Sacred Oath - Oath of the Seeker

Paladins who swear the Oath of the Seeker are often used as hunters of spellcasters, though their talents can be used against non-magical opponents also. Somewhat unusually among paladins, those who take up the Seeker's path do not limit themselves to close combat, learning to apply their famous smiting power far afar, channeling the power through arrows and crossbow bolts alike.

Tenets of the Seeker

Though not all paladins who make the Oath of the Preserver adhere to these exact tenets, these are the most common.

Knowledge: When hunting your prey, a comprehensive knowledge is your strongest weapon. Seek out information, lest you be caught unawares.

Discipline: A healthy body leads to a healthy mind that leads to a healthy body. A Seeker must be capable in both, and never neglect themselves.

Take the Initiative: Strike first, strike hard, strike fast. The Seeker must gie their opponents no quarter to act freely.

Oath Spells

Oath of the Seeker Spells

You gain Oath Spells at the Paladin levels listed.

Level Spells
3rd Detect Magic, Absorb Elements
5th See Invisibility, Locate Object
9th Clairvoyance, Counterspell
13th Locate Creature, Freedom of Movement
17th Commune, Hold Monster

Distant Smite

When you take this oath at third level, you gain the ability to channel your divine smite on ranged weapon attacks. When you do so, you must declare the use of a smite before rolling to see if you hit.

In addition, you are able to apply the damage from Improved Divine Smite at range once you gain it at 11th level, however the damage dice is reduced from 1d8 to 1d6.

Finally, you gain access to the Archery Fighting Style, and can choose to exchange your current Fighting Style for Archery instead.

Channel Divinity

When you take this oath at 3rd Level, you gain the following Channel Divinity option:

Gleaming Spikes: As an action you choose a 15' square at a point within 45' that you can see and fill it with shining golden caltrops. These deal radiant damage instead of piercing. In addition, they deal an additional 1d8 damage once you reach 11th level in this class. Friendly creatures you choose can pass through the gleaming spikes with no ill effect.

Gleaming Spikes lasts for 1 minute, before the radiant caltrops fade.

Aura of the Adroit Mind

A Seeker must never be caught flat-fotted, be it by magical or mundane foes. At 7th you and friendly creatures within 10 feet of you gain a bonus to initiative rolls equal to your charisma modifier. In addition, any friendly creatures inside the aura can use their reaction to gain advantage on Intelligence, Wisdom or Charisma saving throws when targeted by an effect that provokes one.

At 18th level, the range of this aura increases to 30 feet.

Dispelling Smite

At 15th level when you hit a creature with a weapon attack you can choose to end one spell effect of a level equal to or lower than your Improved Divine Smite damage roll.

Dispelling Smite can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Seeker's Line

At 20th level as a bonus action you can invoke the spirits of Seekers past. These appear as four spectral figures who appear in adjacent spaces and move with you. Whenever you take the Attack action, the Seekers match you, targeting a creature of your choice within 120' that you can see. Each spirit fires their ghostly crossbow at the target, with a +11 attack modifier and deal 2d8+5 radiant damage. If you would have advantage on attacking the target, so too do the spectral Seekers.

The spectral Seekers last for one minute, or until you dismiss them as an action. Seeker's Line can be used once per long rest.