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## Preface A brief explanation on the power level of the class: I'm a huge homebrew fan and I tinker with basically everything in every game I run. In 5e, I've had to nerf/remove almost nothing, most of the time I've just added more things to classes that don't have a lot of versatility or power (I'm basically aiming to help everyone reach a high A-tier level, that's where I enjoy running games). This class was made with that in mind. It's almost Mystic-level in its power and versatility, and the sheer amount of stuff it gets. If you want to adapt this to a "normal" 5e game, remove the 3rd and 7th level features and the bit about turning into a ghost when you die in the level 20 capstones (though that's mostly for plot hooks). Also, Skill Empowerment and Passwall are level 4 spells in my game. But without further ado: ## Introduction A young orc with painted skin and a necklace of small animal bones is performing his daily rituals to the spirits of the forest his tribe lives in. The woodland spirits return the favour by warning him of a group of bandits seeking to ambush him. The young shaman laughs at the bandits’ threats as the spirits of noble orcish warriors coalesce from the aether to protect him. They thought him alone. He is never alone. The old elven woman sits on an aerie at the top of a spire, telling the future of her visitors. She tells a noblewoman the one she loves most will betray her, and that sends the aristocrat into a rage, calling her a deceiver and false prophet. The wizened oracle is impassive as she dodges every swing until the temple guards come to her aid. The future held few surprises for her. A pair of goliath parents rush into a stone home with their sick child. The goliath witch inside, a man of many years and few words, examines the child and sees what others do not: traces of magic forming a complex pattern on the child’s skin. He turns to his grimoire and finds, near the beginning, a match for the pattern: an ancient foe he had thought vanquished long ago. He cleanses the child’s malaise with a spell and then leaves to convince the chieftain to muster a militia. A witch’s work is never done. \columnbreak ### Sight Beyond Sight Every seer is marked by their Second Sight. Some think of it as a gift, others as a curse, yet none can escape it. The Sight cannot be turned off: a seer always sees the world differently from everyone else. A shaman sees ephemeral copies of her surroundings superimposed onto the real thing, as well as spirits drifting across the Ethereal plane. An oracle sees ghostly projections of each possible action a person might take and the echoes of events past replaying on a loop. A witch sees the patterns of magic etched across people, objects and places, patterns he can understand and record in his grimoire for future reference. The Sight is divine in nature, but it’s not always bestowed by a deity. Sometimes, the soul reaches out into the unknown, often in a time of utmost despair, and the Sight awakens, the soul glimpsing for the briefest moment the nature of the cosmos. Most puzzlingly, however, is the fact that seers can have apprentices. Through years of meditation and training, it’s possible for anyone to awaken their own Sight, though such a process is never taken lightly. Once awakened, the Sight remains with the seer for the rest of her life. ### Pillars of the Community Seers, having access to magic and gifts that other divine classes don’t get, find themselves as invaluable pillars of the community, with people naturally flocking to them for aid. Their magic offers them a suit of supportive tricks they can use to heal, protect and empower allies, as well as hinder enemies and solve problems. Seers tend to approach things unorthodoxly, their unique talents letting them solve issues from unexpected angles. Each type of seer has a different Sight, and so while they share the same core abilities and most of the same spells, they vary drastically when it comes to their specialty niche. Furthermore, powerful seers can learn mysteries of the cosmos and add even more variety to their arsenal. There are many reasons seers become adventurers instead of staying in their communities. Some might be wandering loners or read ill omens in the wind and seek to prevent disaster. Others need to understand their Sight, find an answer to a question that troubles them or solve a mystery. Yet others seek to escape the pressure that others put on them, atone for a failure or become stronger to better serve their community. [Seer Table](https://imgur.com/WlTfOti) ~*~ \pagebreak ## Creating a Seer The backstory of a seer necessitates explaining how the character gained their Sight. Was it bestowed by a particular deity? Was it awakened after years of training under another seer? Or did it awaken after a traumatic event that changed the character forever? Once you have decided how the character obtained their Sight, you must determine how they feel about it. Is it a gift or a curse? Do they use it to help others or only to help themselves? Do they try to hide it or publicly advertise their talent? The type of seer the character is will deeply influence their personality as well. A shaman can see into the Ethereal and communicate with spirits. Are they incessantly chattering or do they leave the shaman alone and simply watch, expectant? An oracle can see the potential of the future and the echoes of the past. Does that make the character overconfident? Pessimistic? Aloof? A witch can see the patterns of magic. How do they feel, seeing the underlying weave of magic in the world, and how it affects others and themselves? ### Quick Build You can make a seer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by the ability score used by your Second Sight features. Second, choose the sage background. Third, choose the Blade Ward and Guidance cantrips, as well as Bless, Cure Wounds and Shield as your known spells. ~*~ ***Class Features*** As a seer, you gain the following class features. **Hit Points** *Hit Dice:* 1d6 per seer level. *Hit Points at 1st Level:* 6 + your Constitution modifier. *Hit Points at Higher Levels:* 1d6 (or 4) + your Constitution modifier per seer level after 1st. **Proficiencies** *Armour:* None. *Weapons:* All simple weapons. *Tools:* None. *Saving Throws:* Wisdom, Charisma. *Skills:* Choose two from Arcana, History, Investigation, Nature, Religion, Insight, Medicine, Perception, Deception and Persuasion. **Equipment** You start with the following equipment, in addition to the equipment granted by your background: * Any simple weapon. * (a) an arcane focus, (b) a druidic focus, (c) a holy symbol, or (d) a component pouch. * (a) a scholar’s pack, (b) an explorer’s pack, or (c) a priest’s pack. ~*~ \columnbreak ***Spellcasting*** The Sight that has awakened in you not only colours your perception of reality, but it also grants you the ability to call upon divine magic in your time of need. *Cantrips* At 1st level, you know 2 cantrips of your choice from the seer spell list. You learn additional seer cantrips of your choice at higher levels, as shown in the Cantrips column of the Seer table. *Spell Slots* The Seer table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these seer spells, you must spend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. *Spells Known of 1st Level and Higher* You know three 1st level spells of your choice from the seer spell list, which is detailed at the end of the class description. The Spells Known column of the Seer table shows when you learn more seer spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the seer spells you know and replace it with another spell from the seer spell list, which also must be of a level for which you have spell slots. *Spellcasting Ability* Charisma is your spellcasting ability for your seer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier. * Spell attack modifier = your proficiency bonus + your Charisma modifier. *Spellcasting Focus* You can use an arcane focus, a druidic focus or a holy symbol as a spellcasting focus for your seer spells. ## Second Sight Choose a Second Sight, which describes the type of seer you are: Shaman Sight, Oracle Sight or Witch Sight, which are detailed after the core class features. Your choice grants you features upon choosing it and again at levels 6th, 10th, 14th and 20th. \pagebreak ## Seer’s Curse The Sight does not come without a price. Choose a curse from the following list; this curse cannot be removed by any mortal means. You obtain the second part of the curse at level 7th. At level 11th, your curse is lifted, whether by deific intervention or due to your own conquering of it. You retain its benefits, but the downside is miraculously removed. *Curse of Blindness.* You cannot see and permanently have the Blinded condition. However, you also gain Blindsight 30 feet (you do not suffer from the Blinded condition within the area of your Blindsight. Any effect that requires you to see functions normally within the area of your Blindsight). *Improved Seer’s Curse:* Your Blindsight increases to 60 feet. *Curse of Deafness.* You cannot hear and permanently have the Deafened condition. However, you have resistance to thunder damage. *Improved Seer’s Curse:* You have immunity to thunder damage. *Curse of Despair.* You cannot shake off this suffocating, supernatural despair. You always have disadvantage on death saves, even if you gain advantage through some means. However, you have advantage on saves against Enchantment and Illusion spells and effects. *Improved Seer’s Curse:* If you fail a save against an Enchantment or Illusion spell or effect, you may save again the next turn. If you succeed, the spell or effect ends. *Curse of Dread.* You cannot help but come off as frightening and disturbing to others. You have disadvantage on social ability rolls against Beasts, Plants, Fey, Humanoids, Elementals and Monstrosities. However, you gain proficiency on Intimidation, and the curse’s effects do not apply to that skill. *Improved Seer’s Curse:* You can attempt an Intimidation roll as an action to frighten a Beast, Humanoid, Fey or Monstrosity. The DC is 15 + the creature’s CR (creatures with CR lower than 1 have a DC of 15). If you succeed, the creature gains the frightened condition until the end of your next turn. Once a creature succeeds its save against this ability, it is immune to it for 24 hours. *Curse of Haunting.* You are haunted by spirits, memories or echoes of the past, which only you can see and are terribly distracting. You have disadvantage on concentration rolls. However, you have advantage on History and Religion checks. *Improved Seer’s Curse:* You also gain advantage on Arcana and Nature checks. *Curse of Misfortune.* Luck never seems to be on your side; if anything, bad luck follows you wherever you go. You have disadvantage on rolls with tools and skills you’re not proficient with. However, you gain an additional skill proficiency from the seer list. *Improved Seer’s Curse:* You gain an additional skill proficiency from the seer list. *Curse of Tongues.* When you are in a stressful situation, you begin speaking in tongues. Choose an Exotic Language. When in combat or a similarly stressful situation, you temporarily forget all other languages you know. However, you add that exotic language to the list of languages you know and also add the Comprehend Languages spell to your seer spells known (it doesn’t count against your total spells known). *Improved Seer’s Curse:* You add the Tongues spell to your seer spells known, it doesn’t count against your total spells known. If you already knew that spell, you may instead choose a seer spell of 3rd level or lower. *Curse of Withering.* Your otherwise strong and hale body has been supernaturally withered, scarred or deformed in some way. You have disadvantage on Strength, Dexterity and Constitution saves. However, you gain 1 more HP at each seer level (including first level). *Improved Seer’s Curse:* You are immune to mundane diseases and have advantage on saves against poisons and magical diseases. ## Immediate Foresight Starting at level 2, your Sight allows you to use your magic to foresee and hopefully avoid disaster. As a reaction to an attack, spell or effect, you can spend a spell slot in order to gain a bonus equal to the level of that spell to either your AC or any one saving throw. This effect applies only against that specific attack, spell or effect. ## Mystical Gift When you reach 3rd level, you choose one of the following boons. If a gift outlines that you are under the effects of a spell or allows you to cast a spell, you use your own spellcasting ability, DC and attack bonus for it. At level 13, you can change your Mystical Gift if you so choose. *Gift of Dark Mists.* While you are within mist or fog (whether natural or magical), you can cast the Misty Step spell without spending a spell slot and without needing to have it among your spells known, but you must target a location with mist. Once you use this feature twice, you can't use it again until you finish a short or long rest. *Gift of Divine Intuition.* You can cast the Augury spell as a ritual without needing material components, spending a spell slot or needing to have it among your spells known. Once you use this feature twice, you can’t use it again until you finish a short or long rest. *Gift of Abjuring Glyphs.* While you are wielding no weapons or shields and wearing no armour, your skin glows faintly with magical glyphs, shedding dim light 5 feet around you, and you are under the effects of a Mage Armour spell. If you ever reach your carrying capacity, you lose this effect until you finish a short or long rest. *Gift of Inviolate Presence.* While you are wielding no weapons or shields and wearing no armour, you are under the effects of a Sanctuary spell. If you deal damage to a creature, you lose this effect until you finish a short or long rest. *Gift of Warded Sanctums.* You can designate a room or building no larger than Huge size as your sanctum. Those who seek to enter it uninvited must succeed at a Charisma save against your spell DC, failure means they cannot enter it, though they may try again after one hour. You can change the designation of your sanctum in a 10 minute ritual, but you can only do so once per week. *Gift of Closing Wounds.* After you take damage, if you are still conscious, you immediately heal 1 HP per seer level you have. This can only trigger once per round. \pagebreak ## 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. ## Cosmic Mystery At level 15 and again at level 18, you learn a mystery of the cosmos. Each time you gain this class feature, choose one of the following mysteries. *Mystery of Nature.* Spells you cast that target Beasts, Plants, Elementals or Fey have their range and duration doubled. These creatures, unless controlled by a hostile force, attacked or provoked, regard you positively. *Mystery of the Skies.* Whenever you cast a spell, you gain a flying speed of 60 feet that lasts for 10 minutes per level of the spell you cast. If you cast spells while this is already in effect, you add more minutes to your flying speed duration. *Mystery of Destruction.* Your spells that deal damage ignore resistance (but not immunity). *Mystery of Creation.* You can replace the material components of spells that bring back the dead or create undead for a single item of at least the same value. *Mystery of Life.* When you would normally roll dice to restore hit points with a spell, you instead use the highest number possible for each die. *Mystery of Death.* Whenever you finish a long rest, you gain the effects of a Death Ward spell, lasting for 8 hours. *Mystery of the Elements.* While in contact with earth, fire, water or wind (not merely still air), you have resistance to acid, cold, fire, lightning and thunder damage. *Mystery of Light and Dark.* You have resistance to necrotic and radiant damage. Spells you cast that create light or darkness have their areas doubled. *Mystery of the Ephemeral.* You have resistance to force, poison and psychic damage. *Mystery of Magic.* You can recover a single spent spell slot of 3rd level or lower when you finish a short rest. ~*~ ## Second Sights Each type of seer is different, and that difference is determined by the type of Sight they possess. Though other, rarer types exist, the main three are Shaman Sight, Oracle Sight and Witch Sight. ~*~ ### Shaman Sight A Shaman’s Sight allows them to see into the Ethereal and lets them communicate with the spirits that dwell therein. They are tougher than other seers and can beseech the spirits for aid. ### Ethereal Sight At 1st level when you choose this Second Sight, you can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa. As an action, you can choose to open your senses, which allows you to hear the speech of creatures that are 60 feet around you in the Ethereal Plane. You are immune to the Horrifying Visage and Possession abilities of ghosts. ## Spiritual Bargains Starting at level 1, you can perform a 10 minute ritual in front of a totem (which you can fashion out of natural materials like twigs, leaves, bones and rocks in 10 minutes) to bargain with or entice the spirits that dwell in the Ethereal, which are usually Fey or Undead. Once you perform the ritual, you then have 12 hours to call upon spiritual aid, which you can do as an action. When you do so, a Fey spirit materialises adjacent to you in a place of your choosing. Treat it as a satyr (no pipes) with a flying speed of 30 feet and the Ethereal Sight, Etherealness and Incorporeal movement abilities of a ghost. The spirit acts on your initiative (including the turn you summon it) and remains at your service for a number of rounds equal to your Constitution modifier or until its HP reaches 0, after which it fades back into the Ethereal Plane (regardless of what spell or effect it was subjected to while in the Material Plane). Once you perform the bargain ritual, you cannot perform another until you finish a long rest; once you call for spiritual aid, you cannot do so again until you perform another bargain ritual. When you reach level 5, and again at levels 10, 15 and 20, you can summon an additional spirit when you call for spirit aid. When you reach level 12, you may choose to summon a ghost instead of a Fey spirit. However, if you do so, you summon 2 less ghosts than you could summon Fey spirits. ## Unarmoured Defence At 6th level, while you are not wearing any armour or wielding a shield, you add your Constitution modifier to your AC. ## Spiritual Authority At 6th level, you are known and respected by the nature and undead spirits you traffic with. Undead, Fey, Elementals, Beasts and Plants have disadvantage on attacks against you and you have advantage on social ability rolls against them. However, you have disadvantage on attacks against these creatures as well. \pagebreak ## Revered Ritualist Starting from level 10, whenever you cast a spell as a ritual or perform a ritual granted to you by a class feature, race or feat, you gain a spiritual blessing. When you complete the ritual, you gain the effects of a Protection From Evil and Good spell for 1 hour afterwards. ## Shamanic Totems Starting at level 14, you can conjure a special totem in a 10 minute ritual. These totems are sculpted of aether (in the shape of animal heads, stylised plants or entwined humanoid/monstrous figures) and do not take damage, but are instantly destroyed by a Dispel Magic spell (of any level). A created totem lasts for a number of hours equal to your Constitution modifier and can be picked up and carried only by a shaman (it is weightless and Small size), as it is incorporeal to others. You can have up to 2 totems active at any time and they must be of different types. If you create a new one, the oldest is instantly destroyed. Choose from one of the following options: *Totem of Endless Rivers.* You and your allies, if within 10 feet of the totem, heal 1d8 damage per round, but only up to half of maximum HP. *Totem of Fearless Wings.* You and your allies, if within 10 feet of the totem, gain a bonus of 10 feet to all movement speeds. *Totem of Burning Hearts.* You and your allies, if within 10 feet of the totem, are immune to the charmed and frightened conditions. *Totem of Unbroken Stones.* You and your allies, if within 10 feet of the totem, are immune to the prone and petrified conditions. *Totem of Dark Mists.* The totem emits a thick mist (as per the Fog Cloud spell) in a 10 feet radius around it that you and your allies can see through perfectly. *Totem of Astral Lights.* The totem emits bright light 10 feet around it and dim light 10 feet further. This light counts as sunlight, starlight and moonlight all at once. Shapechangers and Aberrations have disadvantage on attack and ability rolls while under the light of this totem. *Totem of Tamed Beasts.* Beasts that enter an area 30 feet around the totem must make a Wisdom save against your spell DC or be charmed for the duration of the totem. Once the totem is destroyed, the beasts regard the shaman and their allies positively unless attacked or frightened. If a beast succeeds on the Wisdom save, it is immune to the effects of that totem (but may be affected by a different Totem of Tamed Beasts). *Totem of Sacred Blooms.* The ground around the totem is constantly sprouting magical plants and flowers, and it rains softly with flower petals and leaves around it. A 10 feet radius around the totem is considered difficult terrain by all but you and your allies, and gases, smoke, winds, rain and mists cannot penetrate the serenity of the area 10 feet around the totem either. \columnbreak ## Shaman of Legend When you reach level 20, you finally take your place amongst the shaman legends of old. You gain the following benefits: You no longer age and cannot die of old age. You cannot be magically aged (but you can be de-aged up to young adult). * As an action, you can enter the Ethereal Plane from the Material Plane or viceversa. However, unlike using the Etherealness spell, you are visible to the Material Plane while in the Border Ethereal and viceversa, though you can’t be affected by creatures or effects from the plane you are not in. You cannot remain in the Ethereal Plane with this ability more than a number of rounds equal to your Constitution modifier. Once you use this ability twice, you cannot use it again until you finish a short or long rest. * You have resistance to the damage dealt by Undead, Fey, Elementals, Beasts and Plants, and they have disadvantage on saves against your spells. * You automatically identify other seers and what type of Sight they have. * Should you die, you can choose to automatically become a ghost (you retain your ability scores and are in control of whether you show your Frightening Visage). However, you can still be resurrected or reincarnated if you are willing. ~*~ ## Oracle Sight An oracle’s sight allows them to glimpse into both the future and the past. They are wiser than other seers and can avoid disaster before it happens. **Danger Sight** At 1st level when you choose this Second Sight, you have the ongoing effects of the Find Traps and Detect Poison and Disease spells, but only in the area you can see and up to 30 feet of distance. **Visions of the Future and the Past** At 1st level, you can attempt to see what the future holds in store for you. After performing a 10 minute ritual where you meditate or use a divinatory instrument (like a deck of cards, a crystal ball, a mirror or the like), you receive a vision of an event that could potentially happen within the next 24 hours. Once you perform this ritual, you must finish a long rest before you can do so again. At level 5, you begin to receive brief glimpses of a person’s past or current troubles when you look at them, giving you advantage on Insight rolls. At level 10, whenever you step into an important location for the first time, you receive a brief vision of the most salient event that happened there in the last millennium. At level 15, instead of gaining a vision of a potential future, you may use the ritual granted by this ability to duplicate the effects of a Divination spell. At level 20, instead of gaining a vision of a potential future, you may use the ritual granted by this ability to duplicate the effects of a Legend Lore spell. \pagebreak **Unarmoured Defence** At 6th level, while you are not wearing any armour or wielding a shield, you add your Wisdom modifier to your AC. **Heartsight** Starting at level 6, you gain the ability to touch a creature to learn its current emotional state. When you do so, you can force the creature to make a Charisma save against your spell DC. On a failure, you learn the creature’s alignment and the most pressing concern it currently has. On a success, it is immune to this ability for 24 hours. Aberrations, Celestials, Constructs, Fiends and Undead automatically fail this save. **Unmatched Instinct** At level 10, you can see events unfolding seconds before they happen. You add your Wisdom modifier to your Initiative and Dexterity saving throws. Additionally, you can always act in a surprise round and cannot be surprised. **Oracular Epiphanies** Starting at level 14, you can invoke a special epiphany. Once you invoke an epiphany, you cannot do so again until you finish a short or long rest. *They Were Never There.* As a reaction to yourself or an ally you can see being in the area of a spell, you can invoke this epiphany to move that target outside of the area of that spell, but no further than the fastest of the target’s speeds. *The Wound Was Never Mortal.* As a reaction to an ally you can see being reduced to 0 HP by damage, you can instantly reduce that damage by 2 per seer level you have (but no lower than 0 damage). This can prevent death due to massive damage and any effect that triggers if the target reaches 0 HP. *It Was Only A Warning.* As a reaction to yourself or an ally you can see failing a saving throw, you can invoke this epiphany to immediate reroll the save. You or the ally must accept the new roll. *You Struck True.* As a reaction to an ally you can see missing a weapon attack, you can invoke this epiphany to immediate reroll the attack. Your ally must accept the new roll. *I Don’t Think So.* As a reaction to an enemy you can see choosing to succeed on a save without rolling, you can invoke this epiphany to force that enemy to roll the saving throw instead. The enemy’s attempt, if it has a limited amount, is expended anyway. *There Is No Escape.* As a reaction to an enemy you can see that is adjacent to one of your allies attempting to escape (whether it’s through the use of teleportation magic, the disengage action, or any other means), you can invoke this epiphany to force the enemy to roll a Charisma saving throw against your spell DC. On a failure, the enemy wastes their attempt to escape and remains where it is. \columnbreak **Oracle of Legend** When you reach level 20, you become recognised as a legendary oracle. You gain the following benefits: * You no longer age and cannot die of old age. You cannot be magically aged (but you can be de-aged up to young adult). * Your Danger Sight also gains the benefits of the Detect Evil and Good and the True Seeing spells, with the same limitations. * When you finish a long rest, you gain the benefits of a Foresight spell for 16 hours. * You automatically identify other seers and what type of Sight they have. * Should you die, you can choose to automatically become a ghost (you retain your ability scores and are in control of whether you show your Frightening Visage). However, you can still be resurrected or reincarnated if you are willing. ~*~ ***Witch Sight*** A witch’s sight allows them to see the unique patterns that magic makes on people, objects and places. They are smarter than other seers and can twist magic on itself to hex others. **Arcane Sight** At 1st level when you choose this Second Sight, you have the ongoing effects of the Detect Magic spell. Additionally, each spell or magical effect currently affecting an object, person or place appears as a distinctive pattern that you can copy down in your Grimoire (a process that takes 10 minutes per unique pattern). Each spellcaster has their own unique pattern, so consulting your Grimoire allows you to make a DC 15 Arcana check to recognise a magical pattern you’ve seen before and identify its caster. **Grimoire of Witchcraft** At 1st level, you create or inherit a Grimoire of Witchcraft. This object uses the statistics of a spellbook, but does not contain only spells. It also functions as a place for you to document important information and inscribe the magical patterns you find in the world. As you grow in power, your Grimoire becomes more useful. Should your Grimoire be destroyed, you can recover it through an hour-long ritual that imposes 3 levels of Exhaustion on you. At the start, it gives you an additional cantrip from either the seer or the wizard spell lists and adds the Find Familiar spell to your spells known. You only gain these benefits while consulting the Grimoire (though you can hold the Grimoire in the same hand you use for your component pouch or spellcasting focus). At level 5, it gives you proficiency with the alchemist’s kit, herbalist’s kit and poisoner’s kit while consulting the Grimoire. At levels 10, 15 and 20, it allows you to add a spell of a level you can cast from the wizard list to your spells known. You only have access to these spells while consulting the Grimoire. \pagebreak **Unarmoured Defence** At 6th level, while you are not wearing any armour or wielding a shield, you add your Intelligence modifier to your AC. **Eye for Magic** At 6th level, you automatically identify spells and magical effects without needing to make Arcana rolls if they are of a level you can cast. If they are higher, you have advantage on Arcana rolls to identify them. You also know when a spell is being cast within 60 feet of you, even if you cannot see the caster or the casting. **Witch’s Cunning** Starting at level 10, whenever you use Immediate Foresight against a spell, you also add your Intelligence modifier to the bonus you gain. **Witch Hexes** Starting at level 14, you can twist magic to hex others. All hexes are performed as an action targeting a creature you can see within 30 feet, they use your spell DC and last until the end of your next turn. Once you perform a hex, you cannot do so again until you finish a long rest. When you wish to perform a hex, choose from one of the following: *Hex of Ill Omens.* The target must make a Charisma save or have disadvantage on all rolls and saves. Regardless of whether the save is successful or not, the target takes 4d6 necrotic damage. *Hex of the Shattered Mind.* The target must make an Intelligence save or be incapacitated. Regardless of whether the save is successful or not, the target takes 4d6 psychic damage. *Hex of the Frozen Tomb.* The target must make a Constitution save or take 8d6 cold damage on a failed save, or half as much on a successful one. Regardless of whether the save is successful or not, the target is restrained by ice. *Hex of Strength Undone.* The target must make a Constitution save or lose all resistances. If that save fails, the target must immediately make another Constitution save or also lose all immunities. *Hex of the Iridescent Night.* The target must make an Intelligence save or be mentally overwhelmed by shimmering darkness, rendering them Blinded, Deafened and unable to speak. *Hex of the Broken Seal.* The target must make a Charisma save or gain vulnerability to the damage of spells and become unable to cast spells. **Witch of Legend** When you reach level 20, you join the ranks of the witches of legend. You gain the following benefits: * You no longer age and cannot die of old age. You cannot be magically aged (but you can be de-aged up to young adult). * You have resistance to the damage of spells. * You add your Intelligence modifier to your Perception, Insight, Survival, Medicine and Concentration rolls. You automatically identify other seers and what type of Sight they have. * Should you die, you can choose to automatically become a ghost (you retain your ability scores and are in control of whether you show your Frightening Visage). However, you can still be resurrected or reincarnated if you are willing. ~*~ \pagebreak ## Seer Spell List
##### Cantrips (0 Level) - Blade Ward - Chill Touch - Guidance - Light - Mending - Message - Prestidigitation - Spare The Dying - Thaumaturgy - Toll The Dead - True Strike - Vicious Mockery ##### 1st Level - Absorb Elements - Bane - Bless - Comprehend Languages - Create or Destroy Water - Cure Wounds - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Dissonant Whispers - Faerie Fire - Feather Fall - Fog Cloud - Identify - Protection From Evil and Good - Purify Food And Drink - Sanctuary - Shield - Shield of Faith - Speak With Animals \columnbreak ##### 2nd Level - Augury - Blindness/Deafness - Calm Emotions - Darkness - Darkvision - Detect Thoughts - Enhance Ability - Find Traps - Healing Spirit - Hold Person - Lesser Restoration - Locate Animals or Plants - Locate Object - Mind Spike - Misty Step - Moonbeam - Phantasmal Force - See Invisibility - Silence - Zone of Truth ##### 3rd Level - Bestow Curse - Catnap - Clairvoyance - Counterspell - Create Food and Water - Daylight - Dispel Magic - Fear - Magic Circle - Nondetection - Protection From Energy - Remove Curse - Revivify - Speak With Dead - Speak With Plants - Tidal Wave - Tongues - Vampiric Touch \columnbreak ##### 4th Level - Arcane Eye - Banishment - Confusion - Death Ward - Dimension Door - Divination - Freedom of Movement - Locate Creature - Mordenkainen’s Private Sanctum - Phantasmal Killer - Skill Empowerment - Stone Shape - Stoneskin - Watery Sphere ##### 5th Level - Commune - Commune With Nature - Contact Other Plane - Dream - Greater Restoration - Legend Lore - Mass Cure Wounds - Modify Memory - Raise Dead - Rary’s Telepathic Bond - Scrying - Synaptic Static - Telekinesis ##### 6th Level - Contingency - Find The Path - Forbiddance - Globe of Invulnerability - Heal - Mental Prison - Primordial Ward - True Seeing - Wind Walk - Word of Recall \columnbreak ##### 7th Level - Crown of Stars - Etherealness - Mirage Arcane - Plane Shift - Regenerate - Resurrection - Sequester - Teleport ##### 8th Level - Antimagic Field - Antipathy/Sympathy - Control Weather - Feeblemind - Maddening Darkness - Mind Blank - Power Word Stun - Telepathy ##### 9th Level - Astral Projection - Foresight - Invulnerability - Imprisonment - Mass Heal - Psychic Scream - Time Stop - True Resurrection
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