Path of the Seer

Spellcasting

Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 -- -- --
4th 2 4 3 -- -- --
7th 2 5 4 2 -- --
8th 2 6 4 2 -- --
10th 3 7 4 3 -- --
11th 3 8 4 3 -- --
13th 3 9 4 3 2 --
14th 3 10 4 3 2 --
16th 3 11 4 3 3 --
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips

You start with 2 cantrips from the wizard spell list. At level 10 you learn another cantrip from the wizard spell list.

Spell Slots

The Seer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known

You know three first 1st-level wizard spells of your choice, two of which must come from the divination and transmutation spells on the wizard spell list. The third can come from any school of magic.

The Spells known column of the Seer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn on enew spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list The new spell must be of a level for which you have spells slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. 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 wizard throw 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

Precognitive Strike

At 3rd level, while you're raging, the first time you hit an opponent with a weapon attack on your turn, you deal extra psychic damage equal to 1d6 + half your barbarian level.

Centered

Starting at 6th level, whenever you make a saving throw to maintain concentration, you can reroll one of the dice once.

Additionally, you gain proficiency in Intelligence saving throws. If you are already proficient in Intelligence saving throws, you can instead gain proficiency in Charisma saving throws.

Warding Premonition

Beginning at 10th level, you can supernaturally calm your allies. When a creature other than you within 30 feet of you makes a saving throw against being charmed or frightened, you can use your reaction to grant them advantage on their saving throw against the condition.

Serene Rage

Starting at 14th level, you can maintain concentration and cast spells while raging.

However, casting spells while raging takes more effort from you than usual. You lose concentration on a spell if you cast another spell, even if the spell being cast does not require concentration.

Made by Sandmote from Giant in the Playground, with help from Arkhios