Ranger Archetype: Seeker

At 3rd level, a ranger gains the Ranger Archetype feature. The Seeker is an option available to a ranger, in addition to those offered in the Player's Handbook.

Seeker

Seekers are itenerants pursuing lost knowledge and higher truth. Some have departed from religious or scholastic orders to find self-enlightenment and harmony in nature; others seek answers that traditional lore fails to reveal. They combine knowledge of the wilderness with uncommon learning and more advanced magics.

Seeker Features
Ranger Level Feature
3rd Seeker Magic, Seeker of Mystery, Mysterious Recovery
7th Mysterious Blessing
11th Deep Mysteries
15th Seeker's Shroud

Seeker Magic

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Seeker Spells table. The spells count as ranger spells for you, but they don't count against the number of ranger spells you know.

Seeker Spells
Ranger Level Spells
3rd comprehend languages, identify
5th knock, see invisibility
9th blink, dispel magic
13th banishment, divination
17th awaken, passwall

Seeker of Mystery

At 3rd level, you learn one druid or cleric cantrip of your choice. It counts as a ranger spell for you. You also gain proficiency in one skill of your choice from Arcana, History, and Religion, if don't already have it. Your proficiency bonus is doubled for any check you make that uses the chosen proficiency.

Mysterious Recovery

At 3rd level, you can regain a little magical energy through your connection to the natural world and the weave of magic. During a short rest, you may choose to regain an expended 1st-level spell slot. The number of combined spell slots you can regain increases by 1 when you reach 5th, 9th, 13th, and 17th levels. You can't use this feature again until you finish a long rest.

For example, when you are a 5th-level ranger, you can recover up to two levels worth of slots. You can recover either a 2nd-level slot or two 1st-level slots.


Mysterious Blessing

Beginning at 7th level, as you become more woven into the fabric of the magic, it starts to mitigate the harm you can take. Whenever you would take damage, you may use your reaction to reduce the damage you take by a number equal to the number of combined spell slots you have cast since your last long rest.

Deep Mysteries

Beginning at 11th level, when you use your Mysterious Recovery feature or finish a long rest, you may prepare one spell from any spell list that is of a level you can cast. Add this spell to your spells known until you cast it, finish a long rest, or use your Mysterious Recovery feature. It counts as a ranger spell for you as long as you know it.

Seeker's Shroud

At 15th level, your long exploration of the cosmos has granted you an intimate connection to other planes such that you are not unlike one of their denizens. You have advantage on saving throws against spells and other magical effects.

Edit Log:

1.01 Removed, "In addition, you may add your proficiency bonus to any check you make or damage you deal as a part of this spell," from the Deep Mysteries feature.

1.02 Changed, "[U]ntil you finish a long rest," to, "[U]ntil you cast it, finish a long rest, or use your Mysterious Recovery feature," inf the Deep Mysteries feature, and added, "[F]or as long as you know it," to the end of the first paragraph of the same. Also removed, "None of the slots can be of 3rd level or higher," from the Mysterious Recovery feature.