== | ||
''7th Level Seeker Feature''<br> | ''7th Level Seeker Feature''<br> | ||
Your foretelling of harm lets you reduce your injuries. When | 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. | ||
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==== Hold Fast ==== | ==== Hold Fast ==== | ||
''10th Level Seeker Feature''<br> | ''10th Level Seeker Feature''<br> | ||
You've trained your body to withstand certain effects. When an effect would force you to make | 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. | ||
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