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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: Two of Swords, Anna Chrisenson
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The Seeker
U
nder 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 Skyway in Sharn
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 Find a Path or Make One
brew will fix everything.” The tea leaves glow with a brilliant A seeker moves through the world with ease, adept at
green light as the water comes to a boil. A smirk comes traveling quickly over the roughest of terrain. As such, a
across the seeker’s face “I just wish we could see the look on seeker needs to be an expert at infiltrating the toughest to
their faces...” reach places; they spring locks, recognize traps, and can
work with the tools around them to get past the clockwork
Divine Guidance mechanisms common to this world. Not nearly to the level of
To be a seeker is to be on a mission given out by a higher an artificer’s mastery over all things mechanical and crafted,
being. Maybe an angel appears in visions or the seeker is able but similar to their other skills, seekers use magic to make up
to hear the whispers of a Prince of Hell, seekers follow a for their lack in certain areas.
divine path. Although a seeker’s mission varies, most
commonly they are looking for someone, a person of Mind Over Matter
importance to their deity such as a prophet, muse, or even an The skills a seeker possesses are minor compared to what
avatar of another god. Unlike a paladin or cleric who may they have trained for. A seeker uses their body as a vessel for
follow the tenets of a god and lead others in that religion, a empowering magics, allowing their spells to change how
seeker is given guidance by their deity. Through study of their own form functions. Because of this training, they more
subtle signs and interpretation of omens and symbols that often rely not on talent, but instead on the use of magic to
most would miss, a seeker’s path is laid before them. The make up what is lacking. Continuing this line of thinking,
tasks that seekers are given may be devoid of how to seekers often rely on others to get through difficult situations,
complete them, thus a seeker must be adept at gathering a wise seeker is aware that they cannot handle every
intelligence. Seekers care not where their information comes situation thrown their way. Seekers should be able to work
from, whether guidance gifted by the divine, the knowledge well with their fellow companions to accomplish the goals set
still held by the dead, or simply by charming those that would before them by their patron, as such a seeker’s spells lean
otherwise hoard secrets; by any means will they uncover the towards improving their gifts and the group rather than
path laid before them. blatantly destructive magics.
5
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. You have advantage on ability checks to read signs
of good and ill omens.
Through study of the subtle signs woven by the Weave, you
may guide others. You learn the guidance cantrip, which
doesn’t count against the number of seeker cantrips you
know. When you cast guidance the range is 60 feet instead of
touch and does not require concentration.
Premonition
Starting at 2nd Level, your connection with the divine gives
you a brief premonition allowing you to evade foes and find
what others would miss. You can use your bonus action to
take the Disengage, Hide, Search, or Steady Aim action.
Sixth Sense
Also at 2nd level, you can enter a state prescience and are
able to add a d4 to all ability checks and saving throws until Endless Pursuit
the end of your next turn. You may use this feature a number
of times equal to your proficiency bonus plus your At 18th level, magic suffuses your every step. Your speed
Intelligence modifier per long rest. 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
from being grappled.
At 3rd level, whenever you finish a long rest, you can replace Additionally, if you pass beyond this mortal veil and die,
one seeker cantrip you know with another cantrip from the your deity wills you back from death with 1 hit point; this can
seeker spell list. occur no more than once per week.
Ability Score Improvement Divine Blessing
When you reach 4th level, and again at 8th, 12th, 16th, and When you reach 20th level, you are able to forsee how best to
19th level, you can increase one ability score of your choice serve your deity by choosing a blessing. At the end of a long
by 2, or you can increase two ability scores of your choice by rest, choose from one of the blessings below, you carry this
1. You can’t increase an ability score past 20 with this feature. blessing until you finish your next long rest.
Using the optional feats rule, you can forgo taking this Dragon's Strength: You have advantage on three Strength
feature to take a feat of your choice instead. ability checks or saves of your choice, cannot be knocked
prone or disarmed, and add 2 damage to each melee or
Destined Strike ranged attack.
At 6th level, while Sixth Sense is active during your turn, you Fey's Grace: You have advantage on three Dexterity ability
may modify a seeker cantrip with casting time of one action. checks or saves of your choice, gain 10 feet of movement
After casting your cantrip you can either make one weapon speed, and do not take fall damage when falling from 100 feet
attack or, if applicable, roll an additional damage dice from or less as long as you aren't incapcitated.
that cantrip and add it to the total damage. Old One's Endurance: You have advantage on three
Constitution ability checks or saves of your choice, and gain
Ill Omen 30 temporary hit points.
Lich's Cunning: You have advantage on three Intelligence
Starting at 7th Level, you portend harm to yourself and see ability checks or saves of your choice, and gain resistance to
how to suffer the least harm. When an attacker that you can psychic damage.
see hits you with an attack, you can use your reaction to Angel's Wisdom: You have advantage on three Wisdom
expend one Rite to halve the attack's damage against you. ability checks or saves of your choice, and you have Truesight
out to 10 feet.
Hold Fast Devil's Charm: You have advantage on three Charisma
Beginning at 10th level, you've trained your body to go ability checks or saves of your choice, and can ignore the
withstand certain area effects, such as a white dragon's verbal and somatic components of a spell once when casting
freezing breath or a cloudkill spell's poison gases. When you a spell.
are subjected to an effect that allows you to make a
Constitution saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
Image: Githyanki Gish from Mordenkainen's
Tome of Foes ©WOTC
6
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 the Mavenhoods you you make with it. At 6th level, you can choose a second skill
can choose at 1st level. that 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 in a certain field, let's At 3rd level, showing others your abilities can sometimes be
you choose different aspects of play to focus on. as important as the omens you portend you may cast the
The Maven spell list and proficiencies at level one cantrip thaumaturgy without using components once per
should give an idea for the theme of each subclass. short rest.
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
Maven of the Cunning Eye casting effect that causes a random outcome and you get a
Glimpse the future and see the world as it truly is with this sense of the next hour instead of the next 30 minutes.
Maven. Gazing into a crystal ball, visualizing auras, and Depending on the outcome of the augury spell cast using
seeing patterns in burned incense are standard fortune this feature, you gain a different boon:
telling methods for this Mavenhood. Weal: Your confidence is bolstered! Once in the next hour,
you can use your reaction to have an ally reroll any attack roll,
Cunning Eye Spells saving throw, or ability check.
When choosing this Mavenhood, you gain access to spells Woe: You’re ready to face oncoming foes! Once in the next
that help you see your path and reveal what is hidden. At 1st, hour, you can use your bonus action to impose disadvantage
3rd, 5th, 7th, and 9th level you gain access to the following on the next attack roll, saving throw, or ability check by a
spells. creature you can see.
Weal/Woe: Steel yourself for whatever comes next! Once
Seeker Level Maven Spell in the next hour, you can give yourself advantage on any
1st detect evil and good, detect magic, faerie fire attack roll, saving throw, or ability check.
3rd augury, detect thoughts
Neither: Decide your own fate! Roll a d20 and record the
number rolled. Once in the next hour, you can replace any
5th dispel magic, gaseous form attack roll, saving throw, or ability check made by you or a
7th arcane eye, divination creature that you can see with this foretelling roll. You must
choose to do so before the roll.
9th commune, dream, scrying
Second Sight
At 10th level, your powers of seeing beyond the ordinary
grow, making you the vessel for otherworldy visions. 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. Additionally, 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.
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: The Seer of Saterioh Aurore Folny
7
Rust. If the target would normally be immune to a type of Ad
damage, until the start of your next turn they instead have you p
resistance to that damage. two R
. advan
rolled
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. At 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.
The spirit appears in a form you choose that represents Additionally, you learn the dancing lights cantrip which
your deity. does not count against your cantrip total. When you cast this
This spell doesn’t require concentration; it ends either cantrip, you may spend two Rites to end the cantrip early and
after a minute has passed since casting it, when you cast either mass cure wounds or destructive wave centered
choose (as a free action), or you fall unconscious. on your dancing lights. You may not use this feature again
When you cast this spell, choose either a skill or a save, until you have finished a long rest.
when you heal someone with this spell, the healed target
has advantage on that skill or save you chose until the Gift of the Martyr
spirit heals another target or the spell ends. At 14th level, when healing an ally using magical means, you
Hostile creatures within a 10 foot radius of the Spirit can choose to spend your own hit dice to increase the healing
cannot benefit from advantage on attacks or ability you impart. Choose a number of your hit dice up to your
checks. Intelligence modifier to increase the healing of one target you
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 Sixth Sense. When you reroll, you may also choose to patron! Once per long rest, you may spend three Rites to cast
create a burst of light that blinds foes within 10 feet who fail either divine word, heal, or sunbeam. When the spell ends,
a Constitution saving throw against your spell save DC until you cannot move or take actions until after your next turn, as
the end of your Sixth Sense. you experience the elation of your diety's force moving
through you.
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. At 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.
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. At 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.
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. At 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.
Seeker Feats
Pass yourself as a prophet that the world needs, see hints of As a reaction, when you see a creature making an ability
the future and change the outcome, let the work you put in check or saving throw, decide if they will have good or ill
truly speak show the world what you can do, or find what you fortune prior to the roll. Until the start of your next turn,
have been hunting for with these feats! choose whether that creature has a d4 added to or
subtracted from all ability checks and saving throws they
make. After changing fortunes twice, you cannot use this
False Prophet feature again until you complete a short or long rest.
Your words can carry weight to those susceptible enough to
your fraudulent ways. You can even be so convincing that fate Seeker's Practice
itself twists to meet your false prophecies. To be good is not good enough. You trained harder and that
You gain proficiency in the Deception skill. If you are practice shows.
already proficient in the skill, you add double your You gain proficiency in a skill and the ability score
proficiency bonus to checks you make with it. associated with that skill increases by 1 to a maximum of
You learn the cantrip thaumaturgy and can cast it without 20.
using components. When you use the ability score chosen in the first part of
As an action, choose one creature who can hear you and this feat to make either an ability check or a saving throw
prophesize either good or bad fortunes. Make a Charisma you may choose to add a d4 bonus prior to making your
(Deception) check contested by the target's Wisdom roll. You may use this feature a number of times equal to
(Insight) check. You make your roll with disadvantage if your proficiency modifier before needing to take a long
the target does not understand the language you speak rest to recover.
your fortune in. If your check succeeds, your target is
convinced by your words and treats the next 1 that they Seeker's Quarry
roll as a 20 if you predicted good fortunes or the next 20 No matter the odds, the gentle breath of fate can guide you to
that they roll as a 1 if you predicted bad fortune. Whether that which you seek.
or not the target is convinced, once you use this feature,
you cannot use this again until you finish a short or long You have advantage on Intelligence (Investigation),
rest. Wisdom (Perception), and Wisdom (Survival) checks
made to follow or track a creature.
Oracle You learn the hunter's mark spell and can cast it without a
You see brief glimpses of what is to come and how to twist spell slot, and you must finish a long rest before you can
fate. cast it in this way again. You can also cast hunter's mark
using any spell slots you have.
When you finish a long rest, roll a d20 and record the By spending 1 minute performing a magical ceremony (as
number rolled. You can replace any attack roll, saving if you were concentrating on a spell) name a specific
throw, or ability check made by you or a creature that you creature or object that is familiar to you. You sense the
can see with the foretold roll; you must choose to do so direction to your target's location, as long as that target is
before the roll and must wait until the end of your next within 5 miles of you. If the creature or object you named
long rest to roll a new foretelling roll. is in a different form, such as being under the effects of a
polymorph spell, this ability doesn’t locate the target.
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version 4.3 This list does not include options for damaging baddies
directly, but there are some amazing combos with haste,
Art update! spirit shroud, and otherworldly guise along with the class
Rite usage changed to increase cost for 3rd and 5th level feature Destined Strike that can give your character some
spells ability to really help you be a front line fighter if you wish it.
Alright! I did it! I added some damaging spells and a few Along with this, yes you might have to drop concentration
extra damaging cantrips. during combat, but with your ability to cast spells as Rites out
Divine Inspiration split into Premonition and Sixth Sense of combat, that should help make up for the dropped
for readability and with an update to amount of uses. concentration.
Enhanced Attack is now Destined Strike and changed to
only be useable while under the effect of Sixth Sense and Destined Strike
to allow for a damaging cantrip option. Full casters get options to do two attacks in the same round
The 18th level feature Unstoppable changed to Endless through certain subclasses, think bards, hexblades,
Pursuit and 2nd effect changed to make you more bladesingers, etc. Destined Strike allows for seekers to
unstoppable. choose whether they want to cast a cantrip, whether
Mavenhood of Bitter Heart added. damaging like BB or chill touch, or a non-damaging one like
minor illusion or mold earth. It is supposed to be a limited
Design Decisions and flexible version of a 2nd attack and akin to the Cleric’s
Divine Strike. I believe that the combination of having access
Why the heck did I do the things I did? In an attempt to to spells that increase damage of strikes, like hunter’s mark
address some of the things that are coming up, I will start and spirit shroud, can allow for characters to play as a gish-
posting some thoughts: lite that has awesome utility options, a utility/support caster
that buffs and protects the party, or even be a main front line
Rites fighter with the Cutting Tongue, Lurking Hand, and Shifting
Bards get bardic inspiration, clerics get divine channeling, Flesh subclasses. Thematically, the seeker is a class that uses
druids get wild shape, sorcerer’s get sorcery points, wizards magic to enhance its own physicality, Destined Strike helps
get arcane recovery, Warlocks are different, we don’t talk reflect that.
about them here.
The seeker’s rites fill a role as a consumable resource and a special thanks to:
allow one to cast magic more often but slowly, something that
is unique to the class. This is partially thematic as well as My lovely partner! Thank you for letting me pour my covid-
useful: a class with a focus on divination prepares for what stress energy into something so damn useless! I know this
comes next with a short ritual casting of a spell that will won't help my patients directly, but the decrease to my stress
hopefully be useful. Subclasses that are heavy utilizers of is huge and your support made that possible XoXoXo!
Rites tend to have access to more quicker results and don’t Those Redditors (apologies if I skipped anyone!) who read
have as much left for slower casting spells. through the work and gave awesome feedback:
SamuraiHealer, PTSD-mimic, Thrashlock, belithioben, Nel-
Spell List Ninja, LadyMonochrome, Pennarin, Ogskive, Antisuperman,
This spell list focuses on utility, as the seeker itself is VincentIV, DeeSharkman, and kittyabbygirl.
supposed to fulfill the class role of The Expert, the one that And to the DM who contributed huge amounts of time and
can reliably crush skill tests and has an answer to non- thought into helping balance this beast!
fighting situations. With the flavor of this class, I chose to
draw from all spell lists. With each spell, I asked a few
questions:
Will this help the character move easily through the world?
Examples include misty step, passwall, tree stride
Will this help the character acquire information or lock
down a target? examples include detect magic, hunter’s mark,
ensnaring strike, and locate creature/object*
Will this directly add to the character’s ability to overcome
skill tests? Examples include enhance ability, knock, skill
empowerment
Does this indirectly fall into the category of 1 or 2?
Examples are a bit more difficult but include suggestion, tiny
hut, tongues, water breathing, fabricate and disintegrate for
traversing the world; find familiar, mind spike, spirit shroud,
true sight, and maze for learning info or sequestering a
target.
Is it utility or supportive? Examples are darkness, intellect
fortress, aura of purity
Is it a slow cast spell that feels in the realm of categories 1-
5? Examples include prayer of healing, plant growth, and
wind walk.