5e Huntik Seeker

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5e Huntik Seeker

The bandits begin closing on on the lonesome traveller, circling her on the road. Creases form at the eyes of the traveller as she smiles. Underneath her robes, she grips an iridescent amulet.

An orc pores over innumerable tomes in a library, frantically searching for meaning amidst the chaos. In a flash of enlightenment, he fingers a page and mutters under his breath. His eyes begin to glow a powerful orange as he stand up, magic flowing from his skin.

A young man stands in a room as the walls close in around him, under the desperate but powerless gaze of his friends. In his hands, he frantically toys with a puzzlebox, certain the trap will disarm upon its solution. With a cry of victory, the box opens, and the walls shudder to a halt. Inside the box, a slate grey and ocean blue amulet is revealed.

The Bond

Seekers are a group of individuals who find themselves, through effort expended or merely the workings of fate, in possession of an amulet containing a Titan. Titans are mysterious spirits who were captured and locked away in an amulet by an ancient wizard to help mortals fight in an interplanar war. Over time, the war ended and its effects disappeared, but Titans remained.

Secrets and Seekers

Seekers' access to magic is determined by rigorous study after the fashion of their Titans, after all, it would do no good to simply invoke a Titan to fight for you, only for you to have to hide behind some rocks and sit the fight out. Some seekers prefer to use magic to supplement their natural ability as explorers; other prefer to enhance their physical capabilities and take a spot on the front line; other still prefer to sit back and let their Titans and various lackeys do the dirty work.

Seekers are driven by a nigh-all-consuming desire. This desire is the reason they hunt and adventure to find more and more powerful amulets and spells. Rarely is such a desire able to be satiated by administration and bureacracy or study. Such powers, once gained, are put to use for the seekers personal ends.

Creating a Seeker

As you create your seeker character, spend some time thinking about your desire. What was it that drove you to such lengths that you sought the power held by Titans? are you haunted by the eldritch knowledge that the sum total of everything known is merely a drop in the ocean of all that is? are you motivated by a fierce desire to protect everything you hold dear? Are Titans merely a means to the furthering of your own end?

Also spend some time thinking about how you were introduced to the niche magic of Titans. Were you initiated into the family secret? Were you taken under the wing of an eccentric mentor? Did you stumble across an amulet by complete accident? All these things play in to the kind of character you play, and their relationship to the power they wield.

Quick Build

You can make a seeker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by STrength or Dexterity. Second, choose the Sage or Outlander background. Third, choose Solwing and Freelancer, or Redcap and Mindrone.

Table: The Seeker
Level Proficiency Bonus Features Titans Bonded Talents 1st 2nd 3rd 4th 5th
1st +2 The Bond, 2
2nd +2 Seeker Talents, Seeker's Drive, Spellcasting 2 1 2
3rd +2 Power-bond 3 2 3
4th +2 Ability Score Improvement 3 2 3
5th +3 The Bond Improvement 4 3 4 2
6th +3 Drive Feature 4 3 4 2
7th +3 True Power Bond 5 4 4 3
8th +3 Ability Score Improvement 5 4 4 3
9th +4 6 5 4 3 2
10th +4 Drive Feature 6 5 4 3 2
11th +4 The Bond Improvement 7 6 4 3 3
12th +4 Ability Score Improvement 7 6 4 3 3
13th +5 True Power Bond Improvement 8 7 4 3 3 1
14th +5 Drive Feature 8 7 4 3 3 1
15th +5 Adaption 9 8 4 3 3 2
16th +5 Ability Score Improvement 9 8 4 3 3 2
17th +6 The Bond Improvement 10 9 4 3 3 3 1
18th +6 Autonomy 10 9 4 3 3 3 1
19th +6 Ability Score Improvement 11 10 4 3 3 3 2
20th +6 Soulburn 11 10 4 3 3 3 2

Class Features

As a Seeker, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Seeker level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 + your Constitution modifier

Proficiencies


  • Armor: Light Armour, Medium Armour
  • Weapons: Simple Weapons
  • Tools: Land Vehicles, grappling hooks

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from skills from Acrobatics, Athletics, Arcana, History, Investigation, Nature, Perception, Religion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a crossbow and a case of 20 bolts or (b) two hand axes
  • (a) leather armour or (b) scale mail
  • (a) an explorers' pack or (b) a dungeoneers' pack
  • (a) two simple weapons or (b) a quarterstaff and a whip
  • (a) an arcane focus or (b) a components pouch
  • a grappling hook, two amulets, and two daggers \columnbreak

The Bond

At 1st level, you have bonded with your first titans. See Appendix B for the rules surrounding Titans.

Your Amulets

You have 2 amulets. Amulets are magic items of varying rarity that each contain an individual titan. You can attune to a number of amulets equal to the number shown in the Titans Bonded column of the Seeker Table. Amulets attuned in this way do not use an attunement slot.

Advice for DMs

Titans are the main feature of this class. Thematically, they should be handed to the player through dungeon exploration and the like, but they are in no way rewards to the seeker, like magic items to other classes. They are fundamental to the function of the class, without them, the seeker is merely a half-casting wizard. The seeker requires the amount of Titans listed in the Titans Bonded column to function. More is possible, but less is not.

Seekers' Drive

At 2nd level, you have solidified the reason you hunt for titans. You are driven by a desire to discover, protect, or dominate. You drive gives you features at 2nd level, as well as at 6th, 10th, and 14th level.

Spellcasting

By the time you reach 2nd level, you have learned the rigorous mental exercises needed to use Seeker magic.

The spells that you add learn as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Spell Slots

The Seeker table shows how many spell slots you have to cast your 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.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells known of 1st Level and Higher

You do not know any spells. Instead, you learn spells through your Seeker talents. You gain a number of talents as shown in the Talents column of The Seeker table.

Spellcasting Ability

Intelligence is your spellcasting ability for your Seeker spells, since your magic draws on your intense study and focus. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a 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

Ritual Casting

You can cast a Seeker spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You needn't have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Seeker spells. Alternatively, you can use an amulet that you are attuned to.

Power-bond

At 3rd level, you connection with your titans deepens. Your Titans have access to their awakened features and traits.

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.

True Power Bond

At 7th level, you connection with your Titans can be said to have reached the level of a true power bond. Choose one of the following options.

Fortitude. When one of your Titans dies, roll 3d10. If the total rolled is less than the excess damage you would take from the death of your Titan, you may instead take the roll as damage and reduce your hit point maximum by half the roll. Additionally, you may use your bonus action to command your Titans as well as your action.

Power. Your Titans have access to their exalted features and traits.

You gain the option you did not choose at 7th level at 13th level instead.

Adaption

At 15th level, you have developed additional resistances from your adventures. Choose one of the following: Strength. You gain proficiency in Strength saving throws. Additionally, you have advantage against effects that would move you against your will.

Dexterity. You gain proficiency in Dexterity saving throws.

Constitution. You gain proficiency in Constitution saving throws.

Charisma. You gain proficiency in Charisma saving throws. Additionally, you have advantage against effects that would cause the charmed or frightened conditions.

Part 2 | Your Introduction

Autonomy

At 18th level, your Titans have developed an intuition of their own. Each of your titans can make a single weapon or unarmed attack on its turn. Whenever an enemy leaves the range or on of your Titans, or otherwise takes an action that would trigger an opportunity attack, your Titan can take an opportunity attack without using your reaction. Each Titan you have invoked can use this no more than once per round.

Soulburn

At 20th level, when each of your Titans has been dismissed, you can treat up to three of your Titans as if they had not already been dismissed. Once you use this ability, you must wait a week to do so again.

Seeker Drives

Discovery

Bonus Proficiencies

At 2nd level you become proficient with Blowguns, Hand Crossbows, Rapiers, Shortswords, Whips, and Thieves' tools. You also gain proficiency in Intelligence (History) checks and Intelligence (Investigation) checks, if you are not already.

Expertise

Additionally at 2nd level, choose one skill in which you are proficient. Your proficiency bonus is doubled for checks you make with that skill. At 10th level, you choose a second skill to apply this feature to.

Extra Talents

Finally at 2nd level, you learn the Hyperstride talent, and well as 3 additional Green-Aura or Blue-Aura talents in any combination that grant the ability to cast spells. You must meet all prerequisites of these talents to learn them.

Use Magic Device

At 6th level, you can ignore the class prerequisite on up to one magic item you would otherwise be unable to attune to. You must meet all other prerequisites to attune to the magic item.

Look out for the Little Guy

At 10th level, your Titans maximum HP increases to 6 * your seeker level if it is not already higher.

Extended Exploration

At 14th level, choose up to two of your Titans. Their active duration increases from 10 minutes to 1 hour, or from 1 hour to 8 hours.

Protect

Bonus Proficiencies

At 2nd level, you become proficient with martial weapons, heavy armour, and shields.

Battle Hardened

Additionally at 2nd level, you hit point maximum increases by 1 for every level in this class, and increases by 1 again whenever you take a level in this class.

Extra Talents

Finally at 2nd level, you learn the Nimblefire talent, and well as 3 additional Pink-Aura, Orange-Aura or Yellow-Aura talents in any combination that grant the ability to cast spells. You must meet all prerequisites of these talents to learn them.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Mirrorfight

At 10th level, you can use your bonus action to make a single melee attack against a creature within 5 ft, of you, provided a Titan of yours is also within 5 ft. of that creature. When you use this ability, your Titan can also make a single melee attack against the same creature. You can use this ability a number of times equal to your have Intelligence modifier (minimum once). once you have done so, you must complete a long rest to do so again.

Fight With Me

At 14th level, you gain a bonus to your AC equal to the number of allied titans within 10 ft. of you. When you are hit with an attack, any number of Titans you control within melee range may make a single attack against the offending creature as a reaction.

Dominate

Bonus proficiencies

at 2nd level, you become proficient with the Intelligence (Arcana) skill and the Charisma (Intimidation) skill.

Extra Talents

Additionally at 2nd level, you learn the Cutrace talent, and well as 3 additional Red-Aura, Violet-Aura or Black-Aura talents in any combination that grant the ability to cast spells. You must meet all prerequisites of these talents to learn them.

Compatability

At 6th level, you are able to target your titans with single target spells that would induce a positive effect, such as a Cure Wounds or Haste spell.`

Potent Cantrips

At 10th level, you add your Intelligence modifier to the damage you deal with any Seeker cantrip.

Potent Buff

At 14th level, Whenever you cast a spell that only targets one of your Titans that uses a 2nd level spell slot or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 3rd level.

Appendix A: Seeker Talents

Armourbrand

Violet-Aura

You learn the Shield spell, and can cast it once without using a spell slot. You may spend spell slots normally after you have used this ability to cast Shield again. Once you have cast Shield with this ability, you must finish a long rest to do so again.

Armourburn

Red-Aura

Prerequisite: 5th Level

You learn the Heat Metal spell, and can cast it using a Seeker spell slot.

Augerfrost

Blue-Aura

You learn the Frostbite cantrip, and can cast it at will.

Blockscry

Violet-Aura

Prerequisite: 9th Level

You learn the Nystul's Magic Aura and Nondetection spells, and can cast the using a Seeker spell slot.

Breakspell

Blue-Aura

Prerequisite: 9th Level

You learn the Dispel Magic and Remove Curse spells, and can cast them using a Seeker spell slot.

Brightsee

Blue-Aura

You learn the Faeire Fire spell, and can cast it using a seeker spell slot. At 9th level, and at 13th level, you learn the Clairvoyance and Arcane Eye spells, and can cast them using Seeker spell slots.

Bristlebind

Red-Aura

You learn the Entangle and Grease spells, and can cast them using a Seeker Spell slot.

Boltflare

Orange-Aura

You learn the Firebolt and Dancing Lights cantrips, and can cast them at will. You also learn the Continual Flame spell, and can cast it using a seeker spell slot.

Camoforge

Blue-Aura

Prerequisite: 5th Level

You learn the Invisibility spell, and can cast it using a Seeker spell slot.

Copykind

Green-Aura

Prerequisite: 17th Level

As a bonus action, you target one allied Titan. You can use one of that Titan's abilities, features, or traits. You lose the ability to do so at the end of your turn. Once you use this ability, you must complete a long rest to do so again.

Cutrace

Red-Aura

You learn the Jump spell, and can cast it using a Seeker spell slot. When you cast it in this way, its casting time is 1 bonus action, your movement speed is doubled until the end of your next turn, and you do not trigger opportunity attacks until the end of your turn. It also does not require concentration, but you must still make Constitution Saving throws to maintain it as if you were concentrating on it.

Cypherdex

Blue-Aura

You learn the Comprehend Languages and Illusory Script spells, and can cast them using a seeker spell slot. At 17th level, you learn the Legend Lore spell, and can cast it using a Seeker spell slot.

Darkfog

Black-Aura

You learn the Fog Cloud spell, and can cast it using a seeker spell slot. At 5th level, you learn the Darkness spell, and can cast it using a Seeker spell slot.

Darksleep

Violet-Aura

You learn the Sleep spell, and can cast it using a seeker spell slot. At 9th level, you learn the Catnap spell, and can cast it using a Seeker spell slot.

Dopplemorph

Red-Aura

You learn the Disguise Self spell, and can cast it using a seeker spell slot. At 17th level, you learn the Seeming spell, and can cast it using a Seeker spell slot.

Doubleself

Violet-Aura, Green-Aura

Prerequisite: 5th Level

You learn the Mirror Image spell, and can cast it using a seeker spell slot. At 17th level, you learn the Mislead spell, and can cast it using a seeker spell slot.

Doublespell

Black-Aura

Prerequisite: 5th Level

You may twin a spell, as with the Twin Spell metamagic option. Once you do so, you must finish a long rest until you can do so again.

Dragonfist

Red-Aura

You learn the Primal Savagery cantrip, and can cast it at will. When you cast it in this way, the damage type is instead magical bludgeoning.

Earthwalk

Yellow-Aura, Orange-Aura

Prerequisite: 9th Level

You learn the Meld Into Stone spell, and canc ast it using a seeker spell slot. At 13th level, you learn the Stoneshape spell, and can cast it using a seeker spell slot.

Enderflame

Orange-Aura

You learn the Burning Hands spell, and can cast it using a Seeker spell slot.

Everfight

Orange-Aura

Prerequisite: 5th Level

You Learn the Cure Wounds spell, and can cast it once without using a spell slot. It is cast at the highest level spell slot you have access to. When you cast it in this way, roll an extra 1d8 and add it to the amount healed. It can only target you. You cannot cast this spell using a Seeker spell slot.

Everheal

Orange-Aura

Prerequisite: 9th Level

You Learn the Cure Wounds spell, and can cast it once without using a spell slot. It is cast at the highest level spell slot you have access to. When you cast it in this way, roll an extra 1d8 and add it to the amount healed. It cannot target you. You cannot cast this spell using a Seeker spell slot.

Farsend

Blue-Aura, Green-Aura

Prerequisite: 13th Level

You learn the Sending spell, and can cast it using a seeker spell slot. At 17th level, you learn the Dream spell, and can cast it using a seeker spell slot.

Farslip

Green-Aura

Prerequisite: 5th Level

You learn the Knock spell, and can cast it once without using a spell slot. When you cast it in this way, you must complete a short or long rest to do so again. When you cast a spell through this feature, regardless of whether you used a spell slot or not, Knock makes no noise.

Featherdrop

Yellow-Aura

You learn the Featherfall spell, and can cast it using a Seeker spell slot.

Findshape

Violet-Aura

You learn the Mending cantrip, and can cast it at will.

Fireport

Orange-Aura

Prerequisite: 9th Level

You learn the Thunder Step spell, and can cast it using a Seeker spell slot. When you cast it in this way, it deals fire damage instead of thunder damage.

Flashbulb

White-Aura

You learn the Colour Spray spell, and can cast it using a Seeker spell slot. At 5th level, you learn the Pyrotechnics spell, and can cast it with a Seeker spell slot.

Forestwalk

Green-Aura

You learn the Hunter's Mark spell, and can cast it using a seeker spell slot. At 5th level, you learn the Silence spell, and can cast it using a seeker spell slot.

Frenzymind

Pink-Aura, Red-Aura

You learn the Command spell, and can cast it using a seeker spell slot. At 5th level, and at 13th level, you learn the Suggestion and Confusion spells, and can cast them using a seeker spell slot.

Frontline

< Yellow-Aura, Orange-Aura

You learn the Compelled Duel and Heroism spells, and can cast them using a Seeker spell slot.

Ghostwalk

Violet-Aura

Prerequisite: 17th Level

You learn the Teleportation Cirlcle spell, and can cast it using a Seeker spell slot.

Glyphward

Green-Aura, Red-Aura

Prerequisite: 9th Level

You learn the Glyph of Warding spell, and can cast it using a Seeker spell slot.

Hexkill

Red-Aura, Green-Aura

Prerequisite: 9th Level

You learn the Counterspell spell, and can cast it using a Seeker spell slot.

Honourguard

Orange-Aura, Pink-Aura

You learn the Shield spell, and can cast it using a seeker spell slot. When you cast it in this way, you can target another creature within 5 feet. They also gain the effects of the Shield spell until the beginning of your next turn.

Hopeshatter

White-Aura, Black-Aura

Prerequisite: 13th Level

You learn the Banishment spell, and can cast it using a seeker spell slot. At 17th level, you learn the Planar Binding spell, and can cast it using a seeker spell slot.

Hyperstride

Blue-Aura

You learn the Jump spell and can cast it at will. When you cast it in this way, its casting time is 1 bonus action, and your high jump distance is doubled further. It also does not require concentration, but its effects end at the beginning of your next turn.

Leavesight

Green-Aura, Black-Aura

Prerequisite: 5th Level

You learn the Pass Without Trace spell, and can cast it using a seeker spell slot. At 13th level, you learn the Greater Invisibility spell, and can cast it using a seeker spell slot.

Lightcoat

Pink-Aura

You learn the Shield spell, and can cast it using a Seeker spell slot. When you cast it in this way, you can target another friendly creature within 30 feet, granting them a +5 to AC against attacks until the beginning of their next turn.

Lightedge

Blue-Aura

Prerequisite: 17th Level

You learn the Steel Wind Strike spell, and can cast it using a Seeker spell slot.

Lightfoot

White-Aura

You learn the the Gift of Alacrity , Expeditious Retreat and Longstrider spells, and can cast them using a seeker spell slot.

Makefriend

Pink-Aura, Blue-Aura

Prerequisite: 5th Level

You learn the Calm Emotions spell, and can cast it using a seeker spell slot. At 13th level, and at 17th level, you learn the Tongues and Rary's Telepathic Bond spells, and can cast them using a seeker spell slot.

Middleground

Violet-Aura

You learn the Detect Evil and Good and Protection from Evil and Good spells, and can cast them using a seeker spell slot. At 17th level, you learn the Dispel Evil and Good spell, and can cast it using a Seeker spell slot.

Mindscribe

Blue-Aura

You learn the Mage Hand cantrip, and can cast it at will. You also learn the Unseen Servant spell, and can cast it using a Seeker spell slot.

Mischiefmake

Red-Aura, Violet-Aura

Prerequisite: 5th Level

You learn the Arcane Lock and Magic Mouth spells, and can cast them using a Seeker spell slot. At 13th level, you learn the Hallucinatory Terrain spell, and can cast it using a seeker spell slot.

Mistform

Blue-Aura, Green-Aura

Prerequisite: 9th Level

You learn the Gaseous Form spell, and can cast it using a seeker spell slot

Neverlost

Blue-Aura

Prerequisite: 5th Level

You learn the Locate Object spell, and can cast it using a Seeker spell slot.

Newlife

Yellow-Aura

Prerequisite: 9th Level

Choose an amulet you are attuned to but whose Titan has been dismissed by damage. Spend a spell slot corresponding to the rarity of the Titan; 2nd level for common, 3rd level for uncommon, 4th level for rare, 5th level for very rare . You can reinvoke that titan. This does not undo the hit point maximum reduction suffered from the dismissal of a Titan. Once you use this ability, you must complete a long rest before you can do so again.

Nimblefire

Orange-Aura

You learn the Jump spell, and can cast it using a Seeker spell slot. When you cast it in this way, its casting time is 1 bonus action and you can move vertically without falling. You fall if you end your turn on a vertical surface. It also does not require concentration, but you must still make Constitution Saving throws to maintain it as if you were concentrating on it.

Oathmake

Blue-Aura

Prerequisite: 5th Level

You learn the Zone of Truth spell, and can cast it with a Seeker spell slot.

Oceankind

Blue-Aura

You learn the Water Breathing spell, and can cast it with a 1st level Seeker spell slot. When you cast it in this way, it has a range of self.

Otherfind

BLue-Aura

Prerequisite: 5th Level

You learn the Locate Animals and Plants spell, and can cast it using a seeker spell slot. At 13th level, you learn the Locate Creature spell, and can cast it using a seeker spell slot.

Overmode

Red-Aura

Prerequisite: 5th Level

You learn the Enlarge/Reduce spell, and can cast it using a Seeker spell slot. When you cast it in this way, you can only use the Enlarge effect. The target also gains the Bear's Endurance effect of Enhance Ability .

Overshield

Blue-Aura

You learn the Absorb Elements spell, and can cast it using a seeker spell slot. At 5th level, you learn the Blur spell, and can cast it using a seeker spell slot.

Passwall

White-Aura, Green-Aura

Prerequisite: 13th Level

You learn the Dimension Door spell, and can cast it using a seeker spell slot. At 17th level, you learn the Passwall spell, and can cast it using a seeker spell slot.

Poisonfang

Green-Aura

You learn the Acid Splash cantrip, and can cast it at will. You also learn the Detect Poison and Disease spell, and can cast it using a Seeker spell slot.

Powerscan

Blue-Aura

You learn the Detect Magic and Identify spells, and can cast them using a Seeker spell slot.

Quicktalk

Pink-Aura, Violet-Aura

Prerequisite: 5th Level

You learn the Gift of Gab spell, and can cast it using a seeker spell slot. At 9th level, you learn the Fast Friends spells, and can cast it using a seeker spell slot.

Questbind

Pink-Aura

Prerequisite: 17th Level

You learn the Geas spell, and can cast it using a seeker spell slot.

Raypulse

Orange-Aura

You learn the Eldritch Blast cantrip, and can cast it at will. When you cast it in this way, treat enemies as having one category less cover than they do, e.g. an enemy with half cover gets no bonus to AC, an enemy with three quarters cover gets a +2 to AC, and an enemy with full cover gets a +5 bonus to hit. You can only target an enemy with full cover if you know where they are and there is a surface for your Eldritch Blast to reflect off.

Ropetrick

Orange-Aura

Prerequisite: 5th Level

You learn the Immovable Object spell, and can cast it using a seeker spell slot. At 17th level, you learn the Creation spell, and can cast it using seeker spell slots.

Runamok

Orange-Aura

You learn the Thunderwave spell, and can cast it using a Seeker spell slot.

Sacroblade

Blue-Aura

Prerequisite: 17th Level

You learn the Wall of Force spell, and can cast it using a seeker spell slot.

Safehouse

Pink-Aura, White-Aura

You learn the Alarm spell, and can cast it using a seeker spell slot. At 9th level, you learn the Leomund's Tiny Hut spell, and can cast it using a seeker spell slot.

Sandstorm

Red-Aura

Prerequisite: 9th Level

You learn the Wall of Sand spell, and can cast it using a Seeker spell slot.

Shadowpoint

Violet-Aura

You learn the Magic Stone cantrip, and can cast it at will. When you do so, you may instead choose to enchant up to three thrown bladed weapons. Increase the size category of those weapons' damage dice by one while they are enchanted in this way.

Shadowspeed

Red-Aura

Prerequisite: 5th Level

You learn the Misty Step spell, and can cast it using a seeker spell slot. At 17th level, you learn the Far Step spell, and can cast it using a Seeker spell slot.

Simplemind

Red-Aura

You learn the Charm Person spell, and can cast it using a seeker spell slot. At 13th level, and at 17th level, you learn the Modify Memory and Dominate Person spells, and can cast them using a Seeker spell slot.

Skingrip

Yellow-Aura, Violet-Aura

Prerequisite: 5th Level

You learn the Hold Person spell, and can cast it using a Seeker spell slot.

Skysoar

Blue-Aura, Pink-Aura

Prerequisite: 9th Level

You learn the Fly spell, and can cast it using a seeker spell slot.

Slipstream

Pink-Aura

Prerequisite: 5th Level

When you are hit with an attack or forced to make a Dexterity saving throw against an effect you can see, you can use your reaction to add +2 to AC or Dexterity saving throw against the triggering effect, then teleport up to 30 feet. Once you use this ability, you must complete a long rest before you can do so again.

Slitherfoot

Blue-Aura

Prerequisite: 5th Level

You learn the Spiderclimb spell, and can cast it using a Seeker spell slot.

Sorrowbond

Orange-Aura, Pink-Aura

Prerequisite: 13th Level

As an action, target a creature. That creature must make a Charisma saving throw. On a failure, items on that creature's person that require attunement respond as if that creature is not attuned to them. This effect lasts 1 minute.

Once you use Sorrowbond, you cannot use it again until your have finished a long rest.

Spaceshunt

Blue-Aura

Prerequisite: 5th Level

You learn the Wristpocket spell, and can cast it using a seeker spell slot. At 13th level, you learn the Leomund's Secret Chest spell, and can cast it using a seeker spell slot.

Spidertouch

Blue-Aura

You learn the Web spell, and can cast it using a Seeker spell slot.

Stopglue

Green-Aura

Prerequisite: 5th Level

You learn the Hold Person spell, and can cast it with a Seeker spell slot. When you cast it in this way, the target instead makes a Strength saving throw.

Strikemode

Red-Aura, Yellow-Aura

Prerequisite: 9th Level

You learn the Haste spell and can cast it using a Seeker spell slot.

Terrorsight

Red-Aura, Yellow-Aura

You learn the Cause Fear spell, and can cast it using a seeker spell slot. At 9th level, you learn the Fear spell, and can cast it using a Seeker spell slot.

Thornstaff

Violet-Aura

You learn the Shillelagh cantrip, and can cast it at will.

Thoughtspecter

Pink-Aura

You learn the Silent Image spell, and can cast it using a seeker spell slot. At 9th level, you learn the Major Image spell, and can cast it using a Seeker spell slot.

Thundercut

Violet-Aura

You learn the Shocking Grasp cantrip, and can cast it at will.

Titanbind

Pink-Aura, Black-Aura

Prerequisite: 13th Level

You learn the Charm Monster spell, and canc ast it using a seeker spell slot. At 17th level, you learn the Hold Monster spell, and can cast it using a seeker spell slot.

Titanshield

White-Aura

Prerequisite: 9th Level

You learn the Magic Circle spell, and can cast it using a seeker spell slot. You can also cast it as a ritual, provided you have your spellbook. You obey all other rules for ritual casting.

Touchram

Yellow-Aura, Green-Aura

You learn the Eldritch Blast cantrip. When you cast it in this way, the spell's range is 30 feet, and you push the target back 10 feet on a hit. you also do not suffer disadvantage for attacking targets within 5 feet.

Trapcage

Orange-Aura

Prerequisite: 13th Level

Your learn the Otiluke's resilient Sphere spell, and can cast it using a Seeker spell slot.

Trueeye

Blue-Aura

Prerequisite: 5th Level

You learn the Darkvision and See Invisibility spells, and can cast the using a Seeker spell slot.

Weakenshade

Violet-Aura

Prerequisite: 9th Level

You learn the Slow spell and can cast it using a Seeker spell slot.

Appendix B: Titans

Invoking Titans

You can use your action to invoke a Titan from an amulet you are attuned to that you are holding. It is invoked in a random direction within 5 feet of you, plus an extra 5 feet for every size the titan is above medium.

Alignment-specific Behaviour. If they are not commanded, Titans act of their own accord depending on their alignment.
Good. The Titan will interpose itself between your ally with the lowest health at the time of invoking and the enemy currently attacking it. It will defend this ally.
Evil. The Titan will attack the enemy with the highest current health at the time of its invoking.
Lawful. The Titan will reciprocate any action taken against it. Until then, it follows its seeker.
Chaotic. The titan will move and attack a random enemy within range.

Alignment Opposition. Titans do not like acting contrary to their alignment, nor do they like following orders from seekers with contrary alignments. A Titan with an opposition to their seeker has a chance to disobey orders and revert to their alignment specific actions. the chance equals 20 - the seekers Charisma score. For example, Dante Vale, a lawful good seeker with a CHarisma of 16, were to try and bond a Redcap, a Chaotic Neutral Titan, the Redcap would have a 4% chance of disobeying Dante's Orders. However, Sophie Casterwill, a Neutral Good seeker, would have recieve no such opposition from Redcap, but would from an evil Titan such as Gareon or Mindrone.

Attacking. If a Titan would make a weapon attack as part of its alignment specific attack pattern, it makes a single attack only. If it would cast a spell, it casts a spell that targets one creature and takes 1 action. If it would make an opportunity attack, it uses your reaction to do so.

Commandng Titans. As an action on your turn, you can command 1 titan of yours to take a specific course of action. You could command your Titan to, "attack this enemy until it is dead," or, "open the door and come back to me." Your Titan will complete its assigned course of action to the best of its ability, at the conclusion of which it will revert to it's alignment-specific default.

Invoked Titans. You can have 1 titan invoked at a time. If you invoke another, the first is dismissed. Titans last 1 hour from when they are invoked, unless otherwise specified, upon which time they are dismissed. Once a Titan's time is up, they cannot be invoked again until your finish a long rest. If a Titan is dismissed from reaching 0 hit points, you receive the excess damage from the last instance of damage as necrotic damage.This damage cannot be reduced, and reduces your hit point maximum by an equal amount.

The number of Titans you can have invoked at one time increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level. You must commmand each titan individually.


Take flight,

Solwing

Small beast (Krono-titan Scout), Neutral Good


  • Armor Class 11 + Your prof. bonus
  • Hit Points 4 * your seeker level
  • Speed 10ft., 20ft + 10* your prof. bonus ft. fly

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 4 (-3)

  • Skills Perception +2 + your prof. bonus
  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 12+ your prof. bonus
  • Languages Understands your languages, cannot speak
  • Rarity Common

Traits

Awakened. Solwing does not trigger opportunity attacks when leaving an enemy's range if it is flying.

Exalted. Solwing can use it's multiattack ability. It's damage also increases to 3d6 + 3 + your prof. bonus. It can also use it's Birdsong feature.

Actions

Multiattack. Solwing makes two attacks with it's talons.

Talons. Melee Weapon Attack: 3 + your prof. bonus to hit, Reach 5ft, one target. Hit: 1d6 + 3 slashing damage.

Birdsong. Solwing can cast the Calm Emotions spell without using a spell slot. Once it has done this, it must finish a long rest in an amulet to do so again.


Join them,

Hoplite

Large Beast (Krono-titan Warrior), Neutral Good


  • Armor Class 11 + your prof. bonus
  • Hit Points 10 * your seeker level
  • Speed 40ft

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 8 (-1) 4 (-3)

  • Skills Athletics +2 + your prof. bonus
  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 9
  • Languages Undertsands your languages, cannot speak
  • Rarity Common

Traits

Awakened. Hoplite's damage increases by one die for every other Hoplite within 10ft.

Exalted. Hoplite can use it's multiattack feature. You can invoke one additional Titan beyond your normal limit so long as that extra Titan is a Hoplite and you have already have one Hoplite invoked.

Actions

Multiattack. Hoplite makes a number of Sword or Spear attacks equal to 1 + the number of other Hoplites within 10 ft.

Sword. Melee Weapon Attack: 3 + your prof. bonus to hit, Reach 5ft, one target. Hit: 1d8 + 3 slashing damage.

Spear. Melee Weapon Attack: 3 + your prof. bonus to hit, Reach 10ft, one target. Hit: 1d6 + 3 slashing damage.


Fight with me,

Freelancer

Medium Construct (Draco-Titan Warrior), Lawful Neutral


  • Armor Class 14 + prof. bonus
  • Hit Points 8 * seeker level
  • Speed Speed

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 4 (-3)

  • Skills Athletics +3 + your prof. bonus
  • Condition Immunities Charmed, Frightened
  • Senses SPassive Perception 12
  • Languages Understands your languages, cannot speak
  • Rarity Common

Traits

Awakened. Freelancer gains resistance to nonmagical bludgeoning, piercing and slashing damage, and can use its Shield Bash ability.

Exalted. Freelancer can use its Guard and Multiattack abilities.

Actions

Multiattack. Freelancer makes two attacks, either two with its Lance or one with its Lance and one with its Shield Bash.

Lance. Melee Weapon Attack: 3 + your prof bonus to hit, Reach 10ft, one target. Hit: 1d12 + 3 piercing damage. Freelancer has disadvantage on this attack if the target is closer than 10ft.

Shield Bash. Melee Weapon Attack: 3 + your prof bonus to hit, Reach 5ft, one target. Hit: 1d6 + 3 piercing damage. The target makes a Strength saving throw against your spell save DC or be pushed back 5 feet.

Guard. Freelancer breaks its lawful aligned behaviour, and can guard another ally of your choice. You can change this ally with a mental command (no action required).


Cut them down,

Redcap

Large Monstrosity (Swara-Titan Warrior), Chaotic Neutral


  • Armor Class 11 + your prof. bonus
  • Hit Points 8 * your seeker level
  • Speed 40ft. 20ft. climb

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 4 (-3)

  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 10
  • Languages Understands your languages, cannot speak
  • Rarity Common

Traits

Awakened. Redcap can use its Multiattack ability.

Exalted. Redcap can use its Fearsome Roar ability.

Actions

Multiattack. Redcap makes two attacks, one with it's claws and one with its bite.

Claws. Attack Style: 3 + your prof. bonus to hit, Reach 10ft, one target. Hit: 1d8 + 3 slashing damage.

Bite. Attack Style: 3 + your prof. bonus to hit, Reach 5ft, one target. Hit: 1d10 + 3 slashing damage.

Dash. Redcap can Dash as a bonus action.

Fearsome Roar. Enemies of Redcap within 15ft must make a Wisdom saving throw. On a failure, they are frightened of Redcap for 1 minute. While a creature is frightened in this way, it must spend its movement moving directly away from Redcap. Affected creatures can make another save at the end of their turns, ending the effect on a success. Once a creature succeeds on a save against this ability, it is immune to this ability for 24 hours.


Devastate them,

Mindrone

Medium Beast (Swara-Titan Warrior, Neutral Evil


  • Armor Class 10 + your prof. bonus
  • Hit Points 4 * your seeker level
  • Speed 30ft., 30ft. climb

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 4 (-3)

  • Skills Perception +3 + your prof. bonus
  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 13 + your prof. bonus
  • Languages Understands your languages, cannot speak
  • Rarity Common

Traits

Awakened. Mindrone can cast Invisibility at will.

Exalted. Mindrone's Beam damage increases to 5d6

Actions

Beam. Attack Style: 3 + your prof. bonus to hit, Range 30/120ft. , one target. Hit: 3d6 force damage.


Time to play,

Springer

Tiny Beast (Meso-Titan Scout), Neutral Good


  • Armor Class 8 + your prof bonus
  • Hit Points 2 * your seeker level
  • Speed 20ft., 20ft. climb

STR DEX CON INT WIS CHA
4 (-3) 19 (+4) 4 (-3) 16 (+3) 19 (+4) 4 (-3)

  • Skills Perception +4 + twice your prof. bonus, Sleight of Hand +4 + twice your prof bonus
  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 14 + twice your prof. bonus
  • Languages understands your languages, cannot speak
  • Rarity Rare

Traits

Altered Behaviour. Springer does not behave like other Neutral Good Titans. Springer will attempt to unlock any device or disarm any trap it is aware of. If it is not aware of any device or trap, it will follow you.

Awakened. Springer can take the Search action as a bonus action.

Exalted. Once Springer has disarmed a trap or performed a similar action, it can immediately use it's reaction to Misty Step to your location, if you are within range of Misty Step.


Take the High Road,

Kipperin

Small Abberation (Meso-Titan Scout), Neutral Good


  • Armor Class 8 + your prof. bonus
  • Hit Points 2 * your seeker level
  • Speed 60ft. fly

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception
  • Languages Understands your languages, cannot speak
  • Rarity Rare

Traits

Limited Lifespan. Kipperin can only be invoked for 10 minutes before being dismissed.

Guide. While attuned to a Kipperin amulet, you can cast Levitation on yourself, without expending a spell slot. Once you cast Levitation in this way, you must complete a long rest to do so again.

Awakened. As a reaction to an attack being made against Kipperin, you can instead have attacks directed at you until the beginning of your next turn.

Exalted. Kipperin instead manifests at a suit of armour.

Actions

Lift. As an action, Kipperin can wrap itself around a target of your choice. That target gains Kipperin's flight speed.


Clear the Way,

Metagolem

Large Construct (Litho-Titan Warrior), Lawful Neutral


  • Armor Class 13 + your prof. bonus
  • Hit Points 12 * your seeker level
  • Speed 20ft.

STR DEX CON INT WIS CHA
21 (+6) 6 (-2) 18 (+4) 4 (-3) 4 (-3) 4 (-3)

  • Saving Throws Strength +6 + your prof bonus, Constitution +4 + your prof. bonus
  • Skills Athletics +6 + your prof. bonus
  • Damage Resistances Bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 7
  • Languages Understands your languages, cannot speak
  • Rarity Very Rare

Traits

Altered Behaviour. Metagolem does not behave according to a Titan of it's alignment. Metagolem is sedentary, and will not take an action unless commanded, unless it is retaliating against an attack made against it.

Awakened. Metagolem gains its Solid ability.

Exalted. Metagolem gains its Multiattack ability.

Actions

Multiattack. Metagolem makes two slam attacks. Its damage also increases to 2d12 + 6.

Slam. Melee Weapon Attack: 6 + you prof bonus to hit, Reach 5ft., one target. Hit: 1d10 + 6 bludgeoning damage.

Solid. Whenever Metagolem takes damage, it makes a Constitution saving throw with a DC equal to the amount of damage taken. On a success, it instead takes no damage.


Show yourself,

Gareon

Tiny Beast (Yama-Titan Scout), Neutral Evil


  • Armor Class 10 + your prof. Bonus
  • Hit Points 4 * your seeker level
  • Speed 20ft., 20ft. climb

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 4 (-3) 12 (+1) 16 (+3) 4 (-3)

  • Skills Perception +3 + your prof. bonus
  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 13 + your prof bonus
  • Languages Understands your languages, cannot speak
  • Rarity Uncommon

Traits

Awakened. Gareon's speeds increase by 15ft. each, and it gains +2 to AC.

Exalted. Gareon can cast Greater Invisibility though it's Camouflage ability.

Actions

Multiattack. The Creature Name makes Number and type of attacks

Beam. Ranged Weapon Attack: 3 + your prof. bonus to hit, Range 30/120ft., one target. Hit: 2d6 force damage

Claws. Melee Weapon Attack: 3 + your prof. bonus to hit, Reach 5ft, one target. Hit: 1d8 + 3 slashing damage

Camouflage. Gareon can cast the Invisibility spell at will, targeting itself only.


Prepare yourself,

Feyone

Medium (Gaia-Titan Warrior), Neutral Good


  • Armor Class 12+ your prof. bonus
  • Hit Points 8 * your seeker level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 6 (-2) 8 (-1) 4 (-1)

  • Skills Acrobatics +4 + your prof. bonus, Athletics +3 + your prof. bonus
  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 9
  • Languages Understands your languages, cannot speak
  • Challenge Challenge and Xp

Traits

Awakened. If Feyone would be subject to a Dexterity saving throw against damage, Feyone instead takes half damage on a failure and no damage on a success.

Exalted. Feyone can use its multiattack ability. Additionally, Feyone's speed increases by 10ft. and gets +2 AC.

Actions

Multiattack. Feyone makes two attacks; either two Greatsword attacks or one ***Greatsword attack and one special attack action, such as a trip, disarm, or a grapple.

Greatsword. Melee Weapon Attack: 4 + your prof. bonus to hit, Reach 5ft, one target. Hit: 2d6 + 4 slashing damage.

 

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