Some people are born with an unquenchable thirst for knowledge, or a calling to seek out long-forgotten things.
Often, these people become seekers, dedicating their lives to the pursuit of knowledge, justice or just something as simple as social ties.
Regardless of what their vice is, seekers have an undeniable calling toward something greater than themselves.
Power from Within
A seeker's power doesn't come from some otherworldly power, or magical capabilities. No, their ability stems from their own mind and body.
They use every bit of knowledge they have to further their goals and push past the point where others fail, by pure willpower alone.
Strategist
As a constant hoarder of knowledge, a seeker picks up a few tricks along the way to help them in combat.
Seekers are often expert strategists, and might employ tricks and tools in unconventional combinations.
Creating a Seeker
When you create a seeker, consider what drives them, and what trouble they might have gotten into in their early lives in pursuit of knowledge.
Perhaps you stumbled over forbidden knowledge? Or angered a noble when you refused to study the historic records?
Also try to think of a moment where you realised you couldn't stay in your old life, and set out to uncover the mysteries of the world.
Quick Build
If you are in a hurry, here are some guidelines.
Your highest ability score should be Intelligence, followed by Strength or Dexterity. If you plan on playing a Consort or a Nomad, you might want Charisma as your second highest. And if you plan to be a Punisher, you might want Constitution as your second highest.
Good backgrounds for a seeker are Outlander and Sage.
hit dice:
1d10
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per level after 1st
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Intelligence, Dexterity
skills:
Choose three skills from: Arcana, History, Investigation, Medicine, Nature, Perception, Religion and Survival.
starting equipment:
- a) a longsword or b) any martial weapon
- a) a shield or b) any simple weapon
- a)an explorer's pack or b) a scholar's pack
spellcasting:
class features:
Mindful Defence
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
Strange Ideas
You have studied certain things well enough to see how different subjects interconnect. At any time, when asked to make a skill test, you may spend a strange idea to add your Intelligence modifier to the test (if it already adds your Intelligence modifier, you may add it again), and you may add your proficiency bonus, if you aren't already proficient with the skill.
Alternatively, you can spend a strange idea to add your Intelligence modifier to an attack roll.
You can spend a strange idea after the roll but before you know the outcome.
If the skill test or attack roll was successful, you regain the strange idea. You also regain one each short rest, and regain all on a long rest.
When using a Strange Idea, try to come up with what you say or do to use the effect.
Fighting Style
You adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Attentive Fighting
While you are adjacent to no more than one enemy, you can use your reaction to reduce the damage you take from one of their attacks by an amount equal to your Intelligence modifier.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Duelling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Qualified Guess
Starting at 2nd level, when you roll for initiative, you can immediately choose a creature and roll an Intelligence test and add your proficiency. If your test matches or exceeds the creature's AC, you may ask the DM one question about its stat sheet. It must be a yes/no question.
If you have successfully made a qualified guess, you can then use your bonus action each turn during this encounter to force the target of your qualified guess to make an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). If they fail, you can apply one of the following effects:
Expose Weakness: They have their AC lowered by your Intelligence modifier during your turn.
Predict Attack: They have their next attack lowered by your Intelligence modifier.
You can use this bonus action proficiency bonus times per short rest.
Seeker's Call
At 3rd level, you realise your call and must choose one of the following: Apostate, Arbiter, Consort, Lore Keeper, Nomad, Psion, Punisher, Ritesmaster or Tactician. These are all detailed later. The call you choose grants you features in 3rd, 6th, 11th and 17th level.
Trick of the Tool
Starting at 3rd level, when you see someone use a tool of any kind, you may spend a Strange Idea to gain proficiency with that type of tool until you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Smart Fighting
Starting at 5th level, when you spend a strange idea to add your Intelligence modifier to your attack roll, you may also add it to the damage roll, if the attack hits.
Shared Knowledge
Beginning at 7th level, when you successfully use qualified guess, you can expend a use of strange ideas to give a d4 to a number of creatures equal to your Intelligence modifier. At any time, they can choose to use it to add to a skill test, attack roll, saving throw, damage roll or healing received. Once they used it, it's gone.
This die is improved to a d6 at 12th level, and a d8 at 18th.
Mindful Awareness
Starting at 9th level, you get to add your Intelligence modifier to Initiative.
Additionally, if you are surprised at the beginning of combat, you can choose to spend a Strange Idea to act during the surprise round.
Improved Smart Fighting
Starting at 10th level, when you use a strange idea to add to your attack and damage, it lasts for your entire turn, not just that attack.
While You're at It
Starting at 13th level, when you would hit the same creature with both your attack and your extra attack, you can use your bonus action to attack it again.
Improved Qualified Guess
Starting at 14th level, when you use Qualified Guess, you may ask three questions, instead of just one.
Additionally, one of the questions may be other than a yes/no question, but the DM may demand you ask something else (for example if it would be a spoiler).
Related Knowledge
Also starting at 14th level, you have advantage on all Intelligence skill tests.
Always Mindful
Starting at 15th level, when you roll initiative and you have no uses of Strange Ideas left, you regain one.
The Right Spot
Starting at 18th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Mindful Champion
At 20th level, you have learned to connect the dots better than anyone else. Your Intelligence and one other ability score of your choice both increase by 2. Your maximum for those scores is now 22.
subclass options:
Seeker's Call
Your thirst for knowledge has finally manifested, and you've realised what you are truly passionate about. Your call is to know truths about the subject you are passionate about and use it to better yourself and your place in the world.
Apostate
The pursuit of knowledge allures many a soul, however some of these seek knowledge that is considered dangerous, corrupt, or dangerous.
As an apostate, you have spend time in search of these secrets that threaten your very life, should they fall into the wrong hands. You best hope that yours are the right hands.
When you choose to become an apostate, try to think of what your character would do to protect these secrets, and the toil it takes on them to use the powers.
Dark Arts
When you choose this seeker's call at 3rd level, you gain one eldritch invocation. If it has a prerequisite, you need to meet it.
If the invocation requires a save against your spell save DC, this is 8 + your Intelligence modifier + proficiency bonus.
You gain additional eldritch invocations at 5th, 11th and 17th level.
Best not Known
Beginning at 6th level, you can use your action to speak an ancient tongue no one knows. You cast Dissonant Whispers with this feature. Intelligence is your spellcasting ability for this feature, but it does not count as a spell for the purposes of magic resistance or similar features.
You can use this feature once per short rest, or expend a strange idea to use it again.
Additionally, you gain the following option when you use the bonus action as part of qualified guess:
Haunting Knowledge: You lower the next saving throw the target makes by your Intelligence modifier.
Dark Attacks
Starting at 11th level, when you take the attack action, you may replace one of your attacks with the use of an eldritch invocation that takes an action to use.
Additionally, you learn either the \textit{Eldritch Blast} or \textit{Vicious Mockery} cantrip. Intelligence is your spellcasting ability for these cantrips.
Restrained Fury
Starting at 17th level, when you have successfully used qualified guess against a creature, you can choose to let the dark knowledge fill you and release restrained fury. You gain an extra attack against the target of your qualified guess any time you take the attack action with them as your first target (in addition to the extra attack from 5th level).
Once you've unleashed this fury, you can't do so again until you've finished a long rest.
Additionally, one of your attacks on each turn may be the cantrip you chose in 11th level. This benefit is independent of your fury.
Arbiter
Your calling is for truth, and justice. You seek to know right from wrong, and make sure that everyone is given what's fair. Arbiters often roam from place to place, righting wrongs, before leaving as quick as they came. They see themselves as above the law, because they fight true wrongs, not the things people have decided to be wrong.
When you choose to be an arbiter, think of a personal moral code that your character considers to be the true right and wrong.
Righteous Conviction
Starting at 3rd level, when you choose this call, you become proficient in two skills of your choice from the following: Insight, Intimidation, Medicine or Religion.
When you make a test with those skills in regards to stopping or righting a wrong, you have advantage on the test.
Against Unfairness
Starting at 6th level, you have advantage on all attack rolls during the first round of combat, provided you did not initiate combat.
Avenging Attack
Starting at 11th level, when you hit with a second attack in one turn, against a creature you believe has acted against your code, you may deal an extra 1d8 radiant damage to the target.
Guard against Wrong
Starting at 17th level, when a creature would use an effect or spell that would force you or any of your allies to make saving throws, you can spend a Strange Idea to have all saving throws rolled with advantage. If used on allies, they have to hear you shout your idea to them. If used on only a single ally, they get to add your Intelligence modifier to the save.
Consort
A consort's call is to seek social connections. Whether to gain favor, learn secrets, or simply be loved, a consort use their knowledge of those around them - and indeed, people in general - to get their way.
Quip
When you choose this call st 3rd level, when you would fail a Charisma skill check, you can make a witty remark, or add a random fact. Doing this lets you add your Intelligence modifier to the test.
You can use this feature Proficiency Bonus times per long rest.
Talkative
Also at 3rd level, you become proficient in Deception and Persuasion. If you are already proficient, you may gain proficiency in any other skill given by the seeker class at 1st level.
Remark
Starting at 6th level, when someone would use Insight on you, you may make a remark about the person and use a Strange Idea to have them roll at a disadvantage. If they fail the roll, they will feel embarrassed and/or humiliated.
Mindful Mood
Starting at 11th level, when you would make a saving throw against something that isn't a spell, using Intelligence, Wisdom or Charisma, you can spend a Strange Idea to automatically succeed the save.
If it is a spell, you can instead gain advantage in this way and add your Intelligence modifier to the save (you may add it again if it's an Intelligence saving throw).
Life of the Party
Starting at 17th level, when you would make a Charisma test to influence someone, you can choose to influence all who can hear you instead.
People Person
Also starting at 17th level, you can spend a Strange Idea to make one person charmed for a minute. If done in combat, or if they are already too wary of you, they get to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier).
Once you've successfully charmed someone using this feature, you can't do so again until you've finished a long rest.
Lore Keeper
You seek knowledge for knowledge's sake. There is nothing nobler than seeking the deeper truths of the universe, and only through the pursuit of knowledge can one see the patterns behind.
Expertise
Starting at 3rd level, when you choose this call, you gain expertise with two Intelligence skills you are proficient with, meaning your proficiency bonus is doubled for any ability check you make that uses either of those skills.
If you aren't proficient with two Intelligence skills, you may choose instead of adding expertise to a skill, to become proficient in one Intelligence skill of your choice.
Better Qualified
Also starting at 3rd level, when you use Qualified Guess, you get to ask one extra question.
Adaptive
Starting at 6th level, when you fail an attack roll on your turn, you learn something about the creature and get advantage on you next attack against the same target.
Knowing if Half the Battle
Starting at 11th level, after you've made an Intelligence test to try to recall information about something, you can choose to spend a Strange Idea to get a free use of Qualified Guess regarding the focus of the test.
Additionally, when you use your Qualified Guess as normal, you then give advantage to yourself or one ally of choice on attacks against that creature, and saving throws against effects and spells from them, this lasts for the first round of combat.
Constantly Thinking
Starting at 17th level, Whenever you spend a Strange Idea, roll a d6. On a 5 or 6, you regain the Strange Idea immediately.
Additionally, when you use the bonus action from qualified guess, you can apply both effects.
Nomad
A nomad wonders the lands, seeking the truth about different cultures and peoples, seeing the patterns behind how these groups interact and function.
You have walked among these people and learned their ways, and now you can use them to further your search.
Power of the People
You have learned tricks to emulate abilities from the peoples you've visited.
When you choose this call at 3rd level, choose one racial trait each from 4 different races or sub-races - other than yours - in the PHB. The traits cannot be Ability Score Increase, Age, Alignment, Size or Speed (or creature type, if theirs happen to be other than yours).
Choose one to start as the active one, and as a bonus action, you can swap between them. When you swap to one, you lose the benefit of the one you had before.
You can swap proficiency bonus times per long rest.
At your DM's discretion, you may choose traits from other races available in the setting you play in.
Note: From a Dragonborn, you can choose Breath Weapon or Damage resistance, and choose one damage type for it when you pick the trait. The damage type does not change when you switch between traits.
Customs of the People
Starting at 6th level, you have advantage on all Charisma and Intelligence tests while dealing with, or to recall information about any of the races you have traits from.
Additionally, if you spend a day in a community, you can spend a strange idea to gain this benefit for interactions with that community for an hour.
Deeper Understanding
Starting at 11th level, your connection to each of the peoples you've visited deepens with your understanding of the world. You choose a second racial ability from each of the races you've chosen traits from already. When you swap traits, you swap to both traits from one race.
New Acquainances
Starting at 17th level, you may add racial traits from a 5th and different race. You benefit from the Customs of the People feature with this race as well.
Additionally, when you swap traits, the old ones stay active, alongside the new ones, until the beginning of your next turn, when only the new ones remain.
Psion
Your intellect has allowed you to warp the world around you. You sought out ways to remake the world in your image, only using your own willpower. And you found a way.
Mind over Matter
When you take this Seeker's Call in 3rd level, you have gained some manipulation of the world around you.
You can spend a number of Strange Ideas equal to twice a spell's level to recreate the effects of that spell. A cantrip costs one Strange Idea to recreate.
The amount of time it takes is the same as the casting time, and if the spell has material components with a gold cost, you need to have those and they are consumed if the spell would consume them.
If the spell is a spell attack or has a spell save DC, use your Intelligence to calculate these.
The effect does not count as magic.
Strength of Mind
Beginning at 6th level, you can spend Strange Ideas to add you Intelligence modifier to saving throws (not death saves). These are not regained, but you can choose to do it after you know whether the save was a success or a fail.
Speed of Thought
Starting at 11th level, whenever you score a critical hit (with weapon attacks and spell attacks as part of Mind over Matter) you regain one use of Strange Ideas.
Additionally, when you use the dash action, you can spend a Strange Idea to increase your speed - additionally - by your Intelligence score until the beginning of your next turn.
Mind Palace
Starting at 17th level, you can seemingly freeze time. You can use an action to impose your mind onto any willing creatures you can see. They are brought - alongside yourself - into a demiplane of your creation and can stay there for one hour before you are all returned to the exact place you were, as if no time has passed.
You can use this feature once per long rest.
Punisher
You seek pain. Whether it's yours or others', you find it or find ways to cause it. Perhaps you received a vision from a powerful being, perhaps you think clarity is gained through pain. Whatever your reasons, you strive toward pain, one way or another.
When you choose to become a punisher, think of what events caused your character to gain these harmful views on pain, and what they wouldn't do to cause it - where their line goes.
Clarity in Pain
Starting when you choose this seeker's call, each time you take damage between your turns, you gain one point of clarity. On your turn, you can expend clarity to do the following:
Clarity Cost |
Effect |
1 |
Gain advantage on a skill test on your turn. |
2 |
Gain advantage on an attack on your turn. |
3 |
Gain advantage on a saving throw on your turn. |
You can pay double the cost of an effect to have it last until the beginning of your next turn, but then you gain no clarity during the duration.
Additionally, you gain the following option for your bonus action from qualified guess:
Bring the Pain: Each time the target takes damage until the start of your next turn, they take an additional 1d4 damage of the same type as the attack.
Power from Pain
Beginning at 6th level, you gain your choice of one blood curse. If it has a prerequisite, you must meet it.
If it requires a save against a hemocraft save DC, this is 8 + your Intelligence modifier + your proficiency bonus.
Your hemocraft die evolves similarly to that of the blood hunter class.
You can choose to spend 2 clarity points to amplify without taking damage.
You gain an additional blood curse in 14th level.
Bleeding Edge
Beginning at 11th level, when a creature other than yourself that you can see takes damage, you may use your reaction to expend a strange idea. The creature then takes additional damage equal to one roll of your hemocraft die + your Intelligence modifier, and you regain HP equal to half the damage you added (rounded down).
You may spend any number of clarity to add that much to the damage and half that to the HP you gain.
Life from Pain
Staring at 17th level, when you would go to 0 HP, you may expend a use of your strange ideas, and any number of clarity to roll a number of hemocraft dice equal to the amount of clarity spent. You instead fall to a number of HP equal to the roll, and your attacker immediately takes that amount of damage.
You can use this feature once per long rest.
Ritesmaster
The ritesmaster travels to ancient places and forgotten archives to learn magical rituals. A highly spiritual person, this seeker looks to understand magic and its connection to the material world.
Magical Rites
When you choose this call at 3rd level, you choose two spells of 1st level that are cast as rituals. You can now cast these spells. You gain further ritual spells at certain levels shown on the Ritesmaster Spellcasting table.
Seeker Level |
1st |
2nd |
3rd |
4th |
3rd |
2 |
- |
- |
- |
4th |
2 |
- |
- |
- |
5th |
2 |
- |
- |
- |
6th |
3 |
- |
- |
- |
7th |
3 |
2 |
- |
- |
8th |
3 |
2 |
- |
- |
9th |
3 |
2 |
- |
- |
10th |
3 |
2 |
- |
- |
11th |
3 |
2 |
- |
- |
12th |
3 |
2 |
- |
- |
13th |
3 |
2 |
2 |
- |
14th |
4 |
2 |
2 |
- |
15th |
4 |
3 |
2 |
- |
16th |
4 |
3 |
2 |
- |
17th |
4 |
3 |
2 |
- |
18th |
4 |
3 |
2 |
- |
19th |
4 |
3 |
2 |
1 |
20th |
4 |
3 |
2 |
1 |
Effective Rite
Starting at 6th level, when you perform a ritual, or partake in a ritual someone else performs, you can choose to spend a Strange Idea to halve the casting time.
Power Exchange
Starting at 11th level, while you have a ritual spell active and someone targets you with a spell that requires you to make a saving throw, you can choose to spend a Strange Idea and end an active ritual to automatically succeed the save.
Feedback Loop
Starting at 17th level, when you finish casting a ritual, you can spend a Strange Idea to prolong it. That ritual now remains until you choose to end it, or someone uses a spell of feature like Dispel Magic. You can only have one ritual active in this way, but an still cast other rituals as normal.
Tactician
Your call is for the battlefield. You love stories of war and great strategists and you live for learning new techniques. It's not that you've been taught well, you just enjoy it so much that you've learned as much as you can.
Switching Style
Starting at 3rd level, when you choose this call, you have learned to adapt in combat based on the situation at hand. As a bonus action, you may change your fighting style chosen in 2nd level to any of the other options available to seekers.
You can switch in this manner a number of times equal to your Intelligence modifier (minimum of 1) before needing a long rest to restore all charges.
Well-fitted
Starting at 6th level, you can gain a bonus of half your Intelligence modifier (rounded down) to AC when using armor.
Additionally, you get the following option to the bonus action from qualified guess:
Better Positioning: You decrease the target's speed by a number of feet equal to twice your Intelligence modifier.
Tactically Related
Starting at 11th level, when you would switch fighting style, you can spend a Strange Idea to benefit from two different ones until the end of your next turn when you only keep the new one.
For this to work, these things apply when switching into a given fighting style:
Attentive Fighting: You can use the reaction as described.
Blind Fighting: You benefit from the fighting style as listed.
Duelling: You get the +2 damage bonus on one weapon you are using.
Great Weapon Fighting: You get to reroll as described with one weapon you are using.
Interception: You can use the reaction as listed.
Protection: You can leap in between and use a weapon to protect.
Two-weapon Fighting: You add your ability modifier to damage on a second attack (add it again if you already get it).
Unarmed Fighting: You can use a bonus action to make an unarmed attack as described, and can benefit from the effect when you grapple.
Once you've used this feature, you can't do so again until you've finished a short or long rest.
Tactical Advantage
Starting at 17th level, when combat starts and you are not surprised, you may spend a Strange Idea to give yourself and all your allies one free advantage to be used before the end of their first turn. They must choose to use this before making the roll.
Additionally, each round, at the top of the initiative, you can choose to use your reaction to spend a strange idea to use shared knowledge again.
Level | Abilities | Strange Ideas |
---|
1st | Mindful Defence, Strange Ideas | 1 |
2nd | Fighting Style, Qualified Guess | 1 |
3rd | Seeker's Call, Trick of the Tool | 2 |
4th | Ability Score Improvement | 2 |
5th | Extra Attack, Smart Fighting | 3 |
6th | Seeker's Call Feature | 3 |
7th | Shared Knowledge | 4 |
8th | Ability Score Improvement | 4 |
9th | Mindful Awareness | 5 |
10th | Improved Smart Fighting | 5 |
11th | Seeker's Call Feature | 6 |
12th | Ability Score Improvement | 6 |
13th | While you're at it | 7 |
14th | Improved Qualified Guess, Related Knowledge | 7 |
15th | Always Mindful | 8 |
16th | Ability Score Improvement | 8 |
17th | Seeker's Call Feature | 9 |
18th | The Right Spot | 9 |
19th | Ability Score Improvement | 10 |
20th | Mindful Champion | 10 |