The Seeker
Your patron is an inscrutable being who travels the Astral Plane in search of knowledge, secrets, or less discernible goals. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker.
Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore, or one that travels the Astral Plane in search of something else.
Celestian, the Star Wanderer, may personally chance upon a warlock-to-be after a jaunt in the Space Between Everything. Gods of knowledge, such as Azuth or Oghma, take particular interest in the mysteries of the Astral Sea and can answer the devout by granting them the power of eldritch knowledge rather than bestowing them with the burden of a cleric. Still others might glimpse the Ruby Palace drifting across the night sky and contact the
secretive Sartior, Master of the Gem Dragons.
Expanded Spell List
The Seeker lets you choose from an expanded list
of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Seeker Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | feather fall, jump |
| 2nd | levitate, locate object |
| 3rd | clairvoyance, sending |
| 4th | arcane eye, locate creature |
| 5th | legend lore, passwall |
Shielding Aurora
1st-level Seeker feature
You can pull forth the starstuff of the Astral Sea to protect you from harm. As a reaction when you or a creature you can see takes damage, you create a brilliant aurora that swirls within 10 feet of you until the end of your next turn.
While within the aurora, you and the creature that took the triggering damage have resistance to all damage. When a hostile creature starts or ends its turn within the aurora, it takes radiant damage equal to your warlock level + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Astral Refuge
6th-level Seeker feature
You can vanish into a benign, timeless pocket of unreality. As an action, you disappear from the world for a brief moment and enter the Astral Sea. While in your Astral Refuge, you can take up to two actions to cast spells, activate features, or use items that target only you. After taking those actions, you return to the space you occupied, and your turn ends.
After you take a number of actions this way equal to your proficiency bonus, you must finish a short or long rest to use this feature again.


Far Wanderer
10th-level Seeker feature
You no longer need to breathe, and you gain resistance to fire damage and cold damage. Additionally, while within an extraplanar space or the Astral Plane, you can treat yourself as being in the last space you occupied on the plane you most recently left for the purposes of your divination spells.
Astral Sequestration
14th-level Seeker feature
Your ability to use the Astral Plane as a reprieve evolves, allowing you to offer your allies succor.
When you use your Astral Refuge, you can cause up to five willing creatures you can see within 120 feet of you to vanish with you. Each of those creatures can take two actions at the same time as you do, though you and each creature can also target each other with spells, features, and items.
You can instead perform a 1-minute ritual while up to 5 willing creatures are within 10 feet of you, transporting each of you to the Astral Plane. You and those creatures gain the benefits of a short rest. You then return to the spaces you occupied when you used this feature, with no time having passed in the world.
Once you use this feature in either manner, you can't use it again until you complete a long rest.
Pact Boon
At 3rd level, a character can select this option instead of one of the warlock’s existing Pact Boon options.
Pact of the Lodestone
Your patron grants you an item that shows you the optimal path: your lodestone.
You can use a bonus action to name a structure or landmark. If it is within 1 mile of you, you learn its direction from you, but no other information, until you use this feature again. While moving towards the target you named, you can't become lost except by magical means.
Additionally, opportunity attacks against you have disadvantage, and you automatically detect the presence of traps that are magically invisible.
If your lodestone is lost or destroyed, you can perform a 1-hour ceremony to receive a replacement from your patron. The ceremony can be performed during a short or long rest, and it destroys the previous one if it still existed. The lodestone dissolves into motes of light when you die.
Lodestone Forms
The exact form of this item differs depending on your patron. Celestian customarily grants his warlocks a chain formed from seven linked stars, a handheld constellation. Oghma might provide you a bell whose peal orders your thoughts and existing knowledge to reveal new truths. Sartior, a proponent of psions, is partial to psi-crystals and other artifacts that require direct mental interface.
Delinquent Destination
Prerequisite: 7th level, Pact of the Lodestone feature
When you choose a landmark using your lodestone, you can choose to jinx the way. While you move towards the chosen location, any creature not traveling with you attempting to reach it has disadvantage on ability checks to find its way there. On a failed check, such a creature magically loses its way and begins moving directly away from that location for the next hour, convinced it's on the right course.
While you have no landmarks under this jinx, creatures suffer this effect while trying to locate or track you.
Method of Loci
Prerequisite: 5th Level, Pact of the Lodestone feature
Your prowess with your lodestone increases, granting you the following benefits:
- You can choose a structure or landmark a number of miles away equal to ten times your warlock level.
- You can have up to five structures or landmarks tracked by your lodestone at a time. If you choose a new one while you already have five, the oldest vanishes.
- Nothing short of a wish scan cause you to become lost while moving towards a chosen structure or landmark.
Paths of Shekinester
Prerequisite: Pact of the Lodestone feature
You know the augury spell and can cast it at-will, without expending a spell slot. The spell doesn’t count against your number of spells known, and you can use your lodestone as its material component.
When you cast augury, state a goal of up to five words. In addition to the spell's normal effects, you learn whether the stated course of action would take you closer or further from achieving that goal. This information can be rendered inaccurate from repeated casting of the spell, as normal.
Road to Everywhere
Prerequisite: 15th level, Pact of the Lodestone feature
You can cast teleportation circle as an action without expending a spell slot. You use your lodestone in place of the spell's material component, and when you cast it this way, you can choose any plane known to you. If there is a teleportation circle on that plane, you teleport to a random circle there, unless you know a specific sigil sequence.
Once you cast teleportation circle this way, you can't do so again for 72 hours.

