+2 | Strength |
+2 | Dexterity |
-1 | Constitution |
+1 | Intelligence |
+6 | Wisdom |
+4 | Charisma |
+2 | Acrobatics |
+4 | Animal Handling |
+4 | Arcana |
+1 | Athletics |
+4 | Deception |
+2 | History |
+4 | Insight |
+2 | Intimidation |
+2 | Investigation |
+4 | Medicine |
+4 | Nature |
+4 | Perception |
+2 | Performance |
+2 | Persuasion |
+4 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+4 | Survival |
Name | Atk Bonus | Damage/Type |
---|---|---|
Greatsword | +6 | 2d6 Slashing |
Shocking Grasp | +6 | 1d8 Lightning |
Thunderwave | +6 | 2d8 Thunder |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Wondrous Item
Rare
This brooch has 3 charges. You can expend 1 charge while wearing it to cast Disguise Self. At dawn it regains 1d6/2 charges, rounding up in the circumstance of an odd number. You do not have any benefits of the race you change into and retain your normal stats. For someone to see past the illusion, they must make a DC 18 Intelligence check or your spellcasting DC if higher.
The statblocks of your class features
A woman sits on a stool in a round room meditating with an eerie stillness. Smoke issues forth around her from holes in the floor, taking the shapes only she can understand, warning her of an ensuing disaster. Eyes glowing and unseeing, an elf calls from the back of the group just before his companion can grab the door. Touching it with his staff, they see a an arrow shoot from an unseen mechanism deep into the staff. Tossing and turning in a makeshift cot, the young man sees in his mind a battle. When morning came he packed his bag knowing that he had to prevent the ensuing slaughter. Seers are able to see through the sands of time and to know the events of far off lands. Not tied to any particular deity, although many do reside in temples and places of worship to assist priests and advise the faithful. No mortal was meant to know this much, so their power comes at a great cost.
Reactive
At 2nd level, you use your slight but growing precognition to amplify your quickest moments of opportunity. You have 2 Reactions each round, and can cast a cantrip as your opportunity attack in place of weapon attacks if you choose. You can only use 1 reaction on any given event that allows you to use a reaction, such as only being able to make a single opportunity attack when a creature leaves your range. If the same type of trigger occurs twice however, you may use more than one reaction on the action it allows you to perform (Such as a creature leaving your range twice in one turn, which is typically what allows you to attempt opportunity attacks). Additionally, you can use a reaction to reduce damage you are about to take to the minimum you could take (All dice being treated as if they rolled ones for you), if you are the only target of the damage, or reduce it by half (Rounding down) if you are not. If you reduce the damage of a saving throw this way and pass the save, you reduce the damage to its minimum even if you are not the only target of the damage, but only ever reduce damage this way for yourself. To reduce the damage of a saving throw this way, you must do so before rolling the saving throw. You can only cast any particular spell as a reaction once between turns, meaning spells like shield do not have their effects stack. Finally, you can only hold one action each turn, and cannot use your additional reactions while you are holding any action. However, you can drop the held action (wasting the reaction, any held spell and associated spell slot) to perform a reaction if you so choose.
At 11th level, you have 3 Reactions, following the other rules and limitations listed above.
Predictions
At 3rd level, you're finally ready to learn what the future holds. You have a number of Prediction Points equal to your seer level. You learn a number of Predictions from the list below equal to your Wisdom modifier (Minimum 1). The Predictions you choose do not change, but you can pick a new Prediction to add to the list of ones you know at levels 10 and 17. If your Wisdom modifier increases, you can choose additional Predictions for each increase as well. You spend one Prediction Point and your action for the round to make a prediction. Any effect that gives you a second action (But not bonus action) that can be used to take the Dash Action on your turn can also be used to make a Prediction (Allowing more than 1 each round under the right circumstances). You regain all spent Prediction Points after you finish a long rest.
DM Note: The DM tells the player how they see the roll for the following two Predictions. You don't have to tell them the DC of the roll, only if its easy, difficult or impossible.
Predict Failure: You can, before someone attempts an Attack Roll, Ability Check, or Saving Throw, tell if the roll would be incredibly difficult to overcome. If the DC for the roll is 20 or higher, you see it as difficult. If the DC is high enough that no roll (Discounting Attack Rolls of Natural 20, which always hit) can be successful, you can tell the character making the roll that it is impossible for them to succeed in, preventing them from wasting the action if it is an ability check or attack roll. You also see the roll as impossible if the DC is 28 or higher, even if there is a fair chance the creature making the roll can succeed.
Predict Success: You can, before someone attempts an Attack Roll, Ability Check, or Saving Throw, tell if the roll would be incredibly easy to overcome. If the DC for the roll is 10 or less for someone with a +2 modifier or higher to the roll, or 5 or less for someone with a lesser modifier, you see it as easy.
Predict Allegiance: You can predict if a creature you can see and haven't met would be likely to ally with you, and what course of action you should take to have the highest chance of this.
Predict Allied Motive: You can predict a friendly NPC creature's next action it will take during combat. Note that the creature's next action can change if the circumstances of the fight change between the turn this is used and the creature's turn. If you predict an attack or spell, you predict the most likely target. You can also use your other knowledge to suggest a better course of action for the ally, but it is up to them to decide whether or not they follow it.
Predict Hostility: You can predict if a creature you can see and haven't met would be likely to attack you, and what course of action you should take to have the highest chance of avoiding this.
Predict Hostile Motive: You can predict a hostile creature's next action it will take during combat. Note that the creature's next action can change if the circumstances of the fight change between the turn this is used and the creature's turn. If you predict an attack or spell, you predict the most likely target, and can warn the would-be target of the hostile intent (Which can also change the outcome).
Predict Trap: You can predict if a room (Or 30 foot spherical area up to 100 feet ahead of you while outside) you can see into but haven't entered contains a trap (A mundane object made explicitly to harm or contain intruders, or you specifically). If there is one, you learn where the trigger mechanism for it is (But not what it is), if any. You can also use this on the room or area you are currently in.
Predict Magic Trap: You can predict if a room (Or 30 foot spherical area up to 100 feet ahead of you while outside) you can see into but haven't entered contains a magical trap (Same as above but for traps that use magic to work). If there is one, you learn what school of magic the magic of the trap has, if any. You also learn where the trigger mechanism for it is (But not what it is), if any. You can also use this on the room or area you are currently in.
Predict Encounter: You can predict if a room (Or 30 foot spherical area up to 100 feet ahead of you while outside) you can see into but haven't entered contains creatures. If there are creatures, you know where they are in the room, the basics of what they are doing (Hiding, talking, fiddling with an object, etc. You don't learn any more precise information than that, like what a creature is saying for example), and can't be surprised by them. If you tell other creatures this knowledge, they can't be surprised by the creatures either. You can also use this on the room or area you are currently in.
Predict Integrity: You can predict if a room (Or 30 foot spherical area up to 100 feet ahead of you while outside) you can see into but haven't entered is not structurally sound. Traps are artificial, but this allows for environmental and natural hazards to be discovered instead. You can also use this on the room or area you are currently in.
Extra Attack
At 5th level, you've learned to make up for your lack of speed with prediction and momentum. You can make two weapon attacks when you use the attack action on your turn. You can replace one of your weapon attacks with a cantrip that requires an attack roll.
At 13th level, you can make three weapon attacks when you use the attack action on your turn, but can still only replace one of your weapon attacks with a cantrip that requires an attack roll.
Unfortunate Events
At 7th level, your understanding of different possibilities allows you to literally make the best out of a bad situation. Whenever you have disadvantage on an Attack Roll, Ability Check, or Saving Throw but roll a 20 on one of the dice, you can keep the 20 as your roll. In the case of attacks, one roll of 20 is a normal hit while both is a critical, which does the maximum damage possible when it occurs this way.
Nailed It
At 9th level, you can capitalize on your successes more, because you see them coming a mile away. Your attacks are critical hits on a roll of 19 or 20, and if you get a critical hit you may make an additional single weapon attack as a bonus action. If your opportunity attack is a critical hit, you may use another Reaction to make another opportunity attack with a single weapon attack instead.
Hammered It
At 15th level, you can capitalize on your opponent's failures as well, as they'll never see it coming. Your attacks are critical hits on a roll of 18, 19, or 20, and when an opponent misses you with an attack, you can make an opportunity attack as a reaction. If you hit this opportunity attack, the target of it can't target you for any attacks or spells until the end of your next turn.
Ultimate Plan
At 20th level, everything you do is so well calculated that you can basically guarantee success on anything you see coming. Any encounter you can guess or know is hostile through the Predictions feature or any of your Seer Archetype features lets you choose to make yourself and up to 8 allies take 20 on their die roll for Initiative, instead of rolling. Additionally, you and each ally you chose acts as if under a death ward spell, until the end of the encounter or the effect is used once, whichever happens first. This death ward effect isn't actually a spell, but you setting up events ahead of time in your favor. Because of this, the effect occurs even if you are knocked unconscious or killed before it can be triggered. Finally, when you use your Ultimate Plan feature, every attack from you or your chosen allies that is a critical allows you to make a single weapon attack (On the same target) without using an action or Reaction to do so, including the additional attacks that are granted by this feature. Once you have used your Ultimate Plan feature once, you can't use it again until at least a month of time has passed, as setting up the tiny details and specific changes that lead to it being possible takes time and effort.
All Seer Class spells are considered arcane for seers, including those that normally are with classes that use divine or natural magic. See the bottom of the page for the unique seer class Spell List.
Cantrips
At 1st level, you know 2 cantrips from the seer spell list. You learn additional seer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Seer table.
Preparing And Casting Spells
The Seer table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, 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 the list of seer spells that are available for you to cast. To do so, choose a number of seer spells from the list of seer spells equal to your Wisdom modifier + your seer level (minimum of one spell). The spells must be of a level for which you have spell slots. Casting a spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for your seer spells, since you use your intuition and meditation to pierce the veils of time. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a seer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a seer spell as a ritual if that spell has the ritual tag. You do not need to have the spell prepared.
Mystic Foresight
Your ability to see into and predict the future has given you the insight to know what spells you may need. As such a certain time equal to your level divided by (insert number here), you can use a spell of any level not currently prepared but on your spell list.
Spellcasting Focus
You can use an arcane focus (see 5e PHB chapter 5, "Equipment") as a spellcasting focus for your seer spells.
When you reach 17th level, you gain the foresight spell for free. The foresight spell can be cast without having to prepare it.
Awakened Seer At 1st level, you are blind, either as an accident, accident of birth or an intentional choice to pursue this power. As such, you always suffer the Blind Status Ailment, and cannot be cured of it through normal means, including normal spells. Spells work as effectively as if you could see (Except those requiring an attack roll are still made at disadvantage from your blindness. foresight still gives you advantage instead of merely negating your disadvantage on attacks, for example.), but those that need you to see specific targets of the spell require you to know where those targets are in some way (Such as hearing them or feeling them), or accurately guessing where they are in relation to you (If you guess and miss, the spell is wasted). Spells that give you some measure of temporary vision lock off your sight, causing you to be unable to use any of your seer class features other than those unrelated to seeing (Like spellcasting, proficiencies, etc.) until you are blind once again; but of that same vein, since this blindness is now part of who you are nothing can restore your vision if you are unwilling to allow it, short of a deity. If an overdeity restores your vision, whether temporarily or permanently, the DM can rule that you keep your seer class features, depending on the disposition of the deity. You can still read and write in your spellbook in spite of your blindness, along with any Seer Spellbook or Spell Scroll (If the scroll has a Seer spell on it). Your blindness makes you more in tune with the weight of weapons, allowing you to add your Wisdom modifier to attack and damage rolls made with Heavy weapons instead of your Strength modifier. See The Future At 1st level, you have learned to see possible futures while awake, as a result of being blind. You are immune to the Surprised Status, always roll Initiative before the first attack occurs (DM Note: You'd think I wouldn't need to specify this, but experience has taught me otherwise), and you can use your Reaction at the very start of Initiative to warn everyone that can hear you of the threat, preventing them from being Surprised. Additionally, you can take an hour after finishing a Long Rest to meditate and ask the DM a question of 10 words or less about the future that occurs within 1 week. The DM must give a technically correct response, but can do so in as much or as little detail as the DM chooses. Your actions can change the future, causing subsequent answers to the same question to change. An unknown force prevents you from asking a direct question about another player's character, but actions the DM knows the player will take can affect the responses to other questions. You can meditate to ask questions a number of times equal to your Wisdom modifier, and once you have you cannot ask any more questions until you finish a Long Rest. Prophetic Mind At 6th level, your sight has improved to allow you to see distant events. When you use your See The Future feature, you can ask questions about the past under the same rules as questions of the future. Additionally, your See The Future feature allows you to ask questions that occur within a month of time instead of a week, and you can meditate for additional hours on a single question to increase the distance of time from the present by a rate of 1 month for each hour of meditation. When you ask a question about the future or past a year or more from the present, you take Exhaustion points equal to the amount of years the question is from you. If this kills you, you do not learn the answer to your question. Know The Way At 14th level, you are so good at seeing the future that you can glimpse a mere moment ahead, effectively allowing you to see very near to the present. You can navigate on your own as if you could see, regardless of the amount of light present, and no longer have disadvantage on skill checks and saving throws as a result of being blind, nor do enemies have advantage on their attacks because of you being blind. Finally, you gain proficiency in Wisdom Saving Throws, if you do not have it already. Near Omniscience At 18th level, you have truly mastered the art of seeing. When you use your See The Future feature, you can ask questions that occur within a year timeframe for each hour you meditate, and no longer take Exhaustion points as a result. When you are meditating to see distant events, you no longer need to eat, drink or sleep, and don't become Exhausted no matter how long you are meditating for (Other effects can still cause Exhaustion). The DM now must give a vision of the event in question. You can ask additional questions about the nature of the vision, but can't learn anything that couldn't be heard or seen by a human with the vision's viewpoint. While you have this vision, you are oblivious to the world around you, but taking damage instantly ends the vision. Finally, spells and effects that temporarily cause you to not be blind no longer remove access to your seer class features.
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Seer Archetype | 2 | 2 | — | — | — | — | — | -- | — | — |
2nd | +2 | Reactive | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Predictions | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Extra Attack | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Seer Archetype | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Unfortunate Events | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Nailed It | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Predictions | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Reactive | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Extra Attack | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Seer Archetype | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Hammered It | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Spellcasting, Predictions | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Seer Archetype | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Ultimate Plan | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Skills - You gain proficiency in one skill of your choice. Feat - You gain one feat of your choice.
Languages. Common, one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.