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Seeker 4.0 - The Homebrewery
Seeker 4.0 - The Homebrewery
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
1
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.
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 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 this cantrip, 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 Unstoppable
class (rounded down) per long rest.
Additionally, you can use your bonus action to take the At 18th level, magic suffuses your every step. Your movement
Disengage, Hide, Search, or Steady Aim action. speed 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. Once per long rest, your deity is able to
Starting at 3rd level, whenever you finish a long rest, you can unburden you, making your path easier. By using your
replace one seeker cantrip you know with another cantrip reaction, your deity strips away one negative status effect,
from the seeker spell list. such as paralyze or blind.
Ability Score Improvement Divine Blessing
When you reach 4th level, and again at 8th, 12th, 16th, and When you reach 20th level, you may call on your diety for a
19th level, you can increase one ability score of your choice boon. At the end of a long rest, choose from one of the
by 2, or you can increase two ability scores of your choice by following blessings:
1. As normal, you can’t increase an ability score above 20
using this feature. Dragon's Strength: You have advantage on three
Using the optional feats rule, you can forgo taking this Strength Checks or Saves of your choice, cannot be
feature to take a feat of your choice instead. knocked prone or disarmed, and add 2 damage to each
melee attack.
Enhanced Attack Fey's Grace: You have advantage on three Dexterity
At 6th level, whenever you use a cantrip that takes an action, Checks or Saves, gain 10 feet of movement speed, and do
you can make one weapon attack as part of that action. not take fall damage when falling from 100 feet or less as
long as you aren't incapcitated.
Endure Old One's Endurance: You have advantage on three
Starting at 7th Level, when an attacker that you can see hits Constitution Checks or Saves, and gain 30 temporary hit
you with an attack, you can use a reaction and a Rite to halve points.
the attack's damage against you.
Lich's Cunning: You have advantage on three Intelligence
Hold Fast Checks or Saves, and gain resistance to psychic damage.
Beginning at 10th level, you've trained your body to go Angel's Wisdom: You have advantage on three Wisdom
withstand certain area effects, such as a white dragon's Checks or Saves, and you have Truesight out to 10 feet.
freezing breath or a Cloudkill spell's poison gases. When you Devil's Charm: You have advantage on three Charisma
are subjected to an effect that allows you to make a Checks or Saves, and can ignore the verbal and somatic
Constitution saving throw to take only half damage, you components of a spell once when casting a spell.
instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
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 Light 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.
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. When taking 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. 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
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. 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.