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The Seeker

A flexible, intelligence-based magical expert for Dungeons & Dragons 5th Edition. Through deep
study of signs from the divine, they are guided to a goal. Blessed with magic empowerment, they have
the skills to accomplish any task. The Seeker uses a combination of fast and slow magic to be the
ultimate utility caster.
Image Credit:Blue Demoness, Alexandra Curte
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The Seeker

U
nder the cover of darkness, her picks dance Find a Path or Make One
through the lock in the blink of an eye with
fingers deft from a prior enchantment. 'Only A seeker moves through the world with ease, adept at
your light can snuff out the dark' were the traveling quickly over the roughest of terrain. As such, a
words that brought her here, guided by her seeker needs to be adept at infiltrating the toughest to reach
dreams. Recognizing and avoiding the places around Eberron; they spring locks, recognize traps,
pressure plate immediately behind the door and can work with the tools around them to get past the
was easier than she thought, infiltrating the Skyway in Sharn clockwork mechanisms common to this world. Not nearly to
was the hard part, but she did her best work in the shadows. the level of an artificer’s mastery over all things mechanical
Sorcery bars the last door between the woman and her prey; and crafted, but similar to their other skills, seekers use
a quick word and a gesture and the heretic's barrier spell is magic to make up for their lack in certain areas.
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...”
Divine Guidance
To be a Seeker is to be on a mission given out by a higher
being. Maybe an angel appears in visions or the seeker is able
to hear the whispers of a Prince of Hell, seekers follow a
divine path. Although a seeker’s mission varies, most
commonly they are looking for someone, a person of
importance to their deity such as a prophet, muse, or even an Mind Over Matter
avatar of another god. Unlike a paladin or cleric who may
follow the tenets of a god and lead others in that religion, a The skills a seeker possesses are minor compared to what
seeker is given guidance by their deity. Through study of they have trained for. A seeker uses their body as a vessel for
subtle signs and interpretation of omens and symbols that empowering magics, allowing their spells to change how
most would miss, a seeker’s path is laid before them. The their own form functions. Because of this training, they more
tasks that seekers are given may be devoid of how to often rely not on talent, but instead on the use of magic to
complete them, thus a seeker must be adept at gathering make up what is lacking. Continuing this line of thinking,
intelligence. Seekers care not where their information comes seekers often rely on others to get through difficult situations,
from, whether guidance gifted by the divine, the knowledge a wise seeker is aware that they cannot handle every
still held by the dead, or simply by charming those that would situation thrown their way. Seekers should be able to work
otherwise hoard secrets; by any means will they uncover the well with their fellow companions to accomplish the goals set
path laid before them. before them by their patron, as such a seeker’s spells lean
towards improving their gifts and the group rather than
blatantly destructive magics.

Image Credit: Arkadia Elf Oracle by Arcana


Games
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The Seeker
Proficiency Cantrips
Level Bonus Features Rites Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting and Rites, Mavenhood, Tea Leaves 1 2 2 — — — — — — — —
2nd +2 Divine Inspiration 2 2 3 — — — — — — — —
3rd +2 Magical Adaptation, Maven Feature 3 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 3 4 3 — — — — — — —
5th +3 — 5 3 4 3 2 — — — — — —
6th +3 Enhanced Attack 6 3 4 3 3 — — — — — —
7th +3 Endure 7 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 8 3 4 3 3 2 — — — — —
9th +4 — 9 4 4 3 3 3 1 — — — —
10th +4 Holdfast, Maven Feature 10 4 4 3 3 3 2 — — — —
11th +4 — 11 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 12 4 4 3 3 3 2 1 — — —
13th +5 — 13 4 4 3 3 3 2 1 1 — —
14th +5 Maven Feature 14 4 4 3 3 3 2 1 1 — —
15th +5 — 15 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 16 4 4 3 3 3 2 1 1 1 —
17th +6 — 17 4 4 3 3 3 2 1 1 1 1
18th +6 Unstoppable 18 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Blessing 20 5 4 3 3 3 3 2 2 1 1

Creating a Seeker Proficiencies


When creating a seeker, consider what kind of deity you Armor: Light armor, shields
follow and quest for. What kind of training did you go through Weapons: Simple weapons, hand crossbows, longbows,
to become a seeker? How does your patron or god longswords, rapiers, shortswords
communicate with you and how do you read their omens? Tools: Thieves' tools, one type of artisan's tools of your
Will you aid your allies in combat with supportive magics or choice
empower your own abilities to take down your foes? Be sure Saving Throws: Constitution, Intelligence
to work with the DM about your background. Skills: Choose two from Acrobatics, Arcana, Deception,
History, Investigation, Medicine, Religion, Perception,
Quick Build
Persuasion, Sleight of Hand, Stealth, Survival
You can make a Seeker quickly by following these Equipment
suggestions. First, make either Dexterity or Intelligence your You start with the following equipment, in addition to the
highest ability score, followed by Constitution. Second, equipment granted by your background:
choose the Outlander background.
a rapier, shortsword, or longsword
Hit Points shortbow, shortsword, a dagger, or a shield
Hit Dice: 1d8 per seeker level leather armor
Hit Points at 1st Level: 8 + your Constitution modifier Thieves’ or tinkerers’ tools and a dungeoneer’s pack
Hit Points at Higher Levels: 1d8 (or 5) + your One fortune telling device such as tarot cards, a crystal
Constitution modifier per seeker level after 1st ball, various teas, etc.

This class was created by u/FriskyRisque


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Spellcasting Ability
Intelligence is your spellcasting ability for your seeker spells,
since you learn your spells through dedicated Maven and
memorization. You use your Intelligence whenever a spell
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a
seeker spell you cast and when making an attack roll with
one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Ritual spells
You can cast any seeker spell you prepare as a ritual if that
spell has the ritual tag.
Spellcasting Focus
You can use a divine focus as a spellcasting focus for your
seeker spells. This divine focus can be your fortune telling
device.
Rites
For any seeker spell prepared of 5th level and below, you are
able to cast those spells as a Rite instead of using a spell slot.
The cast time for these spells follows the format of rituals
and equals the standard casting time plus 10 minutes. You
regain all expended Rites when you finish a long rest.
Spells cast using a Rite have an associated cost depending
on what spell is being cast, as seen in the table below.
Spellcasting
Spell Level Rites Used
Through your studies and connection with the divine, you are
able to use magic spells. As a seeker, your magic is generally 1st, 2nd, & 3rd 1
slower than others, but creativity is your true power. See 4th & 5th 2
Spells Rules for the general rules of spellcasting.
Cantrips Spells of 6th level and above are too powerful to be cast
At 1st level, you know two cantrips of your choice from the using Rites.
seeker spell list. At higher levels, you learn additional seeker
cantrips of your choice, as shown in the Cantrips Known Mavenhood
column of the Seeker table. Choose one Mavenhood related to how you best will serve
Preparing and Casting Spells
your patron: Cunning Eye, Brightened Spirit, Cutting Tongue,
Lurking Hand, Roaming Steps, and Rotting Voice. Each
The seeker table shows how many spell slots you have per Maven is detailed at the end of the class description. Your
spell level to cast your seeker spells. To cast one of your choice grants you Maven spells and features when you
seeker spells of 1st level or higher at the regular casting time, choose it at 1st level and additional benefits at 3rd, 10th, and
you must expend a spell slot of the spell’s level or higher. You 14th level.
regain all expended spell slots when you finish a long rest.
You prepare a list of spells at the end of each long rest from Maven Spells
the seeker spell list. When you do so, choose a number of Each Mavenhood has a list of spells, its Maven spells, that
spells equal to your Intelligence modifier + half your seeker you gain at the Seeker levels noted in the Maven description.
level, rounded down (minimum of one spell). The spells must Once you gain a Maven spell, you always have it prepared, and
be of a level for which you are able to cast. These spells count it doesn't count against the number of spells you can prepare
as Seeker spells for purposes of spellcasting and rites. each day. If you have a Maven spell that doesn't appear on the
You can change your list of prepared spells when you finish Seeker spell list, the spell is nonetheless a Seeker spell for
a long rest. Preparing a new list of seeker spells requires you.
time spent in studying omens from the divine and
interpreting the meaning of these signs: at least 1 minute per
spell level for each spell on your list. Manifesting Your Powers
See the Reading The Weave section on the final
page for optional ideas of how your Seeker reads
fortunes, casts your spells, and traverses the world!

Image Credit: The Magician from The


Marigold Tarot by Amrit Brar
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Seeker Spell List
Cantrips 2nd Level Plant Growth Temporal Shunt
Booming Blade Alter Self Remove Curse Transmute Rock
Chill Touch Arcane Lock Sending Wall of Stone
Control Flames Arcanist's Magic Aura Speak with Dead
Friends Augury Speak with Plants 6th Level
Green-Flame Blade Beast Sense Spirit Shroud Arcane Gate
Gust Branding Smite Thunder Step Contingency
Light Darkness Tiny Hut Disintegrate
Lightning Lure Darkvision Tiny Servant Find the Path
Mage Hand Detect Thoughts Tongues Forbiddance
Mending Enhance Ability Water Breathing Heroes' Feast
Message Enlarge Reduce Water Walk Move Earth
Mind Sliver Find Traps Otherwordly Guise
Minor Illusion Fortune's Favor 4th Level Scatter
Mold Earth Immovable Object Arcane Eye Soul Cage
Prestidigitation Invisibility Aura of Purity Transport via Plants
Resistance Knock Banishment True Seeing
Shape Water Lesser Restoration Control Water Wind Walk
Shocking Grasp Levitate Dimension Door Word of Recall
Spare the Dying Locate Animals or Plants Divination
Thaumaturgy Locate Object Fabricate 7th Level
True Strike Mind Spike Freedom of Movement Dream of the Blue Veil
Misty Step Greater Invisibility Etherealness
1st Level Pass without Trace Hallucinatory Terrain Forcecage
Absorb Elements Prayer of Healing Locate Creature Plane Shift
Alarm See Invisibility Private Sanctum Sequester
Animal Friendship Silence Speedy Courier Simulacrum
Bless Spider Climb Stone Shape Symbol
Comprehend Languages Suggestion Teleport
Detect Evil and Good Wristpocket 5th Level Temple of the Gods
Detect Magic Commune
Detect Poison and Disease 3rd Level Commune with Nature 8th Level
Disguise Self Bestow Curse Contact Other Plane Antimagic Field
Ensnaring Strike Clairvoyance Control Winds Antipathy/Sympathy
Entangle Counterspell Creation Demiplane
Feather Fall Create Food and Water Dispel Evil and Good Glibness
Find Familiar Dispel Magic Greater Restoration Holy Aura
Gift of Alacrity Fly Legend Lore Maze
Hunter's Mark Galder's Tower Modify Memory Mighty Fortress
Identify Gaseous Form Passwall Telepathy
Longstrider Glyph of Warding Reincarnate
Purify Food and Drink Haste Scrying 9th Level
Sanctuary Intellect Fortress Seeming Foresight
Shield Magic Circle Skill Empowerment Gate
Silent Image Major Image Telekinesis Shapechange
Unseen Servant Nondetection Telepathic Bond Time Stop
Zephyr Strike Phantom Steed Teleportation Circle True Polymorph

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Tea Leaves
At 1st level, you have studied the greater arcanum enough to
know which omens should receive attention and what can be
cast aside so you may be a better guide. You have advantage
on ability checks to read signs of good and ill omens.
The correct path is before, The Weave knows the way and
acts through you to lead others. You learn the guidance
cantrip, which doesn’t count against the number of seeker
cantrips you know. When you cast guidance, you can choose
a second target that you can see within 60 feet to also be
affected. This cantrip lasts up to a minute with concentration
or until both targets have utilized the effect of this cantrip.
Divine Inspiration
Starting at 2nd Level, your connection with the divine gives
you a brief glimpse of how to overcome the obstacles before
you. As a free action, you can add a d4 to all ability checks
and saving throws until the end of your next turn. You can use
this feature a number of times equal to half your level in this
class (rounded down) per long rest. Unstoppable
Additionally, you can use your bonus action to take the At 18th level, magic suffuses your every step. Your speed
Disengage, Hide, Search, or Steady Aim action. cannot be decreased by difficult terrain, spells, being
underwater, or other effects and you cannot be restrained. By
Magical Adaptation spending 5 feet of movement, you can automatically escape
Starting at 3rd level, whenever you finish a long rest, you can from being grappled.
replace one seeker cantrip you know with another cantrip Additionally, once per long rest, your deity is able to
from the seeker spell list. unburden you, making your path easier. The first time you are
affected by a negative status effect, such as paralyze or blind,
Ability Score Improvement your deity automatically dismisses that negative effect.
When you reach 4th level, and again at 8th, 12th, 16th, and Divine Blessing
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by When you reach 20th level, you are able to forsee how best to
1. As normal, you can’t increase an ability score above 20 serve your deity by choosing a blessing. At the end of a long
using this feature. rest, choose from one of the blessings below, you carry this
Using the optional feats rule, you can forgo taking this blessing until you finish your next long rest.
feature to take a feat of your choice instead. Dragon's Strength: You have advantage on three
Strength ability checks or saves of your choice, cannot be
Enhanced Attack knocked prone or disarmed, and add 2 damage to each
At 6th level, when you use a cantrip with a casting time of one melee or ranged attack.
action, you can make one weapon attack as part of that Fey's Grace: You have advantage on three Dexterity
action. ability checks or saves of your choice, gain 10 feet of
Endure movement speed, and do not take fall damage when falling
from 100 feet or less as long as you aren't incapcitated.
Starting at 7th Level, when an attacker that you can see hits
you with an attack, you can use your reaction to expend one Old One's Endurance: You have advantage on three
Rite to halve the attack's damage against you. Constitution ability checks or saves of your choice, and
gain 30 temporary hit points.
Hold Fast Lich's Cunning: You have advantage on three Intelligence
Beginning at 10th level, you've trained your body to go ability checks or saves of your choice, and gain resistance
withstand certain area effects, such as a white dragon's to psychic damage.
freezing breath or a cloudkill spell's poison gases. When you Angel's Wisdom: You have advantage on three Wisdom
are subjected to an effect that allows you to make a ability checks or saves of your choice, and you have
Constitution saving throw to take only half damage, you Truesight out to 10 feet.
instead take no damage if you succeed on the saving throw,
and only half damage if you fail. Devil's Charm: You have advantage on 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.
Image Credit: Githyanki Gish from
Mordenkainen's Tome of Foes ©WOTC
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Bonus Proficiencies
Mavenhood When you choose this Mavenhood at 1st level, you gain
Early on, Seekers choose a Mavenhood that helps them best proficiency in Arcana and Investigation. Choose one of these
listen to their patron, reveal the arcanum, travel safely to your two skills, you add double your proficiency bonus to checks
goal, and complete your quest. Here are some of the you make with it. 6th level, you can choose a second skill that
Mavenhoods you can choose at 1st level. you are proficient with to add double your proficiency bonus
to checks you make with it.
Maven, One Who Understands Fortune Teller
Maven, meaning an expert or connoisseur, is a At 3rd level, showing others your abilities can sometimes be
choice of subclass that focuses on different as important as the omens you portend you may cast the
aspects of play. The Maven spell list and bonus cantrip thaumaturgy without using components once per
proficiencies at level one should give you an idea short rest.
of the focus of each subclass. You also gain an additional way to use augury, twice per
day you can cast augury by expending a Rite instead of a spell
slot. When you cast augury this way there is no cumulative
casting effect that causes a random outcome and you get a
Maven of the Cunning Eye sense of the next hour instead of the next 30 minutes.
Glimpse the future and see the world as it truly is with this Depending on the outcome of the augury spell cast using
Maven. Gazing into a crystal ball, visualizing auras, and this feature, you gain a different boon:
seeing patterns in burned incense are standard fortune Weal: Your confidence is bolstered! Once in the next hour,
telling methods for this Mavenhood. you can use your reaction to have an ally reroll any attack roll,
saving throw, or ability check.
Cunning Eye Spells Woe: You’re ready to face oncoming foes! Once in the next
When choosing this Mavenhood, you gain access to spells hour, you can use your bonus action to impose disadvantage
that help you see your path and reveal what is hidden. At 1st, on the next attack roll, saving throw, or ability check by a
3rd, 5th, 7th, and 9th level you gain access to the following creature you can see.
spells. Weal/Woe: Steel yourself for whatever comes next! Once
in the next hour, you can give yourself advantage on any
Seeker Level Maven Spell attack roll, saving throw, or ability check.
1st detect evil and good, detect magic, faerie fire Neither: Decide your own fate! Roll a d20 and record the
3rd augury, detect thoughts
number rolled. Once in the next hour, you can replace any
attack roll, saving throw, or ability check made by you or a
5th dispel magic, gaseous form creature that you can see with this foretelling roll. You must
7th arcane eye, divination choose to do so before the roll.
9th commune, dream, scrying Second Sight
At 10th level, you can use an action to increase your powers
of perception. When you do so, choose one of the following
benefits, which lasts until you are incapacitated, or you take a
short or long rest. You can’t use the feature again until you
finish a rest or spend a Rite as an action to change the ability.
Tremorsense: You gain tremorsense out to a range of 60
feet.
Ethereal Sight: You can see into the Ethereal Plane
within 60 feet of you.
Greater Comprehension: You can read any language.
See Invisibility: You can see invisible creatures and
objects within 10 feet of you that are within line of sight.
Additionally, when casting a divination spell, you may avoid
the material component, consumed or not, of that spell by
using a Rite once per long rest.
Unforeseen Circumstances
At 14th level, by expending a Rite and meditating for 1
minute, you may replace one spell from your prepared spells
with a spell of an equal level from the seeker spell list. After
finishing a long rest, you may use this feature again.
Additionally, when you cast augury per your Fortune Teller
feature, you may expend two Rites as an action, bonus action,
and reaction at the same time instead of taking one minute.
Image Credit: Alahazra from Pathfinder,
©Paizo
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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.
Brightened Spirit Spells
When choosing this Mavenhood, you gain access to spells
that bring the light to those around you, be them friend or foe.
At 1st, 3rd, 5th, 7th, and 9th level you gain access to the
following spells.
Seeker Level Maven Spell
1st bless, ceremony, healing word
3rd calm emotions, healing spirit
5th daylight, revivify
7th aura of life, guardian of faith
9th dawn, greater restoration, hallow

Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain
proficiency in medium armor. Additionally, you gain
proficiency in the Medicine and Religion skills. Choose one of
these two skills, you add double your proficiency bonus to
checks you make with it. 6th level, you can choose a second
skill that you are proficient with to add double your
proficiency bonus to checks you make with it.
Blessed Warmth
Spirit of the Light At 10th level, you are able to call on your deity for additional
At 3rd level, you are blessed with a beneficent spirit from your aid in the form of an avatar. As the sun rises, whether you are
patron. When casting healing spirit, either with a spell slot able to see it or not, choose a target to be blessed. This target
and using a Rite or by casting the spell as a Rite, healing has advantage on saves against blindness and deafness as
spirit changes, as below: well as being poisoned and frightened.
Additionally, you learn the dancing lights cantrip which
The spirit appears in a form you choose that represents does not count against your cantrip total. When you cast this
your deity. cantrip, you may spend two Rites to end the cantrip early and
This spell doesn’t require concentration; it ends either cast either mass cure wounds or destructive wave centered
after a minute has passed since casting it, when you on your dancing lights. You may not use this feature again
choose (as a free action), or you fall unconscious. until you have finished a long rest.
When you cast this spell, choose either a skill or a save,
when you heal someone with this spell, the healed target Gift of the Martyr
has advantage on that skill or save you chose until the At 14th level, when healing an ally using magical means, you
spirit heals another target or the spell ends. can choose to spend your own hit dice to increase the healing
Hostile creatures within a 10 foot radius of the Spirit you impart. Choose a number of your hit dice up to your
cannot benefit from advantage on attacks or ability Intelligence modifier to increase the healing of one target you
checks. heal by 5 hit points for every hit dice spent this way.
Also at 3rd level, you may choose to reroll any 1 rolled once Also at 14th level, you become a vessel for the light of your
per use Divine Inspiration. When you reroll, you may also patron! Once per long rest, you may spend three Rites to cast
choose to create a burst of light that blinds foes within 10 feet either divine word, heal, or sunbeam. When the spell ends,
who fail a Constitution saving throw against your spell save you cannot move or take actions until after your next turn, as
DC until the end of your Divine Inspiration. you experience the elation of your diety's force moving
through you.

Image Credit: Caswen by Montjart


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Maven of the Cutting Tongue Know Thy Enemy
By asking the right questions, you can get to higher truths. By At 10th level, you can prepare a target for how best to deal
taking this Mavenhood, your questions carry more weight. with a type of foe. By spending a Rite and using an action,
Studying animal entrails and reading fire or ashes all lend touch a target and pick one type of creature: Aberrations,
themselves to omen reading for this Mavenhood. Celestials, Dragons, Elementals, Fey, Fiends, Humanoid, or
Undead. For 1 minute, any attacks on the target of this
feature by creatures of the chosen type have disadvantage.
Cutting Tongue Spells The target also can't be charmed, frightened, or possessed by
When choosing this Maven, you gain access to spells to stop them. If the target is already charmed, frightened, or
your foes and find the truth between the lies. At 1st, 3rd, 5th, possessed by such a creature, the target has advantage on
7th, and 9th level you gain access to the following spells. any new saving throw against the relevant effect. If you use
Seeker Level Maven Spell this feature while it is active, the first casting of this effect
1st command, searing smite
stops.
3rd flameblade, zone of truth Holy Hand, Divine Voice
5th speak with dead, tongues When you reach 14th level, you become an instrument of your
divine patron, their will carried out through your hands. After
7th compulsion, locate creature finishing a long rest, choose a damage type: radiant, necrotic,
9th dominate person, holy weapon cold, fire, lighting, or poison. The damage type you choose
should reflect an aspect of your patron. When you deal
Bonus Proficiencies damage to a creature, add your Intelligence modifier to the
damage of the chosen type. If you are attacking your Blessed
When you choose this Mavenhood at 1st level, you gain Bond target, you may change all of your weapon damage to
proficiency with martial weapons and medium armor. the chosen type of damage.
Additionally, you gain proficiency in the Insight and Additionally, you learn the cantrip friends which does not
Intimidation skills. At 6th level, choose one of these skills, you count against your cantrip total. When friends ends, the
add double your proficiency bonus to checks you make with target does not realize they have been ensorcelled by this
it. cantrip.
Blessed Bond
At 3rd level, you become adept at finding the truths within the
lies and seeing what makes your enemies tic. By using a
bonus action, you can magically mark a sentient creature you
can see within 60 feet, gaining insight into their mind. The
target makes a Wisdom saving throw with a DC equal to your
spell save DC. A creature can willingly choose to fail this
save. On a successful save, you discern that this magic failed
but the target is unaware of the attempt. On a failed save, for
the next 10 minutes you gain the following bonuses against
this target:
You know what the creature is known as commonly, such
as how the creature would introduce themselves to a
friendly acquaintance.
You know their exact location. If the creature travels to a
different plane, you know which plane they went to.
You have advantage on Insight checks against the target.
Once before the end of this effect, if the creature is
brought to 0 hit points, you can use your reaction to have
your deity stabilize the creature. Instead of dying, the
creature is at 1 hit point and paralyzed until the end of
your next turn. After stabilizing a creature in this way, you
have advantage on Charisma ability checks against the
creature until they have taken a rest.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.

Image Credit: Inquisitor Art from Pathfinder,


©Paizo
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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 Spells
When choosing this Mavenhood, you gain access to spells
that help you move without being sensed and strike hard
when needed. At 1st, 3rd, 5th, 7th, and 9th level you gain
access to the following spells.
Seeker Level Maven Spell
1st fog cloud, wrathful smite
3rd branding smite, pass without trace
5th blinding smite, nondetection
7th greater invisibility, staggering smite
9th banishing smite, passwall

Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain
proficiency in Sleight of Hand and Stealth. Choose one of
these two skills, you add double your proficiency bonus to
checks you make with it. 6th level, you can choose a second
skill that you are proficient with to add double your
proficiency bonus to checks you make with it.
Hard Lurker
At 3rd level, your premonitions help you move quicker in
danger. Add your proficiency bonus to your initiative roll.
Additionally, you can gain a blessing of invisibility from
your deity briefly. After using the Hide action, you may
become invisible. Your invisibility ends at the start of your
next turn, cast a spell, or make an attack. You may use this
ability a number of times per long rest equal to your
Intelligence modifier.
You may empower this ability by spending a Rite to have
the invisibility last until the end instead of the start of your
next turn. While empowered in this way, you move at your
normal walking speed.
Striking From The Shadows
Quickened Hand You are your deity's divine weapon, the harm you carry out is
Starting at 10th level, magic comes even quicker to your even greater by their blessing. Starting at 14th level, when
fingertips. When you cast a concentration spell that uses a ending a concentration spell by causing damage with that
bonus action, you can instead use your reaction to cast that spell, such as ensnaring strike or staggering smite, you may
spell. When you use this feature, unless the components for roll one extra damage die from that spell's damage.
casting the spell were associated with a consumed cost, the Also at 14th level, you may cast the spell invisibility at its
components are now just somatic. You can use this feature a lowest level using a Rite. You always have Invisibility
number of times per long rest equal to your Intelligence prepared, and it doesn't count against the number of spells
modifier. you can prepare each day.

Image Credit: Pyromancer Art by Chad King


via ©WOTC
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Maven of the Roaming Steps
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.
Roaming Steps Spells
When choosing this Mavenhood, you gain access to spells
that help you travel your path and get there safely. At 1st, 3rd,
5th, 7th, and 9th level you gain access to the following spells.
Seeker Level Maven Spell
1st goodberry, longstrider
3rd find steed, misty step, spider climb
5th fly, thunder step, tiny hut
7th dimension door, polymorph
9th far step, teleportation circle

Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain
proficiency in Perception and Survival. Choose one of these
two skills, you add double your proficiency bonus to checks
you make with it. 6th level, you can choose a second skill that
you are proficient with to add double your proficiency bonus
to checks you make with it.
Transporter
At 3rd level, you are able to move yourself and your allies
quickly through danger. You have advantage on ability checks
related to navigating and traveling to a distant destination.
Additionally, movement across shorter distances becomes
your forte. As a bonus action, you can teleport 10 times your
proficiency bonus feet away or teleport a creature 5 times
your proficiency bonus feet to a location you can see; if the
creature you are teleporting is unwilling, they must make a
Charisma save against your spell DC to avoid being
teleported. You can use this feature a number of times per
long rest equal to your Intelligence modifier.
Safe Haven
When you reach 10th level, you are able to find a safe haven
no matter where you go. By using a Rite and your reaction on
your turn, you can instantly return to where you started your
turn as long as you are still on the same plane of existence.
After you have returned to that starting position, your
movement drops to 0 and you have resistance to damage
until the start of your next turn.
Also at 10th level, your uses of Transporter resets after a
short or long rest.
Going The Distance
At 14th level, by expending a Rite and meditating for 10
minutes, you are able to cast either find the path, teleport, or
phase shift once. For the purposes of spellcasting, you do not
need the material components for using this feature.

Image Credit: Tarmiyo from MTG via ©WOTC


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Maven of the Rotting Voice Hypnotic Whispers
Dark words come from dark hearts, the Mavens of the At 14th level, your voice vibrates with magic. Pick one
Rotting Voice are magically enhanced orators. Whether creature that is rolling to save against a spell you cast, you
sweet or acidic, their spellbinding words carry so much may spend a use of Divine Inspiration to roll a d4 and add
weight that they can even talk the dead into walking with the that to your spell save DC against that creature. You can
living. Listening to ambient spirits, burning bones, and using choose to use this feature only before the DM determines
a ouija board are regular practices within this Mavenhood. whether the spell succeeds or fails.

Rotting Voice Spells


When choosing this Mavenhood, you gain access to spells
that help you control your foes and enlist new friends. At 1st,
3rd, 5th, 7th, and 9th level you gain access to the following
spells.
Seeker Level Maven Spell
1st charm person, dissonant whispers
3rd gentle repose, phantasmal force, suggestion
5th bestow curse, summon undead
7th charm monster, death ward
9th geas, raise dead

Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain
proficiency in two of the following skills: Deception,
Intimidation, Performance, or Persuasion. Choose one of
these two skills, you add double your proficiency bonus to
checks you make with it. 6th level, you can choose a second
skill that you are proficient with to add double your
proficiency bonus to checks you make with it.
The Right Words
At 3rd level, you are blessed with just enough foreknowledge
to understand the right thing to say and how to act in any
social setting. Once per turn you may use one of these Right
Words. When you use this feature a number of times equal to
your proficiency bonus, you may not use this feature again
until you either finish a long rest or by spending a Rite.
Thoughtful Words Instead of using your Charisma
modifier, you may use your Intelligence modifier for a
Charisma ability check or save.
Whispered Words When casting an Enchantment,
Illusion, or Necromancy spell that has a verbal component, if
you do so, the spell doesn’t require verbal, somatic, or
material components that lack a gold cost.
Piercing Words When forcing a creature to make an
Intelligence, Wisdom, or Charisma saving throw, if they
would normally roll with advantage, instead that creature
rolls that save without advantage.
Turn of Phrase
By 10th level, you've learned to undo your gaffes and
blunders. When you cast a spell with a spell slot that fails due
to the target being immune to the effect, you may use your
reaction and a Rite to not expend that spell slot.
Additionally, once per short rest, you may use your reaction
to skillfully reshape the memories of listeners in your
immediate area, so that each creature of your choice within 5
feet of you forgets everything you said within the last 6
seconds.

Image Credit: Insect Plague from


DNDBeyond.com, via ©WOTC
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Optional Rule: Multiclassing Rites progression increased to 1 per level and expanded
If your group uses the optional rule on multiclassing in the use to class and subclass features.
Player’s Handbook (p. 163), here’s what you need to know if An upgraded Guidance cantrip granted from Tea Leaves.
you choose seeker as one of your classes. Divine Inspiration upgraded from a resource consuming
Ability Score Minimum: As a multiclass character, you Cunning action to a limited increase to ability/saves and
must have at least an Intelligence score of 13 to take a level unique version of Cunning Action.
in this class. Updated 18th level class feature, now called Unstoppable.
Proficiencies Gained: If seeker isn’t your initial class, here Added Inquisitor and Wayfarer subclasses.
are the proficiencies you gain when you take your first level version 3.0
as a seeker: light armor, shields, thieves’ tools, and one
fortune telling device/set. https://homebrewery.naturalcrit.com/share/-
Extra/Enhanced Attack: The Enhanced Attack feature at MiEGXx_8VNC
level 6 is a separate action from Extra Attack, thus cannot be Better defined and expanded Divine Inspiration.
used interchangeably. Endure changed to use a Rite.
Spell Slots: Add your levels in the seeker class to the Subclass name changed from 'Practices' to 'Mavenhoods.'
appropriate levels from other classes to determine your Subclasses updated to add the feel of using magic to
available spell slots. enhance one's body: Seer now Cunning Eye, Inquisitor
Rites: Only spells that appear on the seeker spell list and now Cutting Tongue, Wayfarer now Roaming Heart.
that are prepared may use Rites as a method of casting them. Tiny tweaks to skills for subclasses.
version 3.1-3.3
Reading The Weave https://homebrewery.naturalcrit.com/share/mjqKSW5Gsc8t
Each Seeker manifests their magic in a different Cantrips known across class decreased by 1 to better be
way, usually specific to their specialty. > Players are in line with other full casters.
encouraged to create a manifestation that feels No longer able to cast 6-9th level spells using Rites, in line
right for their character. with other casters who have additional spell casting
It is common for Mavens of the Cunning Eye to mechanisms.
show their third eye when using Divination No longer able to use spell slots to use Endure, just Rites.
magic. Added Lurking Hand and Rotting Voice subclasses.
A warming glow that does not cast shadows Changed name of Roaming Heart subclass to Roaming
can be seen when a Maven of the Brightened Steps, changed 3rd level ability to be able to move
Spirit heals those they care for. unwilling creatures, not just allies.
Mavens of the Cutting Tongue might have a Added regular methods of divination to each Mavenhood.
glowing mouth when using a spell with just Reading the Weave ribbon added.
verbal components. Added version log, too meta?
Lurking Hand Seekers might have fingers that
seem to twist with extra joints when version 3.4.0-3.4.1
empowering their weapons with smiting magic.
Shifting constellation tattoos have been seen https://homebrewery.naturalcrit.com/share/BZGWSstiDSZu
on the skin of Roaming Step Seekers when they Updated the Rites wording to be only usable for seeker
are journeying from one destination to another. spells.
If you look close, the words of a Seeker of the Added more higher level spells to the spell list.
Rotting Voice can be seen faintly floating in the Added flavor and a ribbon for the 3rd level Cunning Eye.
air when they are casting Enchantment magic. Changed the 14th level Cutting Tongue feature Holy Hand,
Divine Voice to be simpler and synergize with Blessed
Bond.
Updated and increased uses of the 3rd level Roaming
Change Log Steps feature Transporter.
For all versions: many small tweaks to verbage and spell version 4.0.0-4.0.1
list for the sake of keeping the theme, flavor, and usability
of this class unique and playable. For versions marked Added an additional effect to the 10th level Cunning Eye
#.#.1, the updates are almost purely grammatical or feature.
clarifications. Added the Mavenhood of the Brightened Spirit.
version 1.0 a special thanks to:
https://homebrewery.naturalcrit.com/share/jYnL3rZ9jGE0 My lovely partner! Thank you for letting me pour my covid-
stress energy into something so damn useless!
version 2.0 Those Redditors (apologies if I skipped anyone!) who read
through the work and gave awesome feedback:
https://homebrewery.naturalcrit.com/share/WV3K40p7- SamuraiHealer, PTSD-mimic, Nel-Ninja, LadyMonochrome,
K6w VincentIV, DeeSharkman, and kittyabbygirl.
Updated fluff (a ton) to be less artificer and more rogue. And to the DM who contributed huge amounts of time and
Spell progression changed from half/full caster with spell thought into helping balance this beast!
points to full caster with spell slots.
Created using naturalcrit.com by FriskyRisque
13

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