My Documents
Become a Patron!
# 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**.
\pagebreakNum
##### 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. \pagebreakNum ### 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. \pagebreakNum # 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ### 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. \pagebreakNum ### 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. \pagebreakNum # 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. \pagebreakNum ___ >
***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. \pagebreakNum ___ > ***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. \pagebreakNum ___ >***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*. \pagebreakNum ___ >***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. \pagebreakNum ___ > ***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. >