The Seeker
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: Blue Demoness, Alexandra Curte
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The Seeker .
Under the cover of darkness, her picks dance Find a Path or Make One
through the lock in the blink of an eye with A seeker moves through the world with ease, adept at
fingers deft from a prior enchantment. 'Only traveling quickly over the roughest of terrain. As such, a
your light can snuff out the dark' were the seeker needs to be an expert at infiltrating the toughest to
words that brought her here, guided by her reach places; they spring locks, recognize traps, and can
dreams. Recognizing and avoiding the work with the tools around them to get past the clockwork
pressure plate immediately behind the door mechanisms common to this world. Not nearly to the level of
was easier than she thought, infiltrating the Skyway in Sharn an artificer’s mastery over all things mechanical and crafted,
was the hard part, but she did her best work in the shadows. but similar to their other skills, seekers use magic to make up
Sorcery bars the last door between the woman and her prey; for their lack in certain areas.
a quick word and a gesture and the heretic's barrier spell is Mind Over Matter
ravaged. The burnt bones and stars had shown her his home. The skills a seeker possesses are minor compared to what
The words that guided her blade ringed clearly in her head as they have trained for. A seeker uses their body as a vessel for
she crept towards the heretic's sleeping form. Her knife empowering magics, allowing their spells to change how
pulsed with energy, poised high above the false prophet, the their own form functions. Because of this training, they more
spell of silence would handle her next problem... often rely not on talent, but instead on the use of magic to
make up what is lacking. Continuing this line of thinking,
A dream stirs the elf to waken, “a storm is coming and our seekers often rely on others to get through difficult situations,
quarry’s tracks will be lost” they announce as the hint of a wise seeker is aware that they cannot handle every
clouds begin to form in the east. The group grumbles as they situation thrown their way. Seekers should be able to work
begin to break camp, but know better than to question the well with their fellow companions to accomplish the goals set
visions of their elf companion. before them by their patron, as such a seeker’s spells lean
towards improving their gifts and the group rather than
Having built a barricade, the bloodied warrior catches their blatantly destructive magics.
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 lead others in that religion, a
seeker is given guidance by their deity. Through study of
subtle signs and interpretation of omens 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.
Image: Oracle by Even Amundsen
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The Seeker Cantrips
Rites Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Proficiency
Level Bonus Features 1 3 2 ————————
1st +2 Spellcasting and Rites, Mavenhood, Tea Leaves 2 3 3 ————————
2nd +2 Premonition, Sixth Sense 3 3 4 2 ———————
3rd +2 Good Omen, Maven Feature 4 4 4 3 ———————
4th +2 Ability Score Improvement 5 4 4 3 2 ——————
5th +3 — 6 4 4 3 3 ——————
6th +3 Destined Strike, Maven Expertise 7 4 4 4 3 1 —————
7th +3 Ill Omen 8 4 4 3 3 2 —————
8th +3 Ability Score Improvement 9 4 4 3 3 3 1 ————
9th +4 — 10 5 4 3 3 3 2 — — — —
10th +4 Holdfast, Maven Feature 11 5 4 3 3 3 2 1 — — —
11th +4 — 12 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 13 5 4 3 3 3 2 1 1 — —
13th +5 — 14 5 4 3 3 3 2 1 1 — —
14th +5 Maven Feature 15 5 4 3 3 3 2 1 1 1 —
15th +5 — 16 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 17 5 4 3 3 3 2 1 1 1 1
17th +6 — 18 5 4 3 3 3 3 1 1 1 1
18th +6 Endless Pursuit 19 5 4 3 3 3 3 2 1 1 1
19th +6 Ability Score Improvement 20 5 4 3 3 3 3 2 2 1 1
20th +6 Divine Vision
Creating a Seeker Proficiencies
When creating a seeker, consider what kind of deity you
follow and quest for. What kind of training did you go through Armor: Light armor, shields
to become a seeker? How does your patron or god Weapons: Simple weapons, hand crossbows, longbows,
communicate with you and how do you read their omens? longswords, rapiers, shortswords
Will you aid your allies in combat with supportive magics or Tools: Thieves' tools
empower your own abilities to take down your foes? Be sure Saving Throws: Constitution, Intelligence
to work with the DM about your background. Skills: Choose two from Acrobatics, Arcana, Deception,
History, Investigation, Religion, Perception, Persuasion,
Quick Build Sleight of Hand, Stealth, Survival
You can make a Seeker quickly by following these Equipment
suggestions. First, make either Dexterity or Intelligence your
highest ability score, followed by Constitution. Second, You start with the following equipment, in addition to the
choose the Outlander background. equipment granted by your background:
Hit Points a rapier, shortsword, or longsword
shortbow and 20 arrows, shortsword, a dagger, or a shield
Hit Dice: 1d8 per seeker level leather armor
Hit Points at 1st Level: 8 + your Constitution modifier thieves’ tools and a dungeoneer’s pack
Hit Points at Higher Levels: 1d8 (or 5) + your one fortune telling device such as tarot cards, a crystal
Constitution modifier per seeker level after 1st ball, various teas, etc.
This class was created by u/FriskyRisque 3
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Spellcasting Spellcasting Ability
Through your studies of the divine and unseen, you are able to Intelligence is your spellcasting ability for your seeker spells,
use magic spells. As a seeker, your magic is more patient than since you learn your spells through dedicated Maven and
others, but creativity is your true power. See Spells Rules for the memorization. You use your Intelligence whenever a spell refers
general rules of spellcasting. to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a seeker spell you
Cantrips cast and when making an attack roll with one.
At 1st level, you know three cantrips of your choice from the Spell save DC = 8 + your proficiency bonus + your Intelligence
seeker spell list. At higher levels, you learn additional seeker modifier
cantrips of your choice, as shown in the Cantrips Known column
of the seeker table. Spell attack modifier = your proficiency bonus + your
Intelligence modifier
When you gain a level in this class, you can replace one of the
seeker cantrips you know with another cantrip from the seeker Ritual spells
spell list.
You can cast any seeker spell you prepare as a ritual if that spell
Preparing and Casting Spells has the ritual tag.
The seeker table shows how many spell slots you have per spell Spellcasting Focus
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 You can use a divine focus as a spellcasting focus for your seeker
a spell slot of the spell’s level or higher. You regain all expended spells. This divine focus can be your fortune telling device.
spell slots when you finish a long rest.
Rites
You prepare a list of spells at the end of each long rest from the For any seeker spell prepared of 5th level and below, you are able
seeker spell list. When you do so, choose a number of spells to cast those spells as a Rite instead of using a spell slot. The cast
equal to your Intelligence modifier + half your seeker level, time for these spells follows the format of rituals and equals the
rounded down (minimum of one spell). The spells must be of a standard casting time plus 10 minutes.
level for which you are able to cast. These spells count as seeker
spells for purposes of spellcasting and Rites. Rites may also be used to cast unprepared spells with the ritual
tag or a casting time of 1 minute or longer by spending the
You can change your list of prepared spells when you finish a amount of Rites needed to cast that level of spell and adding 10
long rest. Preparing a new list of seeker spells requires time minutes to the casting time. You regain all expended Rites when
spent in studying omens from the divine and interpreting the you finish a long rest.
meaning of these signs: at least 1 minute per spell level for each
spell on your list. Spells cast using a Rite have an associated cost depending on
what spell is being cast, as seen in the table below.
Spell Level Rites Used
1st & 2nd 1
3rd & 4th 2
3
5th
Mavenhood
Choose a Mavenhood related to how you will best serve your
patron, detailed at the end of the class description. Your choice
grants you Maven spells and features when you choose it at 1st
level and additional benefits at 3rd, 10th, and 14th level.
Maven Spells
Each Mavenhood has a list of spells, its Maven spells, that you
gain at the Seeker levels noted in the Maven description. Once
you gain a Maven 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 Maven spell that doesn't appear on the Seeker spell
list, the spell is nonetheless a Seeker spell for you.
Manifesting Your Powers
See the Reading The Weave section on the final page for optional
ideas of how your Seeker reads fortunes, casts your spells, and
traverses the world!
Image: The Magician by Amrit Brar
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Seeker Spell List
Cantrips Sanctuary Haste Telekinesis
Shield Intellect Fortress Telepathic Bond
Booming Blade Silent Image Magic Circle Teleportation Circle
Chill Touch Unseen Servant Major Image Temporal Shunt
Control Flames Zephyr Strike Nondetection Transmute Rock
Friends Phantom Steed Wall of Stone
Green-Flame Blade 2nd Level Remove Curse
Guidance Sending 6th Level
Gust Alter Self Speak with Dead
Light Arcane Lock Speak with Plants Arcane Gate
Lightning Lure Arcanist's Magic Aura Spirit Shroud Contingency
Mage Hand Augury Thunder Step Disintegrate
Mending Beast Sense Tiny Hut Find the Path
Message Blindness/Deafness Tiny Servant Forbiddance
Mind Sliver Branding Smite Tongues Heroes' Feast
Minor Illusion Darkness Water Breathing Move Earth
Mold Earth Darkvision Water Walk Otherwordly Guise
Prestidigitation Detect Thoughts Scatter
Ray of Frost Enhance Ability 4th Level Soul Cage
Resistance Enlarge Reduce Transport via Plants
Sacred Flame Find Traps Arcane Eye True Seeing
Shape Water Fortune's Favor Aura of Purity Wind Walk
Shocking Grasp Immovable Object Banishment Word of Recall
Thaumaturgy Invisibility Control Water
True Strike Knock Death Ward 7th Level
Lesser Restoration Dimension Door
1st Level Levitate Divination Dream of the Blue Veil
Locate Animals or Plants Fabricate Etherealness
Absorb Elements Locate Object Freedom of Movement Forcecage
Alarm Mind Spike Greater Invisibility Plane Shift
Animal Friendship Mind Whip Hallucinatory Terrain Sequester
Bless Misty Step Locate Creature Simulacrum
Ceremony Pass without Trace Private Sanctum Symbol
Comprehend Languages Prayer of Healing Speedy Courier Teleport
Detect Evil and Good See Invisibility Stone Shape Temple of the Gods
Detect Magic Silence
Detect Poison and Disease Spider Climb 5th Level 8th Level
Disguise Self Suggestion
Dissonant Whispers Warding Bond Commune Antimagic Field
Ensnaring Strike Wristpocket Commune with Nature Antipathy/Sympathy
Entangle Contact Other Plane Demiplane
Feather Fall 3rd Level Control Winds Glibness
Find Familiar Creation Holy Aura
Gift of Alacrity Bestow Curse Dispel Evil and Good Maze
Guiding Bolt Clairvoyance Greater Restoration Mighty Fortress
Hunter's Mark Counterspell Legend Lore Telepathy
Identify Create Food and Water Modify Memory
Illusory Script Dispel Magic Passwall 9th Level
Inflict Wounds Fly Reincarnate
Longstrider Galder's Tower Scrying Foresight
Purify Food and Drink Gaseous Form Seeming Gate
Glyph of Warding Skill Empowerment Shapechange
Time Stop
True Polymorph
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Tea Leaves .
At 1st level, you have studied the greater arcanum enough to Endless Pursuit
know which omens should receive attention and which can be
cast aside. You have advantage on ability checks to interpret At 18th level, magic suffuses your every step. Your speed cannot
signs of good and ill omens. be decreased by difficult terrain, spells, being underwater, or
other effects. You cannot be restrained. By spending 5 feet of
Additionally, the fortunes you utter hold power. When casting movement, you can automatically escape being grappled.
a spell, the verbal component of that spell may be replaced by
stating a prediction, prophecy, or omen of things to come. Additionally, if you pass beyond this mortal veil and die, your
deity wills you back from death with 1 hit point; this can occur
Premonition no more than once per week.
Starting at 2nd Level, your connection with the divine allows you Divine Vision
brief clarity to evade detection or find what others might miss.
As a bonus action, you can use the Hide or Search action. When you reach 20th level, you are able to forsee how best to
serve your deity by choosing a blessing. At the end of a long rest,
Sixth Sense choose from one of the blessings below. You carry this blessing
until you finish your next long rest.
Also at 2nd level, you may enter a state heightened awareness by
using a Rite (no action required). You may add a d4 to all ability Dragon's Brawn: You have advantage on any three Strength
checks and saving throws until the end of your next turn but ability checks or saves of your choice, cannot be knocked prone
cannot be applied to a roll that has already been failed. or disarmed, and add 2 damage to each melee or ranged attack.
Good Omen Fey's Grace: You have advantage on any three Dexterity ability
checks or saves of your choice, gain 10 feet of movement speed,
You may guide others by studying subtle signs in the Weave. At and do not take fall damage when falling from 100 feet or less as
3rd level, when you use at least one Rite to cast a spell, you may long as you aren't incapcitated.
use your reaction to tell a creature who can see and hear you a
special fortune, giving them a Good Omen. After rolling an Elder One's Endurance: You have advantage on any three
ability check or saving throw but before knowing if it succeeds Constitution ability checks or saves of your choice, and gain 30
or fails, the creature with the Good Omen may use it to reroll temporary hit points.
and must use that new roll. Only one creature may have your
Good Omen and you may not give out another until after you Lich's Cunning: You have advantage on any three Intelligence
have finished a short rest. ability checks or saves of your choice, and gain resistance to
psychic damage.
Ability Score Improvement
Angel's Insight: You have advantage on any three Wisdom
When you reach 4th level, and again at 8th, 12th, 16th, and 19th ability checks or saves of your choice, and you have Truesight out
level, you can increase one ability score of your choice by 2, or to 10 feet.
you can increase two ability scores of your choice by 1. You can’t
increase an ability score past 20 with this feature. Devil's Charm: You have advantage on any three Charisma
ability checks or saves of your choice, and can ignore the verbal
Using the optional feats rule, you can forgo taking this feature and somatic components of a spell once when casting a spell.
to take a feat of your choice instead.
Destined Strike
At 6th level, when using your seeker powers, you feel as if your
hand is guided to better defeat your foes. After using your action
to cast a cantrip, if you have used a Rite in the past minute, you
can either make one weapon attack or roll an extra damage die
once from that cantrip and add it to the total damage.
Ill Omen
Starting at 7th Level, your foretelling of harm lets you reduce
your injuries. When an attacker that you can see hits you with an
attack, you can use your reaction to expend a Rite to halve the
attack's damage against you.
Hold Fast
Beginning at 10th level, you've trained your body to withstand
certain area effects, such as a white dragon's freezing breath or a
cloudkill spell's poison gases. If you succeed on a Constitution
saving throw to take half damage, you take no damage. If you fail,
you take half damage.
Image: Mage Infiltrator by Aleksandra Wojtas
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Mavenhood Third Eye
When you choose this Mavenhood at 1st level, you have
Early on, Seekers choose a Mavenhood that helps them best advantage on ability checks to see hidden traps and doors.
listen to their patron, reveal the arcanum, travel safely to their
goal, and complete their quest. Here are the Mavenhoods you can Additionally, you gain proficiency in either Perception or
choose at 1st level. Investigation. At 6th level, you can choose a skill that you are
proficient with to add double your proficiency bonus to checks
Maven, One Who Understands you make with it.
Sight For Sore Eyes
Maven, an expert in a certain field, let's you choose different At 3rd level, as an action, you may touch a willing creature to end
aspects of play to focus on. The Maven spell list and proficiencies the blinded status.
at level one should give an idea for the theme of each subclass. Wandering Eye
Additionally at 3rd level, by either spending 1 minute focusing or
Maven of the All-seeing Eye using a Rite as an action, you place a hand on an object or
surface and create a single eye on the other side. It requires an
All-seeing Eye seekers see the world for how it truly is, beyond action for you to create the eye initially and an action on each of
what most can visualize. Common among this Mavenhood are your turns to lose all of your other senses and see through this
strange, discomforting eyes which they use to visualize auras, eye. This eye shares your abilities to see, but cannot visualize
look into crystal balls, and see patterns in burned incense to tell anything past 30 feet. The eye can turn and rotate but cannot be
fortunes and read omens. moved otherwise.
All-seeing Eye Spells Certain materials are more difficult to create an through than
When choosing this Mavenhood, you gain access to spells that others, this eye is blocked by 1 foot of stone, 1 inch of common
help you see and reveal what is hidden. At 1st, 3rd, 5th, 7th, and metal, a thin sheet of lead, or 3 feet of wood or dirt.
9th level you always prepare the following spells. Second Sight
At 10th level, you have advantages on ability checks that rely on
Seeker Level Maven Spell sight.
1st detect magic, faerie fire, guiding bolt
3rd Additionally, you can use an action to increase your powers of
5th dark vision, see invisibility perception. When you do so, choose one of the following benefits,
7th blink, clairvoyance, remove curse which lasts until you are incapacitated, or you take a short or long
9th rest. You can’t use the feature again until you finish a rest or use a
arcane eye, divination Rite as an action to change the ability.
commune, scrying
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.
Darkvision: You can pierce through magical darkness to a
range of 30 feet.
See Invisibility: You can see invisible creatures and objects
within 10 feet of you that are within line of sight.
Sight Beyond Sight
At 14th level, you gain truesight out to 5 feet. When you cast
divination spells that allow you to see other places, such as
scrying or clairvoyance, your sensor has truesight, as well.
Cold Reading
Also at 14th level, a number of times per long rest equal to your
Intelligence modifier, you may use a bonus action to visualize a
creature’s aura. When you do so you learn about their general
state of health: Healthy (at their full hit points), Harmed (less than
their full hit points), or Fragile (less than 15 hit points). When you
visualize a creatures aura in this manner, you may take an action
on each of your turns to focus on the that target, learning one
piece of information each turn:
If the target is cursed and the nature of that curse.
What abilities are their highest and lowest saves.
What is the highest level of spell they can use, if any.
A fear, secret, or major motivation that creature has (DM's
choice, limit once per Cold Reading).
If the target would be friendly, hostile, or neutral to you if you
greeted them in a common fashion.
Once you have used this feature on a creature, you may not use
it again on that creature until after your next long rest.
Image: The Seer of Saterioh Aurore Folny 7
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.
Maven of the Bitter Heart
Most often mistaken for witches, due to their penchant for curses
and animal companions. Seekers within this Mavenhood use
their summoned companions to predict the future such as by
staring into their eyes or listening to the chirps and chitterings.
Bitter Heart Spells
When choosing this Mavenhood, you gain access to spells that let
you connect with natural beings and spite your foes. At 1st, 3rd,
5th, 7th, and 9th level you always prepare the following spells.
Seeker Maven Spell Wild Hatred
Level animal friendship, find familiar, hex Also at 3rd level, nature hears your call when you have been
1st beast sense, blindness/deafness, locate animal wronged. Once per short rest when a creature is under the effect
of your Spite feature, you may cast the spell summon beast
3rd or plant without using a spell slot. Once per long rest, when you cast
bestow curse, speak with plants summon beast in this way you can choose to have it not require
5th charm monster, phantasmal killer concentration.
7th commune with nature, contagion
9th In addition, when you use this feature, instead of casting the
spell at its lowest level without using a spell slot, you may cast
Heartbeats summon beast at a higher level by using one of your spell slots of
When you choose this Mavenhood at 1st level, you gain the appropriate level and following all the normal rules of spell
proficiency in Animal Handling and one of the following skills: casting.
Arcana, Medicine, or Nature. At 6th level, you can double your Coven
proficiency bonus either one of the two skills you gained from By 10th level, trust is built through actions, there is great power
this feature at 1st level. in being bound to others. A number of times per long rest equal
Spite to your proficiency bonus, choose a humanoid ally that you can
At 3rd level, woe to those that harm you or yours. When you or an see and cast a spell with a casting time of one action using a spell
ally take damage from a creature you can see, you may use a slot; that creature may use their reaction to allow the magic to
reaction to place a curse on either the attacking creature or one flow through them as if they had cast it, following all the other
of their allies. rules of spell casting and Intelligence is the casting stat for your
ally. If that spell requires concentration, the chosen ally will be
For the next minute, you know their exact location and your the one that concentrates on the spell.
Sixth Sense rolls are doubled when rolling an opposed ability
check or save against the target of Spite. You can’t use Spite Additionally, once per week, by using ten Rites and using 10 hit
again until you finish a long rest or use a Rite as reaction to use dice, you may cast the spell awaken without using components.
this ability again. While Spite is active, on your turn choose one Hag’s Hold
of the following effects against the cursed: At 14th level, you may call upon more unusual friends. Once per
long rest, you may cast any spell with the word "Summon" in its
Bewilder. The first attack they make is done with title at spell level 6. The chosen spell must normally take an
disadvantage. action to cast and you must fulfill all other requirements of that
spell such as components.
Bleed. The target takes twice your Intelligence modifier in
necrotic damage from the next source of damage. Additionally, when a creature under the effects of a curse you
placed, such as hex or your Spite feature, you may use two Rites
Hunted. If the target is hidden from you, you can see where to have either any attack made against them with advantage or
they are until the start of your next turn unless they are behind have the cursed target take double the damage rolled by you.
full cover.
Rust. If the target would normally be immune to a type of
damage, until the start of your next turn they instead have
resistance to that damage.
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Maven of the Brightened Spirit .
Bringers of hope and renewal, the Mavens of the Brightened Blessed Warmth
Spirit help lighten the darkest of times. Although all seekers tend At 10th level, you are able to call on your deity for additional aid
towards darkness to hide their movements, Seekers that follow in the form of an avatar. As the sun rises, whether you are able to
this Mavenhood focus on supporting the group. In this see it or not, choose a target to be blessed. This target has
Mavenhood, many seekers gain their power and divine the future advantage on saves against blindness and deafness as well as
through seeing visions in a burning fire or by attaining a being poisoned and frightened.
meditative state through energetic activities such as repetitive
dances or deep breathing. Additionally, you learn the dancing lights cantrip which does
not count against your cantrip total. While concentrating on
Brightened Spirit Spells dancing lights, you may spend two Rites as an action to end the
When choosing this Mavenhood, you gain access to spells that cantrip early and cast either mass cure wounds or destructive
bring the light to those around you, be them friend or foe. At 1st, wave centered on any point that your dancing lights is active at.
3rd, 5th, 7th, and 9th level you always prepare the following You may not use this feature again until you have finished a long
spells. rest.
Gift of the Martyr
Seeker Level Maven Spell At 14th level, when healing an ally using magical means, you can
1st bless, ceremony, healing word choose to spend your own hit dice to increase the healing you
3rd calm emotions, healing spirit impart. Choose a number of your hit dice up to your Intelligence
5th modifier to increase the healing of one target you heal by 5 hit
7th daylight, revivify points for every hit dice spent this way.
9th aura of life, guardian of faith
dawn, greater restoration, hallow Also at 14th level, you become a vessel for the light of your
patron! Once per long rest, you may use three Rites to cast either
Fervor divine word, heal, or sunbeam. When the spell ends, you cannot
When you choose this Mavenhood at 1st level, you gain move or take actions until after your next turn, as you experience
proficiency in medium armor. the elation of your diety's force moving through you.
Additionally, you gain proficiency in either Medicine or
Religion. At 6th level, choose a skill you are proficient in, you add
double your proficiency bonus to checks you make with it.
Spirit of Holy Light
At 3rd level, you are blessed with a beneficent spirit from your
patron. When casting healing spirit, either with a spell slot and
using a Rite or by casting the spell as a Rite, healing spirit
changes, as below:
The spirit appears in a form you choose that represents your
deity.
This spell doesn’t require concentration; it ends either after a
minute has passed since casting it, when you choose (no
action required), or you fall unconscious.
When you cast this spell, choose either a skill or a save, when
you heal someone with this spell, the healed target has
advantage on that skill or save you chose until the spirit heals
another target or the spell ends.
Hostile creatures within a 10 foot radius of the Spirit cannot
benefit from advantage on attacks or ability checks.
Blind Faith
Also at 3rd level, once per short rest, you may choose to reroll any
1 rolled once per use of Sixth Sense. When you reroll, you may
also choose to create a burst of light that blinds foes within 10
feet who fail a Constitution saving throw against your spell save
DC until the end of your Sixth Sense.
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Maven of the Burning Tongue Know Thy Enemy
At 10th level, you can prepare a target for how best to deal with a
By asking the right questions, you can get to higher truths. By type of foe. By spending a Rite and using an action, touch a target
taking this Mavenhood, your questions carry more weight. and pick one type of creature: Aberrations, Celestials, Dragons,
Studying animal entrails and reading fire or ashes all lend Elementals, Fey, Fiends, Humanoid, or Undead. For 1 minute, any
themselves to omen reading for this Mavenhood. attacks on the target of this feature by creatures of the chosen
type have disadvantage. The target also can't be charmed,
Burning Tongue Spells frightened, or possessed by them. If the target is already charmed,
When choosing this Maven, you gain access to spells to stop your frightened, or possessed by such a creature, the target has
foes and find the truth between the lies. At 1st, 3rd, 5th, 7th, and advantage on any new saving throw against the relevant effect. If
9th level you always prepare the following spells. you use this feature while it is active, the first casting of this effect
stops.
Seeker Level Maven Spell Holy Hand, Divine Voice
1st command, searing smite When you reach 14th level, you become an instrument of your
3rd flameblade, zone of truth divine patron, their will carried out through your hands. After
5th speak with dead, tongues finishing a long rest, choose a damage type: radiant, necrotic,
7th compulsion, locate creature cold, fire, lighting, or poison. The damage type you choose should
9th dominate person, holy weapon reflect an aspect of your patron. When you deal damage to a
creature, add your Intelligence modifier to the damage of the
Combat Training chosen type. If you are attacking your Blessed Bond target, you
When you choose this Mavenhood at 1st level, you gain may change all of your weapon damage to the chosen type of
proficiency with martial weapons and medium armor. damage.
At 6th level, choose one of the skills you are proficient with, you Additionally, you learn the cantrip friends which does not count
add double your proficiency bonus to checks you make with it. against your cantrip total. When friends ends, the target does not
realize they have been ensorcelled by this cantrip.
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 a sentient creature you can see
within 60 feet, gaining insight into their mind. The target makes a
Wisdom saving throw with a DC equal to your spell save DC. A
creature can willingly choose to fail this save. 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 ability 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.
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Maven of the Collective Dreams Visions From Beyond
When you choose this Mavenhood at 1st level, when you take a
Dreams are gateways to other worlds and futures, seekers that long rest, you must spend at least six hours in a dreaming but
follow this path know that and use their abilities to see other motionless state, rather than sleeping. In this state, you appear
realities and lead others to their destinies. Seekers of this asleep, but it doesn’t render you unconscious, and you can see
Mavenhood dream the future and interpret the dreams of others and hear as normal.
with great ease.
Additionally, after finishing a long rest, choose a skill to
Collective Dreams Spells become proficient with until you finish your next long rest. At 6th
When choosing this Mavenhood, you gain access to spells that level choose a skill you are proficient in to add double your
allow you to share the slumbering world with others. At 1st, 3rd, proficiency bonus to checks you make with it.
5th, 7th, and 9th level you always prepare the following spells. Prophetic Dreams
At 3rd level, your dreams become prophetic and seep into those
Seeker Level Maven Spell around you. When you finish a long rest, choose a number of
creatures within sight that dream, including yourself, equal to
1st alarm, sanctuary, sleep half your seeker level; those creatures may roll a d20 and record
the number rolled. Before rolling any attack roll, saving throw, or
3rd detect thoughts, mind spike, see invisibility ability check, that creature can choose to use the prophetic roll
once instead of making that roll.
5th catnap, hypnotic pattern Sweet Repose
Bringing others to the dream world is part of your craft. Also at
7th divination, private sanctum 3rd level, when casting the spell sleep and rolling dice, you may
use d12s instead of d8s. If those affected by your sleep are not
9th commune, dream woken early from their magical slumber, they view you neutrally if
they were hostile.
You may use a Rite when casting sleep to either target one
specific creature with the spell or make the spell last for 10
minutes instead of 1 minute.
Lucid Dreamer
Your dreams seep into the waking world. At 10th level, you may
split your mind into two, your dreaming mind and your waking
mind. By using two Rites while concentrating on a divination
spell, you may have your dreaming mind continue to concentrate
on that spell while your waking mind may concentrate on an
additional spell. When the DM requires you to make a check to
maintain concentration, must make a Constitution saving throw
for each spell separately. You may end concentration with either
your dreaming or waking mind and continue concentrating on
the other spell at any time.
Sleep Tight
Also at 10th level, you may cast tiny hut without using a spell slot
once per long rest. When cast this way, each creature within the
spell's dome is under the effects of the nondetection spell and
does not suffer from nightmares.
Synchronicity and Coincidence
At 14th level, you truly see how your dreams line up with your
waking life, you change your ways to better fit what the future
holds. After a long rest and preparing your spells, you may
prepare any spell from any spell list. The spell you choose must
be of a level you can cast, as shown on the seeker table, or a
cantrip. The chosen spell counts as a seeker spell for you but
doesn’t count against the number of seeker spells you may
prepare.
Additionally, the magic from some of your spells carries
forward to help your other magics. After casting a divination spell
of 1st level or higher, you may roll for Coincidence, a d6 die. If
you roll less than your proficiency bonus, add that number to the
DC of the next spell you cast. If the next spell cast does not use a
spell DC, then the bonus is wasted. Once you have applied a
bonus from your d6 roll to the DC of a spell, you may not roll for
Coincidence again until after finishing a short rest.
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Maven of the Lurking Hand .
Those that are tasked with the subtle finding and removal of
threats to their patrons are part of this Mavenhood. The magic Striking From The Shadows
that is given to a Maven of the Lurking Hand is channeled
through their fingertips into their weapon to better carry out You are your deity's divine weapon, the harm you carry out is
the will of their deity. Reading palms, throwing finger bones, even greater by their blessing. Starting at 14th level, when
and studying handwriting are examples of common omen ending a concentration spell by causing damage with that
reading by this Mavenhood. spell, such as ensnaring strike or staggering smite, you may
roll one extra damage die from that spell and weapon
Lurking Hand Spells damage.
When choosing this Mavenhood, you gain access to spells that Also at 14th level, you may cast the spell invisibility at its
help you move without being sensed and strike hard when lowest level using a Rite. You always have invisibility
needed. At 1st, 3rd, 5th, 7th, and 9th level you always prepare prepared, and it doesn't count against the number of spells
the following spells. you can prepare each day.
Seeker Level Maven Spell
1st fog cloud, wrathful smite
3rd branding smite, pass without trace
5th blinding smite, nondetection
7th greater invisibility, staggering smite
9th banishing smite, passwall
Doesn't Look Like Anything To Me...
When you choose this Mavenhood at 1st level, whenever you
or a willing ally you can see rolls a 1 on a Dexterity (Stealth)
check, you may use your reaction to reroll the ability check,
taking the new roll instead.
Additionally, you gain proficiency in either Sleight of Hand
or Stealth. At 6th level, you can choose a 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. After using 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 using 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.
Quickened Hand
Slinking through the shadows is your life and your practice
has paid off. Starting at 10th level, you move at your full speed
when moving stealthily.
Additionally, magic comes even quicker to your fingertips.
When you cast a concentration spell that uses a bonus action,
you can instead use your reaction to cast that spell. When you
use this feature, unless the components for casting the spell
were associated with a consumed cost, the components are
now just somatic. You can use this feature a number of times
per long rest equal to your proficiency bonus.
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Maven of the Mystical Mind Strange Powers
At 3rd level, showing others your abilities can sometimes be as
With a deep connection to psonic powers, the abilities of these important as the omens you portend; you may cast the cantrip
Mavens fall into the same realms as prophets and sooth sayers. thaumaturgy as a bonus action and without using components
Their magics are mystical and their portents appear strange to once per short rest.
many. Their means of predicting the future are usually through Fortune Teller
deep meditation and focus, often appearing as if they are not Your powers to forsee the future become greater and you may
doing anything at all. prepare yourself for the challenges ahead. You gain an additional
way to use augury at 3rd level, a number of times per long rest
Mystical Mind Spells equal to your proficiency bonus you can cast augury by expending
When choosing this Mavenhood, you gain access to spells that let a Rite instead of a spell slot. When you cast augury this way there
you learn secret knowledge and bend reality. At 1st, 3rd, 5th, 7th, is no cumulative casting effect that causes a random outcome
and 9th level you always prepare the following spells. and you get a sense of the next hour instead of the next 30
minutes.
Seeker Level Maven Spell
1st catapult, detect magic, unseen servant Depending on the outcome of the augury spell cast using this
3rd feature, you gain a different boon:
5th augury, detect thoughts
7th sending, speak with dead, tongues Weal: Your confidence is bolstered! Once in the next hour, you
9th can use your reaction to have an ally reroll any attack roll, saving
arcane eye, divination throw, or ability check.
commune, telekinesis
Woe: You’re ready to face oncoming foes! Once in the next
Sooth Sayer hour, you can use your bonus action to impose disadvantage on
When you choose this Mavenhood at 1st level, you become adept the next attack roll, saving throw, or ability check by a creature
at convincing others of your visions, you gain advantage on ability you can see.
checks when trying to convince others of your predictions and
fortunes. Weal/Woe: Steel yourself for whatever comes next! Once in the
next hour, you can give yourself advantage on any attack roll,
You also gain proficiency in either Arcana or Insight. At 6th saving throw, or ability check.
level, you can choose a skill that you are proficient with to add
double your proficiency bonus to checks you make with it. Neither: 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.
Remake Reality
At 10th level, your powers of seeing beyond the ordinary grow,
making you the vessel for otherworldy visions. When casting a
divination spell using a spell slot, you may avoid the material
component, consumed or not, of that spell by using a Rite once
per long rest.
Intuition
Additionally, you may cast detect thoughts a number of times per
long rest equal to your Intelligence modifier without expending a
spell slot. When you cast detect thoughts this way, you may use
two Rites to not have the target of this spell sense that they are
being mentally interrogated.
Twist Fate
At 14th level, luck and fate become your playthings, storing it up
and spending it as you see fit. This feature can be used on any
creature who can see or hear you within 60 feet when they
perform an ability check, attack roll or saving throw.
Any time a creature within range rolls a 1 or a 20, you may use
your reaction to save that number for future use, nothing changes
for the creature that rolled the 1 or 20. Saving a 1 means you are
saving Bad Luck and saving a 20 means you are saving Good
Luck. If you are saving Bad Luck, when a creature within range
rolls a 20, you may use a Rite as a reaction to replace that 20
rolled with a 1 and you may now choose to save Good Luck. The
opposite can also occur, if you have Good Luck, when a creature
within range rolls a 1, you may use a Rite as a reaction to replace
that 1 with a 20. After taking a long rest, whatever luck you have
saved leaves you.
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Maven of the Roaming Steps
Getting there is half the battle, but a seeker who is a part of this
Maven can make the journey easier and quicker. Reading the
movement of stars, weather patterns, and swirling waters all lend
themselves as divining tools for this Mavenhood.
Roaming Steps Spells
When choosing this Mavenhood, you gain access to spells that
help you travel your path and get there safely. At 1st, 3rd, 5th, 7th,
and 9th level you always prepare the following spells.
Seeker Level Maven Spell
1st goodberry, longstrider
3rd find steed, misty step, spider climb
5th fly, thunder step, tiny hut
7th dimension door, polymorph
9th far step, teleportation circle
Wanderer
When you choose this Mavenhood at 1st level, you cannot
become lost except by magical means.
Additionally you gain proficiency in either Perception or
Survival. At 6th level, you can choose a 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. You also cannot
be surprised while you are conscious.
Quick Shift
Additionally at 3rd level, 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
Constitution save against your spell DC to avoid being teleported.
You can use this feature a number of times per long rest equal to
your Intelligence modifier or by using a Rite. If you use a Rite to
use this feature and target an unwilling creature, that creature
makes their Constitution saving throw with disadvantage.
Master of Movement
Why would you wait for someone to hurt when you could just
travel to another plane of reality? At 10th level, when rolling
initiative, you may use two Rites to cast the spell blink.
Also at 10th level, your uses of the 3rd level feature Quick Shift
resets after either 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, scatter, teleport, or phase
shift once. For the purposes of spellcasting, you do not need the
material components for using this feature.
Born To Roam
Also at 14th level, the spells you've lived with become ingrained in
your being. By using a Rite when casting, you may cast a spell
that is on your Roaming Steps prepared list without using
concentration or by using an action instead of the normal casting
time.
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Maven of the Rotting Voice Hypnotic Whispers
At 14th level, your voice vibrates with magic. Pick one creature
Dark words come from dark hearts, the Mavens of the Rotting that is rolling to save against a spell you cast, you may use a Rite
Voice are magically enhanced orators. Whether sweet or acidic, increase your spell save DC by half your proficiency bonus
their spellbinding words carry so much weight that they can even against that creature. You can choose to use this feature only
talk the dead into walking with the living. Listening to ambient before the DM determines whether the spell succeeds or fails.
spirits, burning bones, and using a ouija board are regular
practices within this Mavenhood.
Rotting Voice Spells
When choosing this Mavenhood, you gain access to spells that
help you control your foes and enlist new friends. At 1st, 3rd, 5th,
7th, and 9th level you always prepare the following spells.
Seeker Level Maven Spell
1st charm person, dissonant whispers
3rd gentle repose, phantasmal force, suggestion
5th bestow curse, summon undead
7th charm monster, death ward
9th geas, raise dead
Eloquent
When you choose this Mavenhood at 1st level, you gain
proficiency in two of the following skills: Deception, Intimidation,
Performance, or Persuasion. At 6th level, you can choose a 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.
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Maven of the Shifting Flesh Physical Perfection
Focused on enhancing and changing their own bodies. These
Mavens use transformative magics to adapt to whatever When you choose this Mavenhood at 1st level you gain
situation is thrown at them. By reading facial lines, palms, proficiency in the Acrobatics and Athletics skills. At 6th level,
irises, or even blood dripped onto paper, Mavens of the you can choose either Acrobatics or Athletics to add double
Shifting Flesh read the subtle signs of the future. your proficiency bonus to checks you make with that skill.
Shifting Flesh Spells Reactive Adaptation
When choosing this Mavenhood, you gain access to spells that At 3rd level, during a time of stress, you gain a moment of
allow you to adapt your physical body. At 1st, 3rd, 5th, 7th, clarity, knowing just what you need to do to overcome the
and 9th level you always prepare the following spells. challenges before you.
Seeker Level Maven Spell A number of times per long rest equal to your proficiency
1st absorb elements, jump, longstrider bonus, you may use a reaction to being attacked, making a
3rd saving throw, or when before rolling an ability check, you may
5th alter self, enlarge/reduce use a Rite to morph your body and hone your senses to meet
7th haste, tongues the challenges before you for the next 10 minutes. You gain
9th the following adaptations:
freedom of movement, polymorph
greater restoration, skill empowerment Bending Bones If you are not wearing armor when you
activate this ability, you may choose to have your AC equal 10
+ your Intelligence modifier + either your Strength or
Dexterity modifier (your choice).
Steeled Mind Add your Intelligence modifier to Strength
and Dexterity ability checks and saving throws.
Hardened Shell Gain temporary hit points equal to your
seeker level, these temporary hit points last until your
adaptation ends.
Remarkable Reactions
Also at 3rd level, when you use a Rite to activate Reactive
Adaptation, spend a second Rite to cast a transmutation spell
using the appropriate spell slot. The spell must be range of
Self or Touch with a casting time of one action.
Hearty and Healthy
At 10th level, you can magically morph your body to make
yourself more resilient and impart that hardiness onto others.
When you use the 7th level seeker feature Ill Omen, you
negate all non-magical bludgeoning, piercing, and slashing
damage taken as your body shifts to absorb the attack.
Additionally, when the target of your guidance uses the
bonus imparted by this cantrip to make a Strength or
Dexterity ability check, they gain temporary hit points equal to
the number on the d4 rolled if the target succeeds at the
ability check.
Shed Your Shell
At 14th level, if you make a Strength or Dexterity ability check
when using Sixth Sense, roll an extra d4.
Additionally at 14th level, magical transformations are
second nature, allowing you to find new ways to use them.
When you cast a transmutation spell of 1st level or above on
yourself using a spell slot, you may choose to have one of the
following affects occur:
As your body changes, it repairs itself. Recover hit points
equal to twice the level of spell cast.
Maladies fall away as you are magically enhanced. Remove
a disease, poison, or the status of being blinded or
deafened.
You may immediately move 10 feet without provoking
opportunity attacks as your body feels renewed vigor!
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Maven of the Verdant Pollex Old Growth
Through an ancient ritual, seekers that choose this
mavenhood are entwined with a plant that represents a At 10th level, you hear the whispers of the flora that
blessing from their deity. As the seeker's power grows, so too surrounds you. When you are asked to roll an ability check to
does this plant which offers protection and guidance. Plants recall information or when making a History (Intelligence) or
sense much and remember what would otherwise be lost to Nature (Intelligence), you may roll with advantage.
time, they share this knowledge easily with these seekers.
Mavens of the Verdant Pollex listen to the subtle signs of the Regrowth
surrounding flora to see glimpses of what is to come.
Additionally at 10th level, you may use your action to apply a
Verdant Pollex Spells healing poultice created from the vegetation that is a part of
you. With this poultice you may end one poison or disease
When choosing this Mavenhood, you gain access to spells effect on a creature you touch, alternatively, you may heal the
that let you listen to the earth and remember what was lost. creature touched for an amount of hit points equal to your
At 1st, 3rd, 5th, 7th, and 9th level you always prepare the Intelligence modifier plus your proficiency bonus. You may
following spells. use this feature once per short rest or by spending a Rite.
Seeker Maven Spell Bountiful Harvest
Level entangle, goodberry
1st barkskin, locate animals or plants, protection At 14th level, your connection with vegetation is unparalleled.
When you use the 3rd level feature… The Earth Remembers,
3rd from poison you may pick two questions to receive answers to instead of
daylight, plant growth, speak with plants one.
5th
7th death ward, grasping vine Additionally, you prepare an additional spell of your choice
9th commune with nature, tree stride from the following list each morning: bones of the earth,
druid grove, find the path, hero's feast, transport via plants, or
Growing Roots wall of thorns. This spell does count against the number of
spells you can prepare. If you spend an hour with your feet
When you choose this Mavenhood at 1st level, you gain planted in the ground and soaking up sunlight, you may cast
proficiency in either History or Nature. At 6th level, you can the prepared spell without using a spell slot once per long
choose a skill that you are proficient with to add double your rest.
proficiency bonus to checks you make with it.
Additionally, your body is somehow integrated with a plant
of your choosing, allowing you to absorb light as a source of
food. If you spend at least a total of 1 hour in direct sunlight,
you do not need to eat until after the next sunrise.
The Land Sees...
Starting at 3rd level, you begin gaining the awareness of a
plant, the finely tuned senses that listen to the ground. As
such, you gain tremorsense to a radius of 10 feet.
By using a bonus action to use a Rite, this radius increases
to 30 feet for 1 minute.
… The Earth Remembers
Additionally at 3rd level, you may perform a ritual over a
minute while in an area with vegetation, such as a forest, city
park, or kelp beds. By placing your hands on the ground,
letting them slowly root down, and listen closely to the subtle
words of the plants, answering one of the following
questions:
If there is danger if you continue down the path you are
traveling
Where is the closest area of shelter
What type of creature most recently trode on this ground
and what direction were they heading
What is the most powerful creature of a certain alignment
within this area.
The answer given pertains only to a radius around within a
number of miles equal to your Intelligence modifier. You may
use this feature once per short rest or by spending a Rite.
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Optional Rule: Multiclassing .
If your group uses the optional rule on multiclassing in the
Player’s Handbook (p. 163), here’s what you need to know if you As a reaction, when you see a creature making an ability
choose seeker as one of your classes. check or saving throw, decide if they will have good or ill
fortune prior to the roll. Until the start of your next turn,
Ability Score Minimum: As a multiclass character, you must choose whether that creature has a d4 added to or subtracted
have at least an Intelligence score of 13 to take a level in this from all ability checks and saving throws they make. After
class. changing fortunes twice, you cannot use this feature again
until you complete a short or long rest.
Proficiencies Gained: If seeker isn’t your initial class, here are
the proficiencies you gain when you take your first level as a Seeker's Practice
seeker: light armor, shields, thieves’ tools, and one fortune telling
device/set. To be good is not good enough. You trained harder and that
practice shows.
Destined Strike: The Destined Strike feature at level 6 is a
separate action from Extra Attack, thus cannot be used You gain proficiency in a skill and the ability score associated
interchangeably. If you are granted multiple damage rolls from a with that skill increases by 1 to a maximum of 20.
cantrip, like with green-flame blade or eldritch blast, you may When you use the ability score chosen in the first part of this
apply the bonus roll to damage once. feat to make either an ability check or a saving throw you may
choose to add a d4 bonus prior to making your roll. You may
Spell Slots: Add your levels in the seeker class to the use this feature a number of times equal to your proficiency
appropriate levels from other classes to determine your available modifier before needing to take a long rest to recover.
spell slots.
Seeker's Quarry
Rites: Only spells that appear on the seeker spell list may be
cast using the rules for Rites. No matter the odds, the gentle breath of fate can guide you to that
which you seek.
Seeker Feats
You have advantage on Intelligence (Investigation), Wisdom
Pass yourself as a prophet that the world needs, see hints of the (Perception), and Wisdom (Survival) checks made to follow or
future and change the outcome, let the work you put in truly track a creature.
speak show the world what you can do, or find what you have You learn the hunter's mark spell and can cast it without a
been hunting for with these feats! spell slot, and you must finish a long rest before you can cast it
in this way again. You can also cast hunter's mark using any
False Prophet spell slots you have.
By spending 1 minute performing a magical ceremony (as if
Your words can carry weight to those susceptible enough to your you were concentrating on a spell) name a specific creature or
fraudulent ways. You can even be so convincing that fate itself object that is familiar to you. You sense the direction to your
twists to meet your false prophecies. target's location, as long as that target is within 5 miles of you.
If the creature or object you named is in a different form, such
You gain proficiency in the Deception skill. If you are already as being under the effects of a polymorph spell, this ability
proficient in the skill, you add double your proficiency bonus doesn’t locate the target.
to checks you make with it.
You learn the cantrip thaumaturgy and can cast it without
using components.
As an action, choose one creature who can hear you and
prophesize either good or bad fortunes. Make a Charisma
(Deception) check contested by the target's Wisdom (Insight)
check. You make your roll with disadvantage if the target does
not understand the language you speak your fortune in. If your
check succeeds, your target is convinced by your words and
treats the next 1 that they roll as a 20 if you predicted good
fortunes or the next 20 that they roll as a 1 if you predicted
bad fortune. Whether or not the target is convinced, once you
use this feature, you cannot use this again until you finish a
short or long rest.
Oracle
You see brief glimpses of what is to come and how to twist fate.
When you finish a long rest, roll a d20 and record the number
rolled. You can replace any attack roll, saving throw, or ability
check made by you or a creature that you can see with the
foretold roll; you must choose to do so before the roll and
must wait until the end of your next long rest to roll a new
foretelling roll.
Image: Hand of the Gods: Prescience, Eksafael
18 This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used
Reading The Weave "What's with the spell list?"
The spells choosen for this spell list focus mainly on utility,
Each Seeker manifests their magic in a different way, usually
either gathering information, enhancing the physical form, or
specific to their specialty. Players are encouraged to create a transportation. This class is meant to fulfill the role of Expert,
seekers are not meant to be stars on the battlefield. The seeker has
manifestation that feels right for their character. only a few scattered spells that are solely intended to cause
damage, so choose your spell list well.
It is common for Mavens of the All-seeing Eye to show
their third eye when using Divination magic. "If I cast guidance on a creature, either myself or someone
Animal noises can be heard faintly when a Maven of the else, then I cast it again, does it drop on the first creature?"
Bitter Heart uses cursing magic.
A warming glow that does not cast shadows can be seen Yes, you may only have guidance on one creature at a time.
when a Maven of the Brightened Spirit heals those they "Is Sixth Sense activated with a reaction? Bonus action?"
care for. Sixth Sense takes no action to activate, it can be used at any
Mavens of the Burning Tongue might have a glowing time.
mouth when using a spell with just verbal components. "Does Destined Strike allow me to make two weapon
When a Maven of the Collective Dreams is dreaming or attacks if I use booming blade or green-flamed blade?"
interprets a dream, that dream plays out in miniature above Yup! You can only make the second weapon attack after the
the dreamers head like a small, ghostly play. cantrip, however.
Lurking Hand Seekers might have fingers that seem to "Does Destined Strike allow me to roll more than one extra
twist with extra joints when empowering their weapons damage dice when casting a cantrip that has multiple damage
with smiting magic. dice?"
Mavens of the Mystic Mind tend to come off as No, If you are granted multiple damage rolls from a cantrip, like
otherwordly and their magics seem aberrant and weird, as with green-flame blade or eldritch blast, you may apply the bonus
compared to other practitioners and even to other seekers. roll to damage one time for whichever damage dice.
Shifting constellation tattoos have been seen on the skin "Subclass spell lists are have different amount of spells,
of Roaming Step Seekers when they are journeying from why?"
one destination to another. The subclasses with spells more than 10 total (2 per spell level)
If you look close, the words of a Seeker of the Rotting have spells added that are either very niche or more for flavor
Voice can be seen faintly floating in the air when they are without adding a great deal of practicality, such as the 2nd level
casting Enchantment magic. spell spider climb which was added to the Roaming Steps spell
Mavens of the Shifting Flesh have roiling and undulating list.
skin and joints that make one feel uncomfortable, "If I have an issue, critique, advice, or I find a wording error,
generally, when they use Transmutation magics. should I contact you?"
The magics of Verdant Pollex seekers is wild, vines and Yes please! I want to hear where others think this class could
roots spew forth from their fingers to affect the world. improve! Either post directly on the reddit version page or through
reddit chat.
Question and Answer "Why is this class so gish-y?"
Because I flippling love gishes but all of the homebrews seem to
”If I cast a spell using a Rite as part of a feature, such as the focus on the combat part, which I find kinda annoying. I wanted
3rd level Shifting Flesh Remarkable Reactions feature, can something that really shined outside of combat but could be relied
that trigger the fortune I can give out with Good Omen?” on to feel unique when the action does happen.
This class has a lot of ritual spells, is this balanced for the
Yes, as Good Omen states “any spell cast using a Rite…” Ritual Caster feat?
"Why doesn't this class prepare more spells? Or maybe less Nope, either taking that feat with this class or using this class as
spells?" the target for the Ritual Caster feat is solidly not recommended.
Half level + Intelligence prepared spells, the ability to cast What's next?
unprepared spells, and subclass spells. Just try it out and see if it -Constantly using feedback from others to improve this project! I
works, in practice it is a really fun method of choosing what is think adding a vampire and poison subclasses may be fun, but I
improtant, having options in a pinch, and feeding into the flavor of feel that this project is nearing the end. I enjoyed making the 4
the choosen subclass! feats and have ideas for a few more. I do not plan on creating
"Rites, what's up with that?" unique spells for this class, official content has over 500 and thats
Bards get bardic inspiration, clerics get divine channeling, druids more than enough!
get wild shape, sorcerer’s get sorcery points, wizards get arcane
recovery, Warlocks are different, we don’t talk about them here. A Special Thanks To:
Rites acts as a way to cast extra spells throughout the day, every
full caster gets additional ways to cast or use abilities, Rites act as My lovely partner! Thank you for encouraging me to pour my covid-
fuel for spells and major abilities for the seeker. In practice, the stress energy into something so damn useless! I know this won't
extra casts throughout the day are a good use of time not spent in help my patients directly, but the decrease to my stress is huge and
combat. your support made that possible XoXoXo!
"So I can cast unprepared spells using Rites?"
Yes, by spending an extra 10 minutes to cast the spell plus using Those Redditors (apologies if I skipped anyone!) who read
an amount of Rites, as described in the table in the Rites section, through the work and gave awesome feedback: SamuraiHealer,
you can cast any unprepared spell. PTSD-mimic, Thrashlock, LiliumHaze, belithioben, Nel-Ninja,
LadyMonochrome, Pennarin, Ogskive, Antisuperman, VincentIV,
DeeSharkman, Shrijo_, and kittyabbygirl.
The DM who contributed huge amounts of time and thought into
helping balance this beast!
Also, Shawn! I'm so excited about your amazing writing!
This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used 19
Change Log version 4.2
For all versions: small tweaks for the sake of keeping the theme, flavor, https://homebrewery.naturalcrit.com/share/bWB_TIF6QCXU
and usability of this class unique & playable. For versions marked Added Mavenhood of the Shifting Flesh.
#.#.1, updates are for typos and grammatical. Design Decisions section added
version 1.0 version 4.3
https://homebrewery.naturalcrit.com/share/jYnL3rZ9jGE0 https://homebrewery.naturalcrit.com/share/uj1LKwBAAllu
Art update!
version 2.0 Rite usage changed to increase cost for 3rd and 5th level spells
Alright! I did it! I added some damaging spells and a few extra
https://homebrewery.naturalcrit.com/share/WV3K40p7-K6w damaging cantrips.
Updated fluff (a ton) to be less artificer and more rogue. Divine Inspiration split into Premonition and Sixth Sense for
Spell progression changed from half/full caster with spell points to full readability and with an update to amount of uses.
caster with spell slots. Enhanced Attack is now Destined Strike and changed to only be
Rites progression increased to 1 per level and expanded use to class useable while under the effect of Sixth Sense and to allow for a
and subclass features. damaging cantrip option.
An upgraded Guidance cantrip granted from Tea Leaves. The 18th level feature Unstoppable changed to Endless Pursuit and
Divine Inspiration upgraded from a resource consuming Cunning 2nd effect changed to make you more unstoppable.
action to a limited increase to ability/saves and unique version of Mavenhood of Bitter Heart added.
Cunning Action.
Updated 18th level class feature, now called Unstoppable. version 4.4
Added Inquisitor and Wayfarer subclasses.
https://www.gmbinder.com/share/-MV8wgLEf6IP6-BNppxq
version 3.0 Switched to GMBinder! Holy heck!
You may now use Rites to cast unprepared seeker spells!
https://homebrewery.naturalcrit.com/share/-MiEGXx_8VNC Tea Leaves changed to allow for guidance to be cast without
Better defined and expanded Divine Inspiration. concentration
Endure changed to use a Rite. Premonition may now be used to cast guidance
Subclass name changed from 'Practices' to 'Mavenhoods.' Sixth Sense may now be activated with a reaction or when
Subclasses updated to add the feel of using magic to enhance one's Premonition is used.
body: Seer now Cunning Eye, Inquisitor now Cutting Tongue, Divine Blessing name changed to Divine Vision to better represent the
Wayfarer now Roaming Heart. nature of foreseeing what is needed that day.
Tiny tweaks to skills for subclasses. Mavenhood of the Cutting Tongue changed to Burning Tongue
Mavenhood of the Endless Dreams added
version 3.1-3.3 Added cartographer supplies to Maven of the Roaming Steps
https://homebrewery.naturalcrit.com/share/mjqKSW5Gsc8t version 4.5
Cantrips known across class decreased by 1 to better be in line with
other full casters. https://www.gmbinder.com/share/-MXbYPzLu8F4V044bjr7
No longer able to cast 6-9th level spells using Rites, in line with other Changed cantrips/Tea Leaves to remove guidance from Tea Leaves
casters who have additional spell casting mechanisms. and to add it to the spell list. Increased number of cantrips known by
No longer able to use spell slots to use Endure, just Rites. 1.
Added Lurking Hand and Rotting Voice subclasses. Magical Adaption removed. You may now only change cantrips by
Changed name of Roaming Heart subclass to Roaming Steps, leveling up, in line with most other casters.
changed 3rd level ability to be able to move unwilling creatures, not Changed useage of Destined Strike. It's now perfect, so I will never
just allies. change this again. Definitely.
Added regular methods of divination to each Mavenhood. Every 1st level bonus skill granted by a mavenhood has been
Reading the Weave ribbon added. narrowed/decreased/changed to not be so powerful.
Added version log, too meta? Changed name of Mavenhood of Endless Dreams to Mavenhood of
Collective Dreams.
version 3.4.0-3.4.1 Small updates for readability to Divine Vision, Cunning Eye's Fortune
Teller, Brightened Spirit's Blessed Warmth, Collective Dream's
https://homebrewery.naturalcrit.com/share/BZGWSstiDSZu Synchronicity and Coincidence, and Shifting Flesh's 3rd level abilities.
Updated the Rites wording to be only usable for seeker spells. Mavenhood of the Verdant Pollex added.
Added more higher level spells to the spell list.
Added flavor and a ribbon for the 3rd level Cunning Eye. version 5.0
Changed the 14th level Cutting Tongue feature Holy Hand, Divine
Voice to be simpler and synergize with Blessed Bond. My friend Shawn is helping! Woooohoooo!
Updated and increased uses of the 3rd level Roaming Steps feature Cantrips increased by 1, in line with Cleric, because I plum forgot to
Transporter. do that a few versions ago.
Tightened up wording and grammar of most core class features,
version 4.0.0-4.0.1 minor changes but it makes for a better good english stuff and junk.
Focused the wording of Good Omen, also added that it uses a
https://homebrewery.naturalcrit.com/share/AEJJNTA6VlxJ reaction.
Added an additional effect to the 10th level Cunning Eye feature. Destined Strike can now be used if you have recently used a Rite.
Added the Mavenhood of the Brightened Spirit. Maven of the Cunning Eye split into two subclasses, the psionic and
fortune telling Maven of the Mystical Mind and the eyeball making
version 4.1 Maven of the All-seeing Eye.
1st level feature of Maven of the Lurking Hand buffed up a bit.
https://homebrewery.naturalcrit.com/share/U4Q5a1ajwc9v Changed Bitter Heart's Wild Hatred ability to allow for the lowest
Changed the title of the 7th level seeker feature from 'Endure' to 'Ill casting of the summon beast to be used without concentration once
Omen' per long rest.
4 new feats added! Updates to 1st, 10th, and 14th level abilities slightly improved.
Numerous small updates and changes to Roaming Steps.
Created using gmbinder.com by FriskyRisque
This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used