The Seeker

A flexible, intelligence-based caster class for Dungeons & Dragons 5th Edition. Through deep study of signs from the divine, they are guided to a goal. Blessed with magic empowerment, they can accomplish any mission. The Seeker uses a combination of fast and slow magic to be the ultimate utility caster.


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The Seeker

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.

Under 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 prohpet, the spell of silence would handle her next problem...

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 avatar of another god. Unlike a paladin or cleric who may follow the tenets of a god and leads others in that religion, a seeker is given guidance by their deity. Through study of the arcane and interpretation of signs and symbols that most would miss, a seeker’s path is laid before them. The tasks that seekers are given may be devoid of how to complete them, thus a seeker must be adept at gathering intelligence. Seekers care not where their information comes from, whether guidance gifted by the divine, the knowledge still held by the dead, or simply by charming those that would otherwise hoard secrets; by any means will they uncover the path laid before them.


Find a Path or Make One

A seeker moves through the world with ease, adept at traveling quickly over the roughest of terrain. As such, a seeker needs to be adept at infiltrating the toughest to reach places around Eberron; they spring locks, recognize traps, and can work with the tools around them to get past the clockwork mechanisms common to this world. Not nearly to the level of an artificer’s mastery over all things mechanical and crafted, but similar to their other skills, seekers use magic to make up for their lack in certain areas.

Mind Over Matter

The skills a seeker possesses are minor compared to what they have trained for. A seeker uses their body as a vessel for empowering magics, allowing their spells to change how their own form functions. Because of this training, they more often rely not on talent, but instead on the use of magic to make up what is lacking. Continuing this line of thinking, seekers often rely on others to get through difficult situations, a wise seeker is aware that they cannot handle every situation thrown their way. Seekers should be able to work well with their fellow companions to accomplish the goals set before them by their patron, as such a seeker’s spells lean towards improving their gifts and the group rather than blatantly destructive magics.

Image Credit: Arkadia Elf Oracle by Arcana Games

The Seeker
Level Proficiency
Bonus
Features Rites Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting and Rites, Seeker Practice, Tea Leaves 3 2
2nd +2 Divine Inspiration 2 3 3
3rd +2 Magical Adaptation, Practice Feature 3 3 4 2
4th +2 Ability Score Improvement 4 4 4 3
5th +3 5 4 4 3 2
6th +3 Enhanced Attack 6 4 4 3 3
7th +3 Endure 7 4 4 3 3 1
8th +3 Ability Score Improvement 8 4 4 3 3 2
9th +4 9 5 4 3 3 3 1
10th +4 Holdfast, Practice Feature 10 5 4 3 3 3 2
11th +4 11 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 5 4 3 3 3 2 1
13th +5 13 5 4 3 3 3 2 1 1
14th +5 Practice Feature 14 5 4 3 3 3 2 1 1
15th +5 15 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 5 4 3 3 3 2 1 1 1
17th +6 17 5 4 3 3 3 2 1 1 1 1
18th +6 Unstoppable 18 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 4 3 3 3 3 2 1 1 1
20th +6 Divine Blessing 20 6 4 3 3 3 3 2 2 1 1

Creating a Seeker

When creating a Seeker, consider what kind of deity you follow and quest for. What kind of training did you go through to become a seeker? How do has your patron or god communicate with you and how do you read their omens? Will you aid your allies in combat with supportive magics or empower your own abilities to take down your foes? Be sure to work with the DM about your background.

Quick Build

You can make a Seeker quickly by following these suggestions. First, make either Dexterity or Intelligence your highest ability score, followed by Constitution. Second, choose the Outlander background.

Hit Points


  • Hit Dice: 1d8 per seeker level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per seeker level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple Weapons, hand crossbows, longbows, longswords, rapiers, shortswords
  • Tools: Thieve's tools, one type of artisan's tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Deception, History, Investigation, Medicine, Religion, Perception, Persuasion, Sleight of Hand, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a rapier, shortsword, or longsword
  • shortbow, shortsword, a dagger, or a shield
  • leather armor
  • Thieves’ or tinkerers’ tools and a dungeoneer’s pack
  • One fortune telling device such as tarot cards, a crystal ball, various teas, etc.

Spellcasting

Through your studies and connection with the divine, you are able to use magic spells. As a seeker, your magic is generally slower than others, but creativity is your true power. See Spells Rules for the general rules of spellcasting.

Cantrips (0-Level Spells)

At 1st level, you know three cantrips of your choice from the seeker pell list. At higher levels, you learn additional seeker cantrips of your choice, as shown in the Cantrips Known column of the Seeker table.

Preparing and Casting Spells

The Seeker table shows how many spell slots you have per spell level to cast your seeker spells. To cast one of your seeker spells of 1st level or higher at the regular casting time, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare a list of spells at the end of each long rest from the seeker spell list. When you do so, choose a number of spells equal to your Intelligence modifier + half your seeker level, rounded down (minimum of one spell). The spells must be of a level for which you are able to cast. These spells count as Seeker spells for purposes of spellcasting and rites.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of seeker spells requires time spent in studying omens from the divine and interpreting the meaning of these signs: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your seeker spells, since you learn your spells through dedicated study and memorization. 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 seeker spell 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

Ritual spells

You can cast any seeker spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a divine focus as a spellcasting focus for your seeker spells. This divine focus can be your fortune telling device.

Rites

For any spell prepared, you are able to cast those spells as a Rite instead of using a spell slot. The cast time for these spells follows the format of rituals and equals the standard casting time plus 10 minutes.

A spell cast using a Rite has an associated cost depending on what spell level it is used at, as seen in the table below.

Spell Level Rites
1st, 2nd, & 3rd 1
4th & 5th 2
6th 3
7th 4
8th 5
9th 7

Seeker Practice

Choose one Practice related to how you best will serve your patron: Seer, Wayfarer, or Inquisitor. Each Practice is detailed at the end of the class description. Your choice grants you Practice spells and features when you choose it at 1st level and additional benefits at 3rd, 10th, and 14th level.

Practice Spells

Each Practice has a list of spells, its Practice spells, that you gain at the Seeker levels noted in the Practice description. Once you gain a Practice spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a Practice spell that doesn't appear on the Seeker spell list, the spell is nonetheless a Seeker spell for you.

Image Credit: The Magician from The Marigold Tarot by Amrit Brar

Tea Leaves

Additionally 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.

You can reach out to the ambient magic around you to guide yourself and 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 effect. Your concentration ends when you either decide to stop concentrating or when both targets have utilized the effect of this cantrip.

Divine Inspiration

Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. You can add a d4 to all ability checks and saving throws until the end of your next turn. You can use this a number of times equal to your profiency bonus and all uses recover after a long rest. Additionally, you can use your bonus action to take the Steady Aim, Dodge, or Disengage action.

Magical Adaptation

Starting at 3rd level, whenever you finish a long rest, you can replace one seeker cantrip you know with another cantrip from the seeker spell list.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Enhanced Attack

At 6th level, whenever you use a cantrip that takes an Action, you can make one weapon attack as part of that action.

Endure

Starting at 7th Level, when an attacker that you can see hits you with an Attack, you can spend 1 Rite or a spell slot and use your Reaction to halve the attack's damage against you.

Hold Fast

Beginning at 10th level, you've trained your body to go withstand certain area effects, such as a white dragon's freezing breath or a Cloudkill spell's poison gases. When you 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.


Unstoppable

At 18th level, magic suffeses your every step. Your movement speed cannot be decreased by difficult terrain, spells, being underwater, or other effects and you cannot be restrained. By spending 5 feet of movement, you can automatically escape from being grappled. Once per long rest, your deity is able to unburden you, making your path easier. By using your Reaction, your deity strips away one negative status effect, such as paralyze or blind.

Divine Blessing

When you reach 20th level, you may call on your diety for a boon. At the end of a long rest, choose from one of the following blessings:

  • Dragon's Strength: You have advantage on three Strength Checks or Saves of your choice, cannot be knocked prone or disarmed, and add 2 damage to each melee attack.

  • Fey's Grace: You have advantage on three Dexterity Checks or Saves, gain 10 feet of movement speed, and do not take fall damage when falling from 100 feet or less as long as you aren't incapcitated.

  • Old One's Endurance: You have advantage on three Constitution Checks or Saves, and gain 30 temporary hit points.

  • Lich's Cunning: You have advantage on three Intelligence Checks or Saves, and gain resistance to psychic damage.

  • Angel's Wisdom: You have advantage on three Wisdom Checks or Saves, and you have Truesight out to 10 feet.

  • Devil's Charm: You have advantage on three Charisma Checks or Saves, and can ignore the verbal and somatic components of a spell once when casting a spell.

Image Credit: Githyanki Gish from Mordenkainen's Tome of Foes ©WOTC, pg 204

Seeker Practices

Early on, Seekers choose a Practice that helps them best listen to their patron and find what needs to be found. Here are some of the Practices you can choose at 1st level.

Practice of the Seer

Glimpse the future and see the world as it truly is with this Practice.

Seer Spells

When choosing this Practice, you gain access to spells that help you see your path and get there safely. At 1st, 3rd, 5th, 7th, and 9th level you gain access to the following spells. Seeker Level Always Prepared

Seeker Level Practice Spell
1st detect evil and good, faerie fire
3rd augury, mind spike
5th gaseous form, speak with dead
7th arcane eye, locate creature
9th commune, scrying

Bonus Proficiencies

When you choose this Practice at 1st level, you gain proficiency in Arcana and Investigation. At 6th level, choose one of these skills, you add double your proficiency bonus to checks you make with it.

Fortune Teller

At 3rd level, twice per day you can expend a Rite to cast Augury over the course of a minute, the spell changes to aid you and those around you. A third eye opens on your forehead while casting this spell.

  • There is no cumulative casting effect of Augury that could cause a random outcome.
  • You get a sense of the next hour instead of the next 30 minutes.
  • Depending on the outcome of the Augury spell cast using this feature, you gain a different boon:

Weal: Your confidence is bolstered! Once in the next hour, you can use your reaction to have an ally reroll any attack roll, saving throw, or ability check.

Woe: You’re ready to face oncoming foes! Once in the next hour, you can use your bonus action to impose disadvantage on the next attack roll, saving throw, or ability check by a creature you can see.

Weal/Woe: You steel yourself for whatever comes next! Once in the next hour, you can give yourself advantage on any attack roll, saving throw, or ability check.

Neither: You decide your own fate! Roll a d20 and record the number rolled. Once in the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll.


Second Sight

At 10th level, 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 remove one spell from your prepared spell list and replace it with a spell on Seeker spell list at an equal spell level of the removed spell. After finishing a long rest, you may use this feature again.

Additionally, you can choose to use your Fortune Teller feature by using two Rites as an Action, Bonus Action, and Reaction at the same time instead of taking one minute.

Image Credit: Winter Hag from Pathfinder, ©Paizo

Practice of the Inquisitor

By asking the right questions, you can get to higher truths. By taking this Practice, your questions carry more weight.

Inquisitor Spells

When choosing this Practice, you gain access to spells that help you see your path and get there safely. At 1st, 3rd, 5th, 7th, and 9th level you gain access to the following spells. Seeker Level Always Prepared

Seeker Level Practice Spell
1st command, searing smite
3rd knock, zone of truth
5th speak with dead, tongues
7th aura of purity, locate creature
9th dominate person, geas

Bonus Proficiencies

When you choose this Practice at 1st level, you gain proficiency with martial weapons and medium armor. Additionally, you gain proficiency in the Insight and Intimidation skills. At 6th level, choose one of these skills, you add double your proficiency bonus to checks you make with it.

Blessed Bond

At 3rd level, you become adept at finding the truths within the lies and seeing what makes your enemies tic. By using a bonus action, you can magically mark with a sentient creature you can see within 60 feet, gaining insight into their mind. Use your spell save DC to have the target make a Wisdom saving throw a creature can choose to fail this saving throw if it wishes. On a successful save, you discern that this magic failed but the target is unaware of the attempt. On a failed save, for the next 10 minutes you gain the following bonuses against this target:

  • You know what the creature is known as commonly, such as how the creature would introduce themselves to a friendly acquaintance.
  • You know their exact location. If the creature travels to a different plane, you know which plane they went to.
  • You have advantage on Insight checks against the target.
  • Once before the end of this effect, if the creature is brought to 0 hit points, you can use your Reaction to have your deity stabilize the creature. Instead of dying, the creature is at 1 hit point and paralyzed until the end of your next turn. After stabilizing a creature in this way, you have advantage on Charisma checks against the creature until they have taken a rest.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Know Thy Enemy

At 10th level, you can prepare a target for how best to deal with a type of foe. By spending a Rite and using an Action, touch a target and you pick one type of creature: Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, Humanoid, or Undead. For 1 minute, any attacks on the target of this feature by creatures of the choosen type have disadvantage. The target also can't be Charmed, Frightened, or possessed by them. If the target is already Charmed, Frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. If you use this feature while it is active, the first casting of this effect stops.

Holy Hand, Divine Voice

When you reach 14th level, if you deal damage to a creature, you may change the type of damage to radiant, necrotic, cold, fire, or lighting. The damage type you choose should reflect your patron. You may change your damage type this way a number of times per day equal to your level in this class. When you use this feature, add your Intelligence modifier to your damage.

Additionally, you learn the cantrip Friends which does not count against your cantrip total. When Friends ends, the target does not realize they have been ensorcelled by this cantrip.

Image Credit: Inquisitor Art from Pathfinder, ©Paizo

Practice of the Wayfarer

Getting there is half the battle, but a seeker who is a part of this Practice can make the journey easier and quicker.

Wayfarer Spells

When choosing this Practice, you gain access to spells that help you travel your path and get there safely. At 1st, 3rd, 5th, 7th, and 9th level you gain access to the following spells. Seeker Level Always Prepared

Seeker Level Practice Spell
1st goodberry, longstrider
3rd find steed, misty step
5th fly, tiny hut
7th dimension door, polymorph
9th far step, teleportation circle

Bonus Proficiencies

When you choose this Practice at 1st level, you gain proficiency in Survival and Perception checks. 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 profiency with to add double your proficiency bonus to checks you make with it.


Transporter

At 3rd level, you are able to move yourself or an ally quickly through danger. You have advantage on ability checks to related to navigating and traveling to a distant destination.

Additionally, as a Bonus Action, you can teleport 10 times your proficiency bonus feet away or teleport a willing creature 5 times your proficency bonus feet to a location you can see. 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.

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.

Image Credit: Druid Circle of the Stars via DNDBeyond.com, ©WOTC

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Friends
  • Green-Flame Blade
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Spare the Dying
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Bless
  • Comprehend Languages
  • Create or Destroy Water
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Feather Fall
  • Find Familiar
  • Gift of Alacrity
  • Hunter's Mark
  • Identify
  • Longstrider
  • Purify Food and Drink
  • Sanctuary
  • Shield
  • Silent Image
  • Unseen Servant
  • Wrathful Smite
  • Zephyr Strike
2nd Level
  • Alter Self
  • Arcane Lock
  • Augury
  • Beast Sense
  • Branding Smite
  • Darkness
  • Detect Thoughts
  • Enhance Ability
  • Enlarge Reduce
  • Find Traps
  • Immovable Object
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Mind Spike
  • Misty Step
  • Nystul's Magic Aura
  • Pass without Trace
  • Prayer of Healing
  • See Invisibility
  • Silence
  • Spider Climb
  • Suggestion
  • Wristpocket
3rd Level
  • Bestow Curse
  • Blinding Smite
  • Clairvoyance
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Fly
  • Galder's Tower
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Leomund's Tiny Hut
  • Magic Circle
  • Nondetection
  • Phantom Steed
  • Remove Curse
  • Sending
  • Speak with Dead
  • Speak with Plants
  • Spirit Shroud
  • Thunder Step
  • Tiny Servant
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Aura of Purity
  • Banishment
  • Charm Monster
  • Control Water
  • Dimension Door
  • Divination
  • Fabricate
  • Freedom of Movement
  • Greater Invisibility
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Staggering Smite
5th Level
  • Commune
  • Commune with Nature
  • Contact Other Plane
  • Control Winds
  • Creation
  • Dispel Evil and Good
  • Greater Restoration
  • Legend Lore
  • Modify Memory
  • Passwall
  • Rary's Telepathic Bond
  • Reincarnate
  • Scrying
  • Seeming
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Temporal Shunt
  • Transmute Rock
  • Wall of Stone
6th Level
  • Arcane Gate
  • Disintegrate
  • Find the Path
  • Forbiddance
  • Heroes' Feast
  • Scatter
  • Soul Cage
  • Transport via Plants
  • True Seeing
  • Wind Walk
  • Word of Recall
7th Level
  • Dream of the Blue Veil
  • Etherealness
  • Forcecage
  • Plane Shift
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Demiplane
  • Glibness
  • Maze
  • Telepathy
9th Level
  • Foresight
  • Gate
  • Shapechange
  • Time Stop
  • True Polymorph

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