Arcane Seeker
Class Name
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Major Study, Magic Student | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — |
| 3rd | +2 | Minor Study, Resonate Words | 3 | ─ | ─ | — | — |
| 4th | +2 | Ability Score Improvement | 3 | ─ | ─ | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | ─ | — | — |
| 6th | +3 | Intellectual Empowerment | 4 | 2 | ─ | — | — |
| 7th | +3 | Major Study Feature | 4 | 3 | ─ | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 3 | ─ | — | — |
| 9th | +4 | ─ | 4 | 3 | 2 | — | — |
| 10th | +4 | Arcane Barrier | 4 | 3 | 2 | — | — |
| 11th | +4 | Minor Study Feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Item Synchronization | 4 | 3 | 3 | 2 | — |
| 15th | +5 | Major Study Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Minor Study Feature | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Major Study Feature | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Arcane Seeker, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Arcane Seeker level
- Hit Points at 1st Level: 10 + Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per arcane seeker level after 1st
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, Intelligence
- Skills: Choose three from Arcana, Athletics, History, Insight, Investigation, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) scale mail
- (a) one martial weapon or (b) two simple weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a light crossbow and 20 bolts or (b) a hand crossbow and 20 bolts
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Major Study
When you begin your studies at 1st level, you've learned the lost lore of an ancient people and through study or insight have gained access to their lost arts granting you unique abilities associated with their people. Your choice grants features at 1st level, and again at 7th, 15th, and 20th level.
Magic Student
At 1st level, you learn 2 cantrips from the wizard Spell List. You learn an additional wizard cantrip of your choice at 10th level.
When you reach 18th level, you learn two spells from the wizard's spell list, these spells must be of a level you are able to cast.
Fighting Style
At second level, choose one of the following options.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
At 2nd level, you have learned to use wield ancient magics to cast spells, much as a wizard does.
Your Spellbook
At 2nd level, you have a spellbook. Your spellbook is the repository of the arcane seeker spells you know.
Adding New Spells
When you find a arcane seeker spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it. For each level of the spell, the process takes 2 hours and costs 100 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing Your Spellbook
You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 30 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.
Preparing and Casting Spells
The arcane seeker table shows how many spell slots you have to cast your arcane seeker spells of 1st level and higher. To cast one of these spells. you must expend a 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 arcane seeker spells that are available for you to cast. To do so, choose a number of arcane seeker spells from your spellbook equal to your Intelligence modifier + half your arcane seeker level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your arcane seeker spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a arcane seeker spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your arcane seeker spells.
Resonant Words
At 3rd level, when you finish a long rest choose one language you do not already know, until your next long rest you can speak, read, and write that language.
Minor Study
Beginning at 3rd level, you're experiences have shaped your use of the knowledge you've gained granting you unique applications of your abilities. Your choice grants features at 3rd level, and again at 11th, and 18th level.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
At 5th level,, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Intellectual Empowerment
At 6th level, whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.
Arcane Barrier
At 10th level, when you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.
Item Synchronization
At 14th level, you can now attune to up to four, rather than three, magic items at a time. You can attune to an item you do not meet the normal requirements to doing so with two of your attunements.
LOST ART OF THE ELVEN
The ancient Elves left many secrets, by diving into their ruins and studying their culture, traditions, and tactics you have learned their ancient combat techniques to become a fierce and agile combatant.
Elven Excellence
Starting at 1st level, you learn Elvish, if you already know elvish then you learn Sylvan. You also gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) provided that you aren't wearing medium or heavy armor or using a shield, or using two hands to make an attack with a single weapon.
- You gain proficiency in two of the following skills of your choice: Arcana, Nature, Perception, or Performance.
Elven Agility
At 7th level, you gain the following benefits:
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks while in combat.
Elven Fortitude
At 15th level, you gain the following benefits:
- You you gain proficiency in Dexterity or Wisdom saving throws (your choice).
- You gain advantage on any Constitution saving throw you make to maintain your concentration on a spell.
Elven Ascendant
At 20th level, you gain the following benefits:
- If you have no weapon in hand you can as a free action form a blade out of magical energy. It counts as a simple melee weapon with which you are proficient. It deals 1d8 slashing damage on a hit and has the finesse, light properties and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks.
LOST ART OF THE DWARVEN
Dwarves are known for their connection with their craft and you have learned a lost technique of infusing your armor with magical energy, you can then harness that energy to protect yourself and harm your foes.
Dwarven Armor Charging
Starting at 1st level, you learn Dwarvish, if you already know dwarvish then you learn Primordial. You gain proficiency with heavy armor and can charge your armor. When you cast a spell of 1st level or higher you can charge your armor with a magic known as Armor Charges, armor charges can only be added to armor with at least some metal in it.
At the end of your turn you gain temporary hit points equal to the number of Armor Charges you have. As an action you can discharge your armor charges to harm all creatures within ten feet of you, creatures within the area must make a dexterity save or take 1d10 force damage for every armor charge used, or half as much on a successful save.
The number of Armor Charges you can have is equal to your Intelligence Modifier + half your Arcane Seeker level (rounded down), you lose all Armor Charges when you finish a long rest.
Blade Charge
At 7th level, your mastery of Armor Charges increases allowing you to make a circuit of magical energy to augment your melee attacks. You deal additional force damage based on the number of armor charges you have when you make the attack.
| Number of Charges | Bonus Damage |
|---|---|
| 1 to 5 | 1d4 |
| 6 to 10 | 1d6 |
| 11 to 15 | 1d8 |
Spell Sunder
At 15th level, as a reaction, when a creature attempts to cast a spell that would effect you or if the spell effect is within five feet of you then you can attempt to absorb the magical energy of the spell reducing or eliminating the effect. Make a check using your spellcasting ability. The DC is 10 + the spell's level. If you succeed damage from the spell is reduced by a number of dice equal to the spells level and any other effects of the spell are negated, you also gain a number of Armor Charges equal to the spells level.
Radiate Charges
At 20th level, when you roll for initiative and have no armor charges remaining, you regain 4 armor charges.
LOST ART OF THE GIANTS
The Giant's empire once stretched across the world and you have learned from it how to make yourself larger than life and to augment your defensive and offensive powers to levels that only they were thought to reach.
Titan Form
Starting at 1st level, you learn Giant, if you already know giant then you learn one common language of your choice.
As an action you can grow to one size category larger, your size doubles all your dimensions and your weight is multiplied by eight. If there isn't enough room, you attains the maximum possible size in the space available. While in this state your strength modifer is double for any attacks, saving throws, or ability checks. Everything you are wearing and carrying changes size with you and any dropped items creature returns to normal size at once.
This transformation lasts for 1 minute, you fall unconcious, drop to 0 hit points, or until you use a bonus action to end it.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Giants Guard
At 7th level, while in your enlarged state, you gain a bonus to your Armor Class equal to your Constitution modifier.
Might of the Tall Folk
At 15th level, while in your enlarged state when you hit a creature of the same size category as you or smaller you can force that creature to make a strength saving throw against your spell save DC + your Strength modifier. On a failed save that creature is knocked prone and its speed is reduced to 0.
Lord of the Ordering
At 20th level, when you use your action to grow you can choose to go up an additional size category, doing so increases the reach of all you attacks by 5 feet and the range of your spells are increased by half. In addition all creatures within a 5 foot radius of your attack target can also be targeted by that attack and damage roll.
Lost Lore of Dragons
Some claim that Dragons are the pinnacle of the natural world; faster, smarter, and stronger than other creatures the Dragon has a unique magical essense to itself that you have learned to cultivate yourself and from their history you have learned how to wield it.
Dragon Force
Starting at 1st level, you learn Draconic, if you already know then you learn one common language of your choice.
Dragon Force Dice. You have four dragon force dice, which are d8s. A dragon force die is expended when you use it. You regain all of your expended dragon force dice when you finish a short or long rest. You gain another dragon force die at 7th level and one more at 15th level.
As a reaction, when you take acid, cold, fire, lightning, or poison damage you canexpend a dragon force dice to capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, until the end of your next turn when you hit with a melee attack, the target takes an extra 1d8 damage of the triggering type.
Dragon's Aura
At 7th level, you gain advantage on saving throws to be frightened.
You can use a dragon force dice to produce a powerful aura around yourself, you must concentrate for this aura to stay in effect as if you were concentrating on a spell. As an action you can choose acid, cold, fire, lightning, or poison damage, each creature of your choice that enters 15 feet of you or starts its turn their takes 1d8 damage of the chosen type.
This Aura lasts for 1 minute or until your concentration is broken, you can also choose to end it at any time.
Dragon's Flight
At 15th level, you gain the ability to summon a pair of ethereal dragon wings, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
While your wings are summoned you can use your bonus action to summon an explosion of force outward, you can move up to half your normal movement and do not provoke opportunity attacks.
Dragon's Awakening
At 20th level, as an action you can undergo a transformation taking on either draconic attributes into your own body or manifesting draconic armor to temporarily empower yourself. For 1 minute, you gain the following benefits:
- At the start of your turn you regain 1 Dragon Force Die.
- As a bonus action you can target one creature within 30 feet of you, that creature takes 1d8 acid, cold, fire, lightning, or poison damage.
- Creatures you hit with a weapon or spell attack must make a wisdom saving throw or become frightened of you until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Spellsword
You've focused the the knowledge you've gained into martial pursuits augmenting your ability to mix spellcasting with with physical combat.
Blade Enchantment
At 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell-level higher than 1st. When you choose to use this ability choose one spell that deals damage that can be cast with the level of the spell slot you are using, the damage from this ability is the same as the chosen spell.
Furious Blade
At 11th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Sword and Sorcery
At 18th level, when you use your action to cast a spell, you can make two weapon attacks as a bonus action.
Magus
The knowledge you've acquired has given you insights into the workings of magic that has allowed you to become a far more formidable spellcaster.
Ritual Casting
At 3rd level, you can cast an arcane seeker spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spell Restoration
At 11th level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your Intelligence modifier, and none of the slots can be 6th level or higher.
Double Casting
At 18th level, when you cast a an arcane seeker spell of first level or higher that targets only one creature and doesn't have a range of self, you can use your bonus action to cast a second spell and target that creature with both spells. The second spell must be of a level equal to or less than the first one and uses a spell slot.
Fortune Seeker
Your experience in ruins and other places of lost knowledge has heightened your rexfleses and skill allowing you to preform incredible and deadly feats.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Quick Footed
At 11th level, you can now Dash or Disengage as a bonus action.
Leathal Blade
At 18th level, when you attack and hit a creature while you have advantage on the attack, you can use your bonus action to double the damage of your attack against the creature.
The Arcane Seeker Spell List
1st Level
- Absorb Element
- Alarm
- Burning Hands
- Chromatic Orb
- Comprehend Languages
- Detect Magic
- Find Familiar
- Force Push*
- Ice Knife
- Identify
- Magic Missile
- Protection from Evil and Good
- Shield
- Ray of Sickness
- Witch Bolt
2nd Level
- Arcane Charge*
- Aganazzar's Scorcher
- Arcane Lock
- Darkvision
- Knock
- Mind Spike
- See Invisibility
- Shatter
- Shadow Blade
- Spiderclimb
3rd Level
- Arcane Armament*
- Counterspell
- Elemental Weapon
- Dispel Magic
- Fly
- Glyph of Warding
- Magic Circle
- Melf's Minute Meteors
- Remove Curse
- Speak with Dead
4th Level
- Arcane Eye
- Elemental Bane
- Fabricate
- Freedom of Movement
- Ice Storm
- Phantasmal Killer
5th Level
- Animate Objects
- Bigby's Hand
- Dispell Evil and Good
- Legend Lore
- Telekinesis
Force Push
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Target one large or smaller object or creature, you can push the target up to 10 feet away from you in a straight line. If the target hits an object or creature it takes 1d6 bludgeoning damage for every 5 feet it had left of being pushed. If a creature is aware it is being pushed it can make a strength saving throw, on a success it is pushed half the distance.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the distance the creature is pushed by 5 feet for each slot level above 1st. If the spell slot used was of 3rd level or higher then you can move a huge creature half the normal distance for that level, and if you use a 5th level spell slot you can push a gargantuan creature up to 25 feet.
Acane Charge
2nd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Conc. Up to 1 minute
You create an aura of force around you increasing your speed and harming foes that come near you. Your movement speed is increased by 10 feet, in addition any hostile creature that enters 5 feet of you for the first time on your turn must make a strength saving throw. On a failed save they take 2d8 force damage and are pushed 5 feet away from you and to the side so they are no longer in your path. On a successful save, the creature takes half as much damage and isn't pushed.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Arcane Armament
3rd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Conc. Up to 10 minute
You condense arcane energy to create a spectral weapon and shield of your choice for the duration or until you cast this spell again. It counts as a simple melee weapon with which you are proficient. It deals 1d8 + your Intelligence modifer force damage on a hitand has the finesse property. As the weapon and shield float around you they do not require you to have a free hand to wield them.
The weapon and shield can take whatever form you choose. A floating sword and shield are common but some users have created combinations of the two or made it appear as a cape that protects from damage and strikes your enemies.
As a bonus action while this spell is active you can use your bonus action to take the dodge action. At Higher Levels: When you cast this spell using a spell slot of 5th level, the damage increases by 1d8.