The Lore Seeker

by JazzManBluesy

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Otherwordly Patron

The Lore Seeker

Some patrons want souls, some death, some life. Those who are Lore Seekers are absent from such petty mortal conflicts, and instead wish for information. The Lore Seeker often does not care whom it sides with, only that it gains knowledge from the experience, and grants power to obtain such information. Noone knows how long the Lore Seeker has existed, only that it knows all that has happened, and will know all that will happen. Warlocks of the Lore Seeker look to not only obtain and relay information to their patron, but additionally to protect that information, often lending them to be neutral in most conflicts.

Wisdom of the Forgotten

The Lore Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Additionally, upon choosing the Lore Seeker as your pat

Spell Level Spells
1st detect evil and good, inflict wounds
2nd locate object, detect thoughts
3rd clairvoyance, glyph of warding
4th divination, mordenkainen's private sanctum
5th dispel evil and good, legend lore

Extract Information

At 1st level, your patron has lent you the ability to extract knowledge from even the most unwilling individuals.

As an action, you touch a creature within reach. The target must make a Charisma saving throw, on a fail, the target is paralyzed for a number of turns equal to half your proficiency bonus, rounded down or until you lose concenctration as if concentrating on a spell. A creature paralyzed by this effect has their flesh peel back into the pages of a book bound underneath their skin. The words within describe the creature in full detail; their appearance, thoughts, desires, motives, etc. You can use an action speak to the book and ask it about what exactly you wish to know, and at your DM's decision, the creature will give you a true answer or take 1d10 psychic damage. This damage increases when you reach higher levels in this class: 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

Once you use this feature, you cannot use it again until you finish a long rest.

Ancient Knowledge

At 6th level, you have gained the ability to commune with your patron away from harm.

You can use an action to enter an extraplanar space along with up to a number of willing companions equal to your charisma modifier. Time does not pass outside of this space while you are within, and you cannot rest, recover hit points, or maintain concentration while inside. While inside this space, you can commune with your patron as if using the divination spell.

Once you use this feature, you cannot use it again until finishing a long rest.

Arcane Lore

At 10th level, your patron bestows a wealth of information upon your mortal mind.

Choose two from the following: Arcana, History, Nature, or Religion. If you are proficient in them, you double your proficiency bonus when rolling a skill check using the chosen skills, otherwise you become proficient in those skills.

Choose one spell from any spell list of 5th level or lower that is not a cantrip. Once per day, you may cast this spell using a warlock spell slot, and you use Charisma as the spellcasting ability. You may not cast this spell again until you finish a long rest.

Whenever you take a long rest, you may switch the spell chosen with another. You may also switch the spell when communing with your patron via the Ancient Knowledge feature, however when switching the spell this way, you cannot use it until finishing your next long rest.

Unspeakable Truths

At 14th level, your patron bestows upon you information that would shatter the minds of most mortals. As an action, you can share a piece of this knowledge with all creatures that can hear you within 60 feet of you. All creatures that can hear you within 60 feet of you must make a wisdom saving throw or suffer confusion as if under the confusion spell for one minute. They may repeat this saving throw each time they take damage, ending the effect on a success. You may choose a number of creatures equal to or less than your charisma modifier to be unaffected by this effect.

Additionally, when using this feature, you may choose a number of creatures equal to your charisma modifier to be infused with dark power gifted by your patron. Choose a spell you have prepared of second level or lower that does not deal damage. Those creatures may cast that spell using a reaction, and requires no material components. Charisma is their spellcasting ability for this spell.

Once you use this feature, you cannot use it again until you finish a long rest.

Eldritch Invocations

Words of Prying

Prerequisite: The Lore Seeker, 7th level

When you use your Extract Information feature, you may ask one additional question when you use your action to ask the book a question.

Tome Lore

Prerequisite: The Lore Seeker, Pact of the Tome

When you use your Ancient Knowledge feature to commune with your patron, you may change one of the cantrips in your Book of Shadows.

 

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