My Documents
Become a Patron!
The Seeker
Art|Blue Demoness|Alexandra Curte
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*Under the cover of darkness, her picks dance through the lock in the blink of an eye with fingers deft from a prior enchantment. 'Only your light can snuff out the dark' were the words that brought her here, guided by her dreams. Recognizing and avoiding the pressure plate immediately behind the door was easier than she thought, infiltrating the Clockwork Halls in Darken City was the hard part, but she did her best work in the shadows. Sorcery bars the last door between the woman and her prey; a quick word and a gesture and the heretic's barrier spell is ravaged. The burnt bones and stars had shown her his home. The words that guided her blade ringed clearly in her head as she crept towards the heretic's sleeping form. Her knife pulsed with energy, poised high above the false prophet, the spell of silence would handle her next problem...*
*Having built a barricade, the bloodied warrior catches their breath while the harried priest tends to the unconscious mage, the fourth adventurer, as battered as he is, pulls out his teapot. “Is this really the time for that?” the warrior says, a slight tremble to their voice. Lighting a fire, the seeker doesn’t look up as he continues to rummage in his bag, “if you prefer to get out of this in one piece, then just keep them at bay, this brew will fix everything.” The tea leaves glow with a brilliant green light as the water comes to a boil. A smirk comes across the seeker’s face “I just wish we could see the look on their faces...”*
*A dream stirs the elf to waken, “a storm is coming and our quarry’s tracks will be lost” they announce as the hint of clouds begin to form in the east. The group grumbles as they begin to break camp, but know better than to question the visions of their elf companion.*
### Divine Guidance To be a seeker is to be on a mission given out by a higher being. Maybe an angel appears in visions or the seeker is able to hear the whispers of a Prince of Hell, seekers follow a divine path. Although a seeker’s mission varies, most commonly they are looking for someone, a person of importance to their deity such as a prophet, muse, or even an avatar of another god. Unlike a paladin or cleric who may follow the tenets of a god and lead others in that religion, a seeker is given guidance by their deity. Through study of subtle signs and interpretation of omens and symbols that most would miss, a seeker’s path is laid before them. The tasks that seekers are given may be devoid of how to complete them, thus a seeker must be adept at gathering intelligence. Seekers care not where their information comes from, whether guidance gifted by the divine, the knowledge still held by the dead, or simply by charming those that would otherwise hoard secrets; by any means will they uncover the path laid before them. ### Find a Way or Make One A seeker moves through the world with ease, adept at traveling quickly over the roughest of terrain. As such, a seeker needs to be an expert at infiltrating the toughest to reach places; they spring locks, recognize traps, and can work with the tools around them to get past the clockwork mechanisms common to this world. Not nearly to the level of an artificer’s mastery over all things mechanical and crafted, but similar to their other skills, seekers use magic to make up for their lack in certain areas. ### Magically Enhanced The skills a seeker possesses are minor compared to what they have trained for. A seeker uses their body as a vessel for empowering magics, allowing their spells to change how their own form functions. Because of this training, they more often rely not on talent, but instead on the use of magic to make up what is lacking. Continuing this line of thinking, seekers often rely on others to get through difficult situations, a wise seeker is aware that they cannot handle every situation thrown their way. Seekers should be able to work well with their fellow companions to accomplish the goals set before them by their patron, as such a seeker’s spells lean towards improving their gifts and the group rather than blatantly destructive magics.
Image: Oracle, Even Amundsen
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##### The Seeker | Level | Proficiency
Bonus | Features | Rites | Cantrips
Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting and Rites, Mavenhood, Fortune-teller | 1 | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Premonition (d4) | 2 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Maven Feature | 3 | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 4 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | — | 5 | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Destined Strike, Maven Expertise | 6 | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Omen | 7 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 8 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 9 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Hold Fast, Maven Feature | 10 | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | — | 11 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement, Premonition (d6) | 12 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | — | 13 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Maven Feature | 14 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | — | 15 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement, Premonition (d8) | 16 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | — | 17 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Endless Pursuit | 18 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 19 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Divine Vision | 20 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Creating a Seeker When creating a seeker, consider what kind of deity you follow and quest for. What kind of training did you go through to become a seeker? How does your patron or god communicate with you and how do you read their omens? Will you aid your allies in combat with supportive magics or empower your own abilities to take down your foes? Be sure to work with the DM about your background.
#### Quick Build You can make a seeker quickly by following these suggestions. First, make either Dexterity or Intelligence your highest ability score, followed by Constitution. Second, choose the Investigator or Sage background.
#### Hit Points - **Hit Dice:** 1d8 per seeker level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per seeker level after 1st \columnbreak
#### Proficiencies - **Armor:** Light armor - **Weapons:** Simple weapons, hand crossbows, longbows, longswords, rapiers, shortswords - **Tools:** Thieves' tools - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Acrobatics, Arcana, Deception, History, Investigation, Religion, Perception, Persuasion, Sleight of Hand, Stealth, Survival
#### Equipment You start with the following equipment, in addition to the equipment granted by your background: - a rapier, shortsword, or longsword - shortbow and 20 arrows, shortsword, or a dagger - leather armor - thieves’ tools and a dungeoneer’s pack - one fortune-telling device such as tarot cards, a crystal ball, various teas, etc.
This class was created by FriskyRisque
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### Spellcasting Through your studies of the divine and unseen, you are able to use magic spells. As a seeker, your magic is more patient than others, but creativity is your true power. See Spells Rules for the general rules of spellcasting.
##### Cantrips At 1st level, you know three cantrips of your choice from the seeker spell list. At higher levels, you learn additional seeker cantrips of your choice, as shown in the Cantrips Known column of the seeker table. When you gain a level in this class, you can replace one of the seeker cantrips you know with another cantrip from the seeker spell list.
##### Preparing and Casting Spells The seeker table shows how many spell slots you have per spell level to cast your seeker spells. To cast one of your seeker spells of 1st level or higher at the regular casting time, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare a list of spells at the end of each long rest from the seeker spell list. When you do so, choose a number of spells equal to your Intelligence modifier - 1 + half your seeker level (minimum of one spell) then pick one additional spell to prepare from the divination school of magic. The spells must be of a level for which you are able to cast. These spells count as seeker spells for purposes of spellcasting and Rites. You can change your list of prepared spells when you finish a long rest. Preparing a new list of seeker spells requires time spent in studying omens from the divine and interpreting the meaning of these signs: at least 1 minute per spell level for each spell on your list. \columnbreak
##### Spellcasting Ability Intelligence is your spellcasting ability for your seeker spells, since you learn your spells through dedicated Maven and memorization. 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 spells You can cast any seeker spell you prepare as a ritual if that spell has the ritual tag.
##### Spellcasting Focus You can use a divine focus as a spellcasting focus for your seeker spells. This divine focus can be your fortune-telling device.
#### Rites Rites may be used for casting spells or, as discussed later, may be spent for specific seeker abilities. You regain all expended Rites when you finish a long rest. For a Rite to be used to cast a spell, the spell must be available to be prepared by you and be lower than 6th level. For any spell prepared, you are able to cast those spells as Rites instead of using a spell slot. The rules for casting spells this way follows the format of rituals, except that the casting time equals the standard casting time plus 1 minute instead of an additional 10 minutes. You may also cast unprepared spells by spending the amount of Rites needed to cast that level of spell and adding 10 minutes to the casting time. Spells cast using a Rite have an associated cost depending on what spell is being cast, as seen in the table below.
| Spell Level | Rites Used| |:---:|:------------:| | 1st & 2nd |1| | 3rd & 4th |2| | 5th |3|
### Mavenhood Choose a Mavenhood related to how you will best serve your patron, detailed at the end of the class description. Your choice grants you Maven spells and features when you choose it at 1st level and additional benefits at 3rd, 10th, and 14th level.
#### Maven Spells Each Mavenhood has a list of spells, its Maven spells, that you gain at the seeker levels noted in the Maven description. Once you gain a Maven spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a Maven spell that doesn't appear on the seeker spell list, the spell is still a seeker spell for you.
##### Manifesting Your Powers When casting a spell, the verbal component of that spell may be replaced by stating a prediction, prophecy, or omen of things to come. For more on how seekers magic is unique, see *Reading The Weave* on page 19 for optional ideas of how your seeker reads fortunes, casts spells, and traverses the world!
Image: The Magician, Amrit Brar
\pagebreakNum ## seeker Spell List
#### Cantrips - Booming Blade - Chill Touch - Control Flames - Friends - Green-flame Blade - Guidance - Gust - Light - Mage Hand - Mending - Message - Mind Sliver - Minor Illusion - Mold Earth - Prestidigitation - Ray of Frost - Sacred Flame - Shape Water - Shocking Grasp - Thaumaturgy - True Strike #### 1st Level - Absorb Elements - Alarm - Animal Friendship - Bless - Ceremony - Comprehend Languages - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Disguise Self - Ensnaring Strike - False Life - Feather Fall - Find Familiar - Gift of Alacrity - Guiding Bolt - Hunter's Mark - Identify - Inflict Wounds - Longstrider - Purify Food and Drink - Sanctuary - Shield - Silent Image - Silvery Barbs - Unseen Servant - Zephyr Strike #### 2nd Level - Alter Self - Arcanist's Magic Aura - Augury - Beast Sense - Blindness/Deafness - Borrowed Knowledge - Branding Smite - Darkness - Darkvision - Detect Thoughts - Enhance Ability - Enlarge Reduce - Find Traps - Fortune's Favor - Immovable Object - Invisibility - Kinetic Jaunt - Knock - Lesser Restoration - Levitate - Locate Animals or Plants - Locate Object - Mind Spike - Misty Step - Pass without Trace - Prayer of Healing - See Invisibility - Silence - Spider Climb - Suggestion - Warding Bond - Wristpocket - Vortex Warp #### 3rd Level - Beacon of Hope - Bestow Curse - Clairvoyance - Counterspell - Create Food and Water - Dispel Magic - Fly - Galder's Tower - Gaseous Form - Haste - Intellect Fortress - Magic Circle - Major Image - Nondetection - Phantom Steed - Plant Growth - Remove Curse - Sending - Speak with Dead - Speak with Plants - Spirit Shroud - Thunder Step - Tiny Hut - Tiny Servant - Tongues - Water Breathing - Water Walk #### 4th Level - Arcane Eye - Aura of Purity - Banishment - Control Water - Death Ward - Dimension Door - Divination - Fabricate - Freedom of Movement - Greater Invisibility - Hallucinatory Terrain - Locate Creature - Private Sanctum - Psychic Lance - Speedy Courier - Stone Shape #### 5th Level - Commune - Commune with Nature - Contact Other Plane - Control Winds - Dispel Evil and Good - Dream - Greater Restoration - Legend Lore - Modify Memory - Passwall - Reincarnate - Scrying - Seeming - Skill Empowerment - Telekinesis - Telepathic Bond - Teleportation Circle - Temporal Shunt - Transmute Rock - Wall of Stone
#### 6th Level - Arcane Gate - Contingency - Disintegrate - Find the Path - Forbiddance - Heroes' Feast - Move Earth - Otherwordly Guise - Scatter - Soul Cage - Transport via Plants - True Seeing - Wind Walk - Word of Recall #### 7th Level - Dream of the Blue Veil - Etherealness - Forcecage - Plane Shift - Sequester - Simulacrum - Symbol - Teleport - Temple of the Gods #### 8th Level - Antimagic Field - Antipathy/Sympathy - Demiplane - Glibness - Holy Aura - Maze - Mighty Fortress - Telepathy #### 9th Level - Foresight - Gate - Shapechange - Time Stop - True Polymorph
> [- Unprepared spells castable with Rites](https://www.gmbinder.com/share/-MZrW9vCMYE4DsGPhBKs) > > [- Spells added after original spell list was created](https://www.gmbinder.com/share/-MsCTfLRye672e7tkpGw)
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### Fortune-teller At 1st level, you know which spell will have special meaning for you each day. At the end of each long rest, pick a divination spell you have prepared or granted by your subclass, this is your **Fortune Spell** until the end of your next long rest. As a reaction to casting your **Fortune Spell** you may tell a **Fortune** to a creature who can hear you within 60 feet. The next d20 test made by that creature has advantage or disadvantage (your choice). The **Fortune** lasts until it is used or you give out another **Fortune**.
### Premonition At 2nd level, you may spend a Rite (no action required) to gain a glimpse of what is to come, what is hidden, and how to conceal yourself. Until the end of your next turn, you may use the Hide or Search actions as bonus actions and you may add a d4 to all ability checks and saving throws. This feature must be activated before the DM reveals the outcome of an ability check or saving throw. When you are 12th level seeker, your Premonition die becomes a d6, and a d8 at 16th level.
### 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. You can’t increase an ability score past 20 with this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
### Destined Strike At 6th level, your foes defeat was foretold. Once on your turn when dealing damage, you may deal extra necrotic or radiant damage (your choice) equal to two rolls of your Premonition die.
### Omen At 7th level, once with each use of your **Premonition** feature, you may grant a good or ill omen, twisting fate as you see fit. If a creature you can see within 90 feet of you makes an ability check or attack roll, before the DM reveals the outcome, you may add or subtract an amount equal to your Intelligence modifier to the total (no action required). Additionally, you may take the Hide or Search actions as bonus actions without using Premonition.
### Hold Fast Beginning at 10th level, with foresight, you gird your body to withstand harm. When you are affected by certain area effects, such as a white dragon's freezing breath or a *cloudkill* spell's poison, if you succeed on a Constitution saving throw to take half damage, you take no damage. If you fail, you take half damage.
### Endless Pursuit At 18th level, magic suffuses your every step. You have advantage on saving throws against magical effects that would reduce or take away your movement speed, such as the *slow* spell or save against being stunned. You cannot be restrained. By spending 5 feet of movement, you can automatically escape grapples. Additionally, if you die, your deity wills you back from death with 1 hit point; you cannot be returned to life again with this feature until 1d4+3 dawns have passed.
### Divine Vision When you reach 20th level, you are able to forsee how best to serve your deity by choosing a blessing. Thrice per long rest you may reroll either an ability check or a saving throw before the DM reveals the outcome. Additionally, choose from one of the blessings below. You carry this blessing until it is expended or you finish your next long rest.
**Dragon's Brawn**: You may add your Premonition die to your attack rolls and you add 5 damage to each melee or ranged attack.
**Fey's Grace**: Your walking speed increases by 30 and do not take fall damage when falling from 100 feet or less as long as you aren't incapcitated.
**Elder One's Endurance**: Your maximum hit points increase by 20.
**Lich's Cunning**: Your Premonition die becomes a d12.
**Angel's Insight**: You and every creature within 15 feet of you has advantage on all Wisdom saving throws.
**Devil's Deviousness**: You can ignore the verbal and somatic components thrice when casting a spell.
Art|Mage Infiltrator|Aleksandra Wojtas
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## Mavenhood Early on, seekers choose a Mavenhood that helps them best listen to their patron, reveal the arcanum, travel safely to their goal, and complete their quest. Here are the Mavenhoods you can choose at 1st level.
> ##### Maven, One Who Understands > Maven, an expert in a certain field, let's you choose different aspects of play to focus on. The Maven spell list and proficiencies at level one should give an idea for the theme of each subclass.
## Maven of the All-seeing Eye All-seeing Eye seekers see the world for how it truly is, beyond what most can visualize. Common among this Mavenhood are strange, discomforting eyes which they use to visualize auras, look into crystal balls, and see patterns in burned incense to tell fortunes and read omens.
#### All-seeing Eye Spells When choosing this Mavenhood, you gain access to spells that help you see and reveal what is hidden. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *faerie fire, guiding bolt* | | 3rd | *dark vision, see invisibility* | | 5th | *hypnotic pattern, remove curse* | | 7th | *arcane eye, divination* | | 9th | *commune, scrying* |
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#### Third Eye When you choose this Mavenhood, you have advantage on ability checks when specifically searching for hidden traps and doors. Additionally, you gain proficiency in either Perception or Investigation. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.
#### Stolen Glances At 3rd level, you may use the spell *blindness/deafness*, attempting to blind only, three times per long rest.
#### Wandering Eye Additionally at 3rd level, by either spending 1 minute focusing or by using a Rite as an action, you may place a limb on an object or surface and create a single eye on the other side, a **Wandering Eye**, which lasts for 1 minute, drops to 0 hit points, or you move away from the surface. You may use your action to lose all of your other senses and see through this eye. This eye shares your abilities to see, but cannot visualize anything past a number of feet equal to 20 plus 5 times half your seeker level. The eye can turn and rotate but cannot be moved otherwise. Certain materials are more difficult to see through than others, the Eye is blocked by 1 foot of stone, 1 inch of most metals, a thin sheet of lead, or 3 feet of wood or dirt. Your **Wandering Eye** has 1 hit point and temporary hit points equal to your seeker level, an AC equal to yours, and is considered hidden with a Stealth check equal to 10 + your proficiency bonus + your Intelligence modifier.
#### Second Sight At 10th level, at the end of any rest, choose one of the following benefits to have until the end of your next rest:
**Tremorsense**. Gain tremorsense out to a range of 60 feet.
**Ethereal Sight**. You can see into the Ethereal Plane within 60 feet of you.
**Darkvision**. You can see through magical darkness to a range of 30 feet.
**See Invisibility**. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
You can use a Rite as an action to change the ability.
#### Cold Reading At 14th level, you gain truesight out to 15 feet. Additionally, once per short rest, you may use a bonus action to visualize a creature’s aura. When you do so you learn if they are *Healthy* (above half their hit points), *Harmed* (less than their full hit points), or *Fragile* (less than 15 hit points). When you visualize a creature’s aura in this manner, you may take an action on each of your turns to focus on the that target, learning one piece of information each turn:
**Curse Sense**. The nature of a curse affecting the target.
**Strengths and Weaknesses**. What abilities are their highest and lowest saves.
**Deeper Insight**. A fear, secret, or major motivation that creature has (DM's choice, limit once per Cold Reading).
**Vibe Check**. If the target would be friendly, hostile, or neutral to you if you greeted them in a common fashion.
Image: The Seer of Saterioh Aurore Folny
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## Maven of the Bitter Heart Most often mistaken for witches, due to their penchant for curses and animal companions. Seekers within this Mavenhood use their summoned companions to predict the future such as by staring into their eyes or listening to the chirps and chitterings.
#### Bitter Heart Spells When choosing this Mavenhood, you gain access to spells that let you connect with natural beings and spite your foes. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *animal friendship, hex* | | 3rd | *beast sense, blindness/deafness* | | 5th | *bestow curse, speak with plants* | | 7th | *charm monster, phantasmal killer* | | 9th | *contagion, geas* |
#### Heartbeats When you choose this Mavenhood, you gain proficiency in Animal Handling and one of the following skills: Arcana, Medicine, or Nature. At 6th level, you can double your proficiency bonus in either one of the two skills you gained from this feature at 1st level.
#### Spite At 3rd level, woe to those that harm you or yours. When you or an ally take damage from a creature you can see, you may use a reaction and expend a Rite to place a curse on the attacking creature. For the next minute, you know their exact location and your Premonition rolls are doubled when rolling an opposed ability check or save against the target of Spite. While Spite is active, on your turn choose one of the following effects against the cursed:
**Bewilder.** The first attack they make is done with disadvantage.
**Bleed.** The target takes necrotic damage equal to your seeker level from the next source of damage.
**Hunted.** If the target is hidden from you, you can see where they are until the start of your next turn unless they are behind full cover.
**Rust.** If the target would normally be immune to a type of damage, until the start of your next turn they instead have resistance to that damage.
#### Wild Hatred Nature hears your call when you have been wronged. Also at 3rd level, once per long rest, when you have placed **Spite** on a creature, you may cast the spell *summon beast* without using a spell slot. When using this feature, instead of casting *summon beast* at its lowest level, you may expend a spell slot of 3rd or higher, casting *summon beast* at the level of the spell slot expended.
#### Coven By 10th level, your trust in others binds you to them, letting your power flow through them. Thrice per long rest, choose a humanoid ally that you can see and cast a spell with a casting time of one action using a spell slot; that creature may use their reaction to allow the magic to flow through them as if they had cast the spell themselves. All other rules of spell casting are still used and the spell uses the ally's Intelligence as the casting stat. If that spell requires concentration, you must concentrate on that spell. Additionally, once per week, by spending 10 Rites and 10 hit dice, you may cast the spell *awaken* without using components.
#### Hag’s Hold At 14th level, you may call upon more unusual friends. Once per long rest, you may cast any spell that takes an action to cast with the word "Summon" in its title at spell level 6. You must fulfill all other requirements of that spell such as components. Additionally, when a creature under the effects of a curse you placed, such as *hex* or your Spite feature, you may use your reaction and expend a Rite prior to an ally making an attack to either have that attack made with advantage or have the cursed target take double the damage rolled (your choice).
Image: Darkdawn, Jason Chan
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## Maven of the Brightened Spirit Bringers of hope and renewal, the Mavens of the Brightened Spirit help lighten the darkest of times. Although all seekers tend towards darkness to hide their movements, Seekers that follow this Mavenhood focus on supporting the group. In this Mavenhood, many seekers gain their power and divine the future through seeing visions in a burning fire or by attaining a meditative state through energetic activities such as repetitive dances or deep breathing.
#### Brightened Spirit Spells When choosing this Mavenhood, you gain access to spells that bring the light to those around you, be they friend or foe. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------:| | 1st | *bless, healing word* | | 3rd | *calm emotions, healing spirit* | | 5th | *daylight, remove curse, revivify* | | 7th | *aura of life, guardian of faith* | | 9th | *dawn, greater restoration, hallow* | \columnbreak
#### Fervor When you choose this Mavenhood, you gain proficiency in medium armor. Additionally, you gain proficiency in either Medicine or Religion. At 6th level, choose a skill you are proficient in, add double your proficiency bonus to checks you make with it.
#### Spirit of Holy Light At 3rd level, you are blessed with a beneficent spirit from your patron. When casting *healing spirit*, either with a spell slot and using a Rite or by using a Rite over the course of a minute, *healing spirit* changes, as below:
**Avatar.** The spirit appears in a form you choose that represents your deity.
**Fugue State.** This spell doesn’t require concentration; it ends either after a minute has passed since casting it, it has healed a number of times equal to twice your proficiency bonus, when you choose (no action required), or you fall unconscious.
**Patron's Favor.** When you cast this spell, choose either a skill or a save, when you heal someone with this spell, the healed target has advantage on that skill or save you chose until the spirit heals another target or the spell ends.
**Shun The Nonbelievers.** Hostile creatures within a 10 foot radius of the Spirit cannot benefit from advantage on attacks or ability checks.
#### Blind Faith Also at 3rd level, the elation you experience through your magics can be used to overwhelm your foes. Twice per short rest, you may reroll any 1 rolled once per use of Premonition. When you reroll, you may also create a burst of light that blinds foes within 10 feet who fail a Constitution saving throw until the end of your Premonition.
#### Blessed Warmth At 10th level, you are able to call on your deity for additional aid in the form of an avatar. As the sun rises, whether you are able to see it or not, choose a target to be blessed. This target has advantage on saves against blindness and deafness as well as being poisoned and frightened. Additionally, you learn the *dancing lights* cantrip which does not count against your cantrip total. While concentrating on *dancing lights*, you may spend two Rites as an action to end the cantrip early and cast either *mass cure wounds* or *destructive wave* centered on any point that your *dancing lights* is active at. You may not use this feature again until you have finished a long rest.
#### Gift of the Martyr At 14th level, when healing an ally using magical means, you can choose to spend your own hit dice to increase the healing you impart. Choose a number of your hit dice up to your proficiency bonus to increase the healing of one target you heal by 5 hit points for every hit dice spent this way. Also at 14th level, you become a vessel for the light of your patron! Once per long rest, you may use three Rites to cast either *divine word, heal,* or *sunbeam*. When the spell ends, you cannot move or take actions until after your next turn, as you experience the elation of your deity's force moving through you.
Image: Mrch, Exellero
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## Maven of the Burning Tongue By asking the right questions, you can get to higher truths. By taking this Mavenhood, your questions carry more weight. Studying animal entrails and reading fire or ashes all lend themselves to omen reading for this Mavenhood.
#### Burning Tongue Spells When choosing this Maven, you gain access to spells to stop your foes and find the truth between the lies. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *command, searing smite* | | 3rd | *flameblade, zone of truth* | | 5th | *ashardalon's stride, tongues* | | 7th | *locate creature, wall of fire* | | 9th | *dominate person, holy weapon* |
#### Combat Training When this Mavenhood is chosen, you gain proficiency with martial weapons, shields, and medium armor. At 6th level, choose one of the skills you are proficient with, add double your proficiency bonus to checks you make with it.
#### Blessed Bond At 3rd level, you become adept at finding the truths within the lies and seeing what makes your enemies tic. By using a bonus action, you can magically mark a creature you can see within 60 feet, gaining insight into their mind. The target makes a Charisma saving throw, a creature can willingly choose to fail this save. On a successful save, you discern that this magic failed but the target is unaware of the attempt. On a failed save, you learn what the creature is known as commonly, such as how the creature would introduce themselves to a friendly acquaintance; additionally, for the next hour, the following applies:
**Chained Vitality.** Once before the end of this effect, if the creature is brought to 0 hit points, you can use your reaction to have your deity stabilize the creature. Instead of dying, the creature is at 1 hit point and paralyzed until the end of your next turn. After stabilizing a creature in this way, you have advantage on Charisma ability checks against the creature until they have taken a rest.
**Dead Reckoning.** You know their exact location, even if they travel to a different plane of existence.
**Piercing Glare.** You have advantage on Insight checks against the target.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend a Rite to use this feature again. \columnbreak
#### Know Thy Enemy At 10th level, you can prepare a friend for how best to deal with a type of foe. By spending a Rite as an action, touch an ally and pick one type of creature: Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, Humanoid, or Undead. For 10 minutes, any attacks on the target of this feature by creatures of the chosen type have disadvantage. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target gains advantage on any new saving throw against the relevant effect. If you use this feature while it is active, the first casting of this effect stops.
#### Holy Hand, Divine Voice When you reach 14th level, you become an instrument of your divine patron, their will carried out through your hands. After finishing a long rest, choose a damage type: radiant, necrotic, cold, fire, lightning, or poison. The damage type you choose should reflect an aspect of your patron. When you deal damage to a creature, add your proficiency bonus to the damage of the chosen type. If you are attacking your Blessed Bond target, you may change all of your weapon damage to the chosen type of damage. Additionally, you learn the cantrip *friends* which does not count against your cantrip total. When *friends* ends, the target does not realize they were ensorcelled by this cantrip.
Image: Inquisitor Art from Pathfinder, ©Paizo
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## Maven of the Collective Dreams Dreams are gateways to other worlds and various futures and seekers that follow this path know this and use their abilities to see different realities and lead others to their destinies. Seekers of this Mavenhood dream the future and interpret the dreams of others with great ease.
#### Collective Dreams Spells When choosing this Mavenhood, you gain access to spells that allow you to share the slumbering world with others. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *minor illusion, sanctuary, sleep* | | 3rd | *mind spike, see invisibility* | | 5th | *catnap, hypnotic pattern* | | 7th | *divination, phantasmal killer* | | 9th | *creation, dream* | \columnbreak
#### Visions From Beyond When you choose this Mavenhood, rather than sleeping during a long rest, you must spend at least six hours total in a dreaming but motionless state; in this state, you appear asleep, but it doesn’t render you unconscious, and you can see and hear as normal. Additionally, after finishing a long rest, choose a skill to become proficient in until you finish your next long rest. At 6th level choose a skill you are proficient in to add double your proficiency bonus to checks you make with it.
#### Prophetic Dreams At 3rd level, your dreams become prophetic and seep into those around you. As you finish a long rest, choose a number of creatures within sight that dream, including yourself, equal to half your proficiency bonus; those creatures may roll a d20 and record the number rolled. Before rolling any d20 test, that creature can choose to use the prophetic roll once instead of making that roll.
#### Sweet Repose Bringing others to the dream world is part of your craft. Also at 3rd level, when casting the spell *sleep*, you may add 10 to each spell level used above 1st. You may spend a Rite when casting *sleep* to either target one specific creature with the spell or make the spell last for 10 minutes instead of 1 minute. If one creature is specifically targeted by this spell and is not woken early from their magical slumber, they view you neutrally if they were hostile.
#### Lucid Dreamer Your dreams bleed into the waking world. At 10th level, you may split your mind in two, your dreaming mind and your waking mind. By using two Rites while concentrating on a divination or illusion spell, you may have your dreaming mind continue to concentrate on that spell while your waking mind may concentrate on an additional spell. When the DM requires you to make a check to maintain concentration, you must make a Constitution saving throw for each spell separately. You may end concentration with either your dreaming or waking mind and continue concentrating on the other spell at any time.
#### Sleep Tight Also at 10th level, you may cast *tiny hut* without using a spell slot once per long rest. When cast this way, each creature within the spell's dome is under the effects of the *nondetection* spell and does not suffer from nightmares.
#### Synchronicity and Coincidence At 14th level, you truly see how your dreams line up with your waking life, you change your ways to better fit what the future holds. After preparing your spells following a long rest, you may prepare an additional spell from any spell list; this spell counts as a seeker spell. The spell you choose must be of a level you can cast, as shown on the seeker table, or a cantrip. Additionally, the magic from some of your spells carries forward to help your other magics. When you cast a Divination spell of 1st level or higher, roll a d6 Coincidence die. If the number rolled is less than your proficiency bonus, then add that to the DC of the next spell you cast. If the next spell doesn’t have a DC, Coincidence is wasted. Once you’ve added your Coincidence die to a DC, you can’t use it again until after a short rest.
Image: Kokabiel, Peter Mohrbacher
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## Maven of the Last Breath The moment between life and death holds great knowledge and power for those that can touch it and return. Seekers of this Mavenhood harness the weird effects of near death to gain new abilities, even guiding others to and from either side of the mortal veil. Standard divination methods for these Mavens include ouija boards, seances, and casting bones to read omens.
#### Last Breath Spells When choosing this Maven, you gain access to spells to protect some from death and bring others closer to their own demise. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *healing word, inflict wounds* | | 3rd | *silence, warding bond* | | 5th | *life transference, revivify* | | 7th | *death ward, sickening radiance* | | 9th | *dispel evil and good, negative energy flood* |
#### Cheat Death When you choose this Mavenhood, instead of rolling a death saving throw, you can choose to gain hit points equal to 4 times your seeker level. You can’t use the feature again until you finish a long rest or by using a number of Rites equal to half your proficiency bonus. At 10th level, you may use this feature immediately when you drop to 0 hit points.
#### Lessons From The Lost Additionally at 1st level any time when you are at 0 hit points, you may choose one language, skill, or tool to gain proficiency in until the next time you are at 0 hit points. At 6th level, choose one skill you are proficient with, add double your proficiency bonus to checks you make with it. \columnbreak
#### Drop Dead At 3rd level, offer up your life force to come within a breath of your own death. At any time, you may drop to 0 hit points; when you use this feature, you are able to continue concentrating on any spell or ability unless you suffer a death saving throw failure.
#### Death Rattle Also at 3rd level, when you near your last breath, you can enter a Death Rattle, summoning new powers. The instant you return to consciousness after being at 0 hit points you may choose to recover 1 hit point, stand up, and gain the following features:
**Death Shroud**. You have resistance to all damage.
**Gravedigger**. You may add your seeker level to necrotic or radiant damage that one creature you can see takes once on your turn.
**Imparted Wisdom**. You have advantage on Intelligence and Wisdom ability checks.
**See Beyond**. As a bonus action you may give an ally you can see advantage on their next ability check or saving throw before the start of your next turn.
**Spiritual Guidance**. Once per use of Death Rattle, you may cast any divination spell you have prepared as an action instead of the normal casting time.
Death Rattle may be used a number of times per long rest equal to your proficiency bonus and lasts 1 minute.
#### Breath To The Breathless At 10th level, your powers of communication become extraordinary when you are close to those who have past. You may cast *speak with dead* a number of times per long rest equal to your proficiency bonus without using a spell slot. After casting *speak with dead*, you have advantage on all Charisma checks for the next 10 minutes.
#### Near Death Experience At 14th level, the gates to death open to you. If an ally you can see falls unconscious as they drop to 0 hit points or fails a death saving throw, you may use a Rite as a reaction to stabilize that ally and, for the next minute, give them advantage on their next ability check, attack roll, or saving throw. You may use a second Rite to heal that ally for 1 hit point and give them temporary hit points equal to twice your seeker level.
#### Raising Spirits Additionally at 14th level, as you come near the end of life, you may pull a spirit from the world of the dead to aid you. Immediately as you drop to 0 hit points, you may use a spell slot of 3rd level or higher to cast *summon undead* without needing to use concentration for the duration of the spell. The spirit you summon listens to your commands for the duration of the spell, whether you recover or die.
Image: Macabre Waltz, Willian Murai
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## Maven of the Lurking Hand Those that are tasked with the subtle finding and removal of threats to their patrons are part of this Mavenhood. The magic that is given to a Maven of the Lurking Hand is channeled through their fingertips into their weapon to better carry out the will of their deity. Reading palms, throwing finger bones, and studying handwriting are examples of common omen reading by this Mavenhood.
#### Lurking Hand Spells When choosing this Mavenhood, you gain access to spells that help you move without being sensed and strike hard when needed. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *fog cloud, mage hand, wrathful smite* | | 3rd | *branding smite, pass without trace* | | 5th | *blinding smite, nondetection* | | 7th | *greater invisibility, staggering smite* | | 9th | *banishing smite, passwall* |
#### Doesn't Look Like Anything To Me... When you choose this Mavenhood, whenever you or a willing creature you can see rolls a 1 on a d20 when making a Dexterity (Stealth) check, you may use your reaction to reroll the ability check, taking the new roll instead. Additionally, you gain proficiency in either Sleight of Hand or Stealth. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.
#### Hard Lurker At 3rd level, your premonitions help you move quicker in danger. When rolling initiative, you may add an additional d6 to your roll. Additionally, you can gain a blessing of invisibility from your deity. After using the Hide action, you may become invisible. Your invisibility ends when you cast a spell, make an attack, or at the start of your next turn. You may use this ability a number of times per long rest equal to your proficiency bonus. You may empower this ability by using a Rite to have the invisibility last until the end instead of the start of your next turn.
#### Quickened Hand The shadows seem to hasten your movements. Starting at 10th level, if you have used the Hide action in the past minute, you may add 10 feet to your movement speed. Additionally, your magics cause you to burst with agility and speed. When you cast a spell using a bonus action, you can also take the Dash or Disengage action. You can use this feature a number of times per long rest equal to your proficiency bonus.
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#### Striking From The Shadows You are your deity's divine weapon and the punishment you carry out is made greater by their blessing. Starting at 14th level, when an attack ends a concentration spell that causes damage, such as *ensnaring strike* or *staggering smite*, you score a critical hit when you roll a 19 or 20; whether you score a critical or not, you may roll one extra damage die from weapon damage and from the damage dealt by the spell that ended.
#### Vanish Also at 14th level, you always have *arcane hand* and *invisibility* prepared, and they do not count against the number of spells you can prepare each day. Also, you may cast the spell *invisibility* at its lowest level using a Rite.
Image: Pyromancer Art, Chad King
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## Maven of the Mystical Mind With a deep connection to psionic powers, the abilities of these Mavens fall into the same realms as prophets and soothsayers. Their magics are mystical and their portents appear strange to many. Their means of predicting the future are usually through deep meditation and focus, often appearing as if they are not doing anything at all.
#### Mystical Mind Spells When choosing this Mavenhood, you gain access to spells that let you learn secret knowledge and bend reality. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *catapult, unseen servant* | | 3rd | *borrowed knowledge, detect thoughts* | | 5th | *fly, sending, tongues* | | 7th | *arcane eye, resilient sphere* | | 9th | *telekinesis, wall of force* |
#### Soothsayer When you choose this Mavenhood, your truths take root in the minds of others; you gain advantage on ability checks related to convincing others of your predictions and fortunes. You also gain proficiency in either Arcana or Insight. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.
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#### Weirding At 3rd level, showing others your abilities can sometimes be as important as the omens you portend; you may cast the cantrip *thaumaturgy* as a bonus action and without using components.
#### Tea Leaves At 3rd level, you begin to divine brief bits of your path ahead. A number of times per long rest equal to your proficiency bonus you can cast *augury* by using a Rite instead of a spell slot. When you cast *augury* this way, the cast time is an action, there is no cumulative effect which causes a random outcome, and you get a sense of the next hour instead of just 30 minutes. Depending on the outcome of the *augury* spell cast using this feature, you also gain a boon:
**Weal**: Your confidence is bolstered! Once in the next hour, you can use your reaction to have an ally reroll any attack roll, saving throw, or ability check.
**Woe**: You’re ready to face oncoming foes! Once in the next hour, you can use your bonus action to impose disadvantage on the next attack roll, saving throw, or ability check by a creature you can see.
**Weal/Woe**: Steel yourself for whatever comes next! Once in the next hour, you can give yourself advantage on any attack roll, saving throw, or ability check prior to rolling.
**Neither**: Decide your own fate! Roll a d20 and record the number rolled. Once in the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll.
#### Mind Over Matter At 10th level, the world begins to bend around your mind, allowing you to work magics even if you don't have the correct tools at hand. By spending an amount of Rites equal to the spell level, you may ignore all components of that spell, even if the material component is consumed.
#### Intuition Also at 10th level, you may cast *detect thoughts* a number of times per long rest equal to your proficiency bonus without expending a spell slot. When you cast *detect thoughts* this way, you may use two Rites to not have the target of this spell sense that they are being mentally interrogated.
#### Twist Fate At 14th level, luck and fate become your playthings, storing it up and spending it as you see fit. This feature can be used on any creature who can see or hear you within 60 feet when they perform an ability check, attack roll, or saving throw. Any time a creature within range rolls a 1 or a 20, you may use your reaction to save that number for future use, nothing changes for the creature that rolled the 1 or 20. If you saved a 1, when a creature within range rolls a 20, you may use two Rites as a reaction to replace that 20 rolled with a 1 then you may choose to save that 20. The opposite can also occur, if you have a 20 saved, when a creature within range rolls a 1, you may use two Rite as a reaction to replace that 1 with a 20 then you may save that 1 to be used at another time. After taking a long rest, whatever luck you have saved leaves you.
Image: Penemue, Peter Mohrbachery
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## Maven of the Roaming Steps Getting there is half the battle, but a seeker who is a part of this Maven can make the journey easier and quicker. Reading the movement of stars, weather patterns, and swirling waters all lend themselves as divining tools for this Mavenhood.
#### Roaming Steps Spells When choosing this Mavenhood, you gain access to spells that help you travel your path and get there safely. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *goodberry, longstrider* | | 3rd | *find steed, misty step, spider climb* | | 5th | *fly, thunder step* | | 7th | *dimension door, polymorph* | | 9th | *far step, teleportation circle* |
#### Wanderer When you choose this Mavenhood, you cannot become lost except by magical means. Additionally, you gain proficiency in either Perception or Survival. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.
#### Transporter At 3rd level, you are able to move yourself and your allies quickly through danger. You have advantage on ability checks related to navigating and traveling to a distant destination. You also cannot be surprised while you are conscious.
#### Quick Shift Additionally at 3rd level, movement across shorter distances becomes your forte. As a bonus action, you teleport a creature you can see within 60 feet of you a number of feet equal to 5 times your proficiency bonus. If you teleport yourself, the distance you may teleport is doubled. If the creature you are teleporting is unwilling, they must make a Constitution save to avoid being teleported. To teleport yourself or another, the location must be a visible, unoccupied space on a surface or in a liquid that can support the target without the target having to squeeze. You can use this feature a number of times per long rest equal to half your seeker level or by using a Rite. If you use a Rite to use this feature and target an unwilling creature, that creature makes their Constitution saving throw with disadvantage.
#### Realm Runner You may step in-and-out of reality to avoid harm. At 10th level, when rolling initiative, you may use two Rites to cast the spell *blink* without using a spell slot. Also, twice per short rest, you may use your reaction at any time to move 30 feet.
#### True Traveler At 14th level, the spells you've lived with become ingrained in your being. By using three Rites when casting a spell on your **Roaming Steps** spel list, you may fo cast a spell on your Roaming Steps spell list without using concentration. Also at 14th level, you may cast either *find the path, plane shift, scatter,* or *teleport* once per long rest. For the purposes of spellcasting, you do not need the material components for using this feature.
Image: BFG, Kristina Vardazaryan
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## Maven of the Rotting Voice Dark words come from dark hearts. The Mavens of the Rotting Voice are magically enhanced orators. Whether sweet or acidic, their spellbinding words carry so much weight that they can even talk the dead into walking with the living. Listening to ambient spirits, burning bones, and using a ouija board are regular practices within this Mavenhood.
#### Rotting Voice Spells When choosing this Mavenhood, you gain access to spells that help you control your foes and enlist new friends. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *charm person, dissonant whispers* | | 3rd | *gentle repose, phantasmal force, suggestion* | | 5th | *enemies abound, summon undead* | | 7th | *charm monster, death ward* | | 9th | *dominate person, raise dead* |
#### Eloquent When you choose this Mavenhood, you gain proficiency in two of the following skills: Deception, Intimidation, Performance, or Persuasion. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.
#### Last Words At 3rd level, you learn the language of the dead. You may learn the dying words, if any, of a humanoid corpse. Twice per short rest, you may make a Charisma check, adding your proficiency bonus, contested by the corpse’s Wisdom (Insight) check when it was alive. If you succeed, the corpse speaks their last few words.
#### The Right Words At 3rd level, you are blessed with just enough foreknowledge to understand the right thing to say and how to act in any social setting. Once per turn you may use one of these Right Words. When you use this feature a number of times equal to your proficiency bonus, you may not use this feature again until you either finish a long rest or expend a Rite.
**Thoughtful Words** Instead of using your Charisma modifier, you may use your Intelligence modifier for a Charisma ability check or save.
**Whispered Words** When casting an Enchantment, Illusion, or Necromancy spell that has a verbal component, the spell doesn’t require verbal, somatic, or material components that lack a cost.
**Piercing Words** When forcing a creature to make an Intelligence, Wisdom, or Charisma saving throw, if they would roll with advantage, instead that creature rolls without advantage.
#### Turn of Phrase By 10th level, it's all about how you spin it. When you cast a spell with a spell slot that fails due to the target being immune to the effect, you may use a Rite as a reaction to not expend that spell slot. Additionally, once per short rest, you may use your reaction to skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds.
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#### Hypnotic Whispers At 14th level, your voice vibrates with twisted magic. Prior to the DM revealing the outcome, you may use a Rite as a reaction to increase your spell save DC by half your proficiency bonus against one creature.
Image: Insect Plague, Claudio Pozas
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## Maven of the Shifting Flesh Focused on enhancing and changing their own bodies. These Mavens use transformative magics to adapt to whatever situation is thrown at them. By reading facial lines, palms, irises, or even blood dripped onto paper, Mavens of the Shifting Flesh read the subtle signs of the future.
#### Shifting Flesh Spells When choosing this Mavenhood, you gain access to spells that allow you to adapt your physical body. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells. | Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *absorb elements, jump, longstrider* | | 3rd | *alter self, enlarge/reduce* | | 5th | *haste, tongues* | | 7th | *freedom of movement, polymorph* | | 9th | *greater restoration, skill empowerment* | \columnbreak
#### Physical Perfection When you choose this Mavenhood your jump distance is doubled and you gain proficiency in the Acrobatics and Athletics skills. At 6th level, you can choose either Acrobatics or Athletics to add double your proficiency bonus to checks you make with that skill.
#### Reactive Adaptation At 3rd level, during a time of stress, you gain a moment of clarity, knowing just what you need to do to overcome the challenges before you. A number of times per long rest equal to your proficiency bonus you may morph your body and hone your senses to meet the challenges before you for the next 10 minutes. As a reaction to being attacked, making a saving throw, or before rolling an ability check expend a Rite to gain the following adaptations for the duration:
**Bending Bones**. If you are not in armor or have a shield equipped, you may choose to have your AC equal 10 + your Intelligence modifier + either your Strength or Dexterity modifier (your choice).
**Hardened Shell**. Gain temporary hit points equal to your seeker level. These temporary hit points last until your adaptation ends.
**Steeled Mind**. You can't roll ability checks or saving throw that rely on Strength or Dexterity with disadvantage.
#### Remarkable Reactions Also at 3rd level, when you use a Rite to activate Reactive Adaptation, expend a second Rite to cast a transmutation spell using the appropriate spell slot. The spell must be range of Self or Touch with a casting time of one action.
#### Hearty and Healthy At 10th level, you can magically morph your body to make yourself more resilient and impart that hardiness onto others. While you are under the effect of your Premonition feature, you have resistance to non-magical damage such as mundane fire and a non-enchanted weapon. You also learn the cantrip *guidance* which does not count against your cantrip total. When the target of your *guidance* other than you uses the bonus imparted by this cantrip to make a Strength or Dexterity ability check, they may add 2d4 instead of 1d4 to their ability check.
#### Shed Your Shell At 14th level, if Premonition is active, you make a Strength and Dexterity ability checks with advantage. Additionally at 14th level, magical transformations are second nature, allowing you to find new ways to use them. When you cast a transmutation spell of 1st level or above on yourself using a spell slot, you may choose to have one of the following affects occur:
**Immunity**. Maladies fall away as you are magically enhanced. Remove a disease, poison, or the status of being blinded or deafened.
**Knit Flesh**. As your body changes, it repairs itself. Recover hit points equal to twice the level of spell cast.
**Vigor**. You may immediately move 10 feet without provoking opportunity attacks.
Image: Master Rinn, mattforsyth
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## Maven of the Verdant Pollex Through an ancient ritual, seekers that choose this mavenhood are entwined with a plant that represents a blessing from their deity. As the seeker's power grows, so too does this plant which offers protection and guidance. Plants sense much and remember what would otherwise be lost to time, they share this knowledge easily with these seekers. Mavens of the Verdant Pollex listen to the subtle signs of the surrounding flora to see glimpses of what is to come.
#### Verdant Pollex Spells When choosing this Mavenhood, you gain access to spells that let you listen to the earth and learn what was lost. At 1st, 3rd, 5th, 7th, and 9th level you always prepare the following spells.
| Seeker Level | Maven Spell | |:---:|:-----------------------------------------:| | 1st | *druidcraft, entangle, goodberry* | | 3rd | *barkskin, wither and bloom* | | 5th | *plant growth, speak with plants* | | 7th | *grasping vine, guardian of nature* | | 9th | *tree stride, wrath of nature* |
#### Growing Roots When you choose this Mavenhood, your body is somehow integrated with a plant of your choice, allowing you to absorb light as a source of food. If you spend at least a total of 1 hour in sunlight, you do not need to eat until after the next sunrise. Additionally, you gain proficiency in either History or Nature. At 6th level, you can choose a skill that you are proficient with to add double your proficiency bonus to checks you make with it.
#### The Land Sees... Starting at 3rd level, you begin gaining the awareness of a plant, the finely tuned senses that listen to the ground. As such, you gain tremorsense to a radius of 10 feet. A number of times per long rest equal to your proficiency bonus, you may use a bonus action to increase the radius of your tremorsense to 30 feet for 1 minute.
#### … The Earth Remembers Additionally at 3rd level, you may perform a minute long ritual while in an area with vegetation, such as a forest, city park, or kelp beds. By placing your hands on the ground, letting them slowly root down, restoring a number of health points equal to half your seeker level and listen closely to the subtle words of the plants, answering two of the following questions:
**Find Haven**. Where is the closest area of shelter
**Game Trails**. What type of creature most recently trod on this ground and what direction were they heading
**Land's Warden**. What is the most powerful creature of a certain alignment within this area.
**Sense Danger**. If there is danger if you continue down the path you are traveling
The answer pertains only to a radius around you within a number of miles equal to your seeker level. You may use this feature once per short rest or by using a Rite. \columnbreak
#### Old Growth At 10th level, you hear the whispers of the flora that surrounds you. When you are asked to roll an ability check to recall information or when making a History (Intelligence) or Nature (Intelligence), you may roll with advantage.
#### Regrowth Additionally at 10th level, you may use your action to apply a healing poultice created from the vegetation that is a part of you. With this poultice you may end one poison or disease effect on a creature you touch, alternatively, you may heal the creature touched for an amount of hit points equal to your 3d6 plus seeker spell level. You may use this feature twice per short rest or by using a Rite.
#### Bountiful Harvest At 14th level, your connection with vegetation is unparalleled. When you use **… The Earth Remembers**, you may restore a number of health points equal to your seeker level instead of half your seeker level and receive answers to three questions instead of just two. Additionally, you prepare an additional spell of your choice from the following list each dawn: *bones of the earth, druid grove, find the path, hero's feast, transport via plants,* or *wall of thorns.* This spell doesn't count against the number of spells you prepare. After spending an hour with your feet planted in the ground and in direct sunlight, you may cast this spell without using a spell slot once per long rest.
Image: Yavanna, marcelamedeiros-arts
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#### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), here’s what you need to know if you choose seeker as one of your classes. **Ability Score Minimum**: As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class. **Proficiencies Gained**: If seeker isn’t your initial class, here are the proficiencies you gain when you take your first level as a seeker: light armor, thieves’ tools, and one fortune-telling device/set. **Spell Slots**: Add your levels in the seeker class to the appropriate levels from other classes to determine your available spell slots. **Rites**: Only spells that appear on the seeker spell list may be cast using the rules for Rites.
**Creator's Note: Although multiclassing has been somewhat considered, at this point in the creation process, I would not recommend using this class in combo with others due to the potential for breaking games.** \columnbreak
#### Reading The Weave Each Seeker manifests their magic in a different way, usually specific to their specialty. Players are encouraged to create a manifestation that feels right for their character. - It is common for Mavens of the All-seeing Eye to show their third eye when using Divination magic. - Animal noises can be heard faintly when a Maven of the Bitter Heart uses cursing magic. - A warming glow that does not cast shadows can be seen when a Maven of the Brightened Spirit heals their friends. - Mavens of the Burning Tongue might have a glowing mouth when using a spell with just verbal components. - When a Maven of the Collective Dreams is dreaming or interprets a dream, that dream plays out in miniature above the dreamer's head like a small, ghostly play. - As a Maven of the Last Breath recovers from near death, ghostly spirits can be seen raising the seeker up from the ground. - Lurking Hand Seekers might have fingers that seem to twist with extra joints when empowering their weapons with smiting magic. - Mavens of the Mystic Mind tend to come off as otherworldly and their magics seem aberrant and weird, as compared to other practitioners and even to other seekers. - Shifting constellation tattoos have been seen on the skin of Roaming Step Seekers when they are journeying from one destination to another. - If you look closely, the words of a Seeker of the Rotting Voice can be seen faintly floating in the air when they are casting Enchantment magic. - Mavens of the Shifting Flesh have roiling and undulating skin and joints that make one feel uncomfortable, generally, when they use Transmutation magic. - The magics of Verdant Pollex seekers are wild, vines and roots spew forth from their fingers to affect the world.
### Click these links to see supplemental information - [Seeker Themed Feats](https://www.gmbinder.com/share/-MZnnAYAtdcFrbFa8fo4) - [Seeker Q&A](https://www.gmbinder.com/share/-MZrS22qcObeUHkzLLMd) - [List of unprepared spells castable with Rites](https://www.gmbinder.com/share/-MZrW9vCMYE4DsGPhBKs) - [Spells added after original spell list created](https://www.gmbinder.com/share/-MsCTfLRye672e7tkpGw)
### A Special Thanks To: My lovely partner! Thank you for encouraging me to pour my covid-stress energy into something so damn useless! I know this won't help my patients directly, but the decrease to my stress is huge and your support made that possible XoXoXo! Those Redditors (apologies if I skipped anyone!) who read through the work and gave awesome feedback: SamuraiHealer, PTSD-mimic, blobblet, Thrashlock, LiliumHaze, belithioben, Nel-Ninja, LadyMonochrome, Pennarin, Ogskive, Antisuperman, VincentIV, DeeSharkman, Shrijo, and kittyabbygirl. The DM who contributed huge amounts of time and thought into helping balance this beast! Shawn Kilburn! I love your syntax and semantics! Thank you for your edits!
This is solidly a labor of love, but if you would like to support my work, see my [Patreon](https://patreon.com/friskyrisque)
[Created by FriskyRisque](https://www.reddit.com/user/FriskyRisque/)
Image: Two of Swords, Anna Christenson
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### Change Log - For all previous version, pre-Alpha, see [version 5.1 (Final)](https://www.gmbinder.com/share/-MayFEhpExK08CUbmGZy). Because I made changes to that v5.1 pre-Alpha, you would have to compare the PDF/PNG files to find all the tiny changes. #### [Alpha v1.0](https://www.gmbinder.com/share/-MsDn-S30J-qAuY7b0VU) - Updated a great deal of small details from most subclasses to streamline and clarify wording - In any subclass except for Maven of the Shifting Flesh, the subclass has been updated to use proficiency bonus over using Intelligence modifier. - Changed the uses of Maven of the Bitter Heart's Spite feature from long rest to any rest. - For Maven of the Shifting Flesh: added a double jump distance at level 1, doubled the temp hp granted by Reactive Adaptation. - Increased the healing done by Maven of the Verdant Pollex’s Regrowth. #### [Alpha v1.1](https://www.gmbinder.com/share/-MvUHK46-unv74Z0KdhN) - In general, updated a large portion of the subclasses based on the incredible deep dive by u/blobblet, because of the breadth of the changes, I did not specifically mention which changes are made. - Class spell list: Removed spells from cantrips, levels 1-3. - Mavenhood of the Bitter Heart: changed Spite and second part of Hag's Hold - Mavenhood of the Brightened Spirit: changed Spirit of Holy Light - Mavenhood of the Collective Dreams: changed Prophetic Dreams, Sweet Repose, and Lucid Dreamer - Mavenhood of the Last Breath: major change to Cheat Death that makes multiclassing less attractive - Mavenhood of the Lurking Hand: changed every feature - Mavenhood of the Mystical Mind: changed Strange Powers, Fortune-teller, and Remake Reality - Mavenhood of the Roaming Steps: increased cost of Born to Roam - Mavenhood of the Rotting Voice: changed Hypnotic Whispers - Mavenhood of the Shifting Flesh: changed Reactive Adaptation (Steeled Mind) and Hearty And Healthy - Mavenhood of the Verdant Pollex: changed the 3rd level features and the first part of Bountiful Harvest - Added a creator's note to multiclassing recommending against multiclassing as the class has not been tested for such things. #### [Alpha v1.2](https://www.gmbinder.com/share/-N3W9Umfw1t-LJFLaJ) - Clarified wording of Rites section to reflect that you cannot cast unprepared spells of a greater level than what you would be able to cast if they were prepared, ie. you cannot cast a 4th level spell if your seeker level is less than 7. - Corrected the wording on Sixth Sense. - Improved Endless Pursuit by adding an advantage to saving throws against any effect that would cause. Also, changed timing for the revivification aspect of Endless Pursuit. - Mavenhood of the All-seeing Eye: added 3 uses per LR of blindness/deafness to Sight For Sore Eyes - Mavenhood of the Brightened Spirit: added remove curse to the spell list - Mavenhood of the Burning Tongue: added Ashardalon's Stride to the spell list, updated wording of 3rd level feature. - Mavenhood of the Mystical Mind: Changed time to cast augury on the fortune-teller feature from 1 minute to 1 action. - Mavenhood of the Roaming Steps: Updated Quick Shift wording, changed the 10th and 14th level features slightly. - Mavenhood of the Verdant Pollex: added a little bonus hp recovery to ... The Earth Remembers and Bountiful harvest #### [Alpha v1.3](https://www.gmbinder.com/share/-N9CytLfzhEo2w1-El82) - Reshuffled and changed around the 2nd, 3rd, and 7th level seeker class abilities. New names, new abilities, hopefully more streamlined, less bloat! - Buffed up and reworded Divine Vision. - Mavenhood of the All-seeing Eye: Removed ability to end blindness effect - Mavenhood of the Collective Dream: Decreased amount of creatures you can target with Prophetic Dreams, added 10 to each spell level used above 1st level when upcasting. - Mavenhood of the Shifting Flesh: clarified wording of Bending Bones to not allow you to gain bonus AC with a shield equipped and changed Hearty and Healthy to reflect changes of new Premonition/Omen features, changed Premonition die to advantage on the 14th level ability. #### [Alpha v1.4](https://www.gmbinder.com/share/-NCX5uIcvkCDyPtc_V0t) - Streamlined many of the early class abilities - Mavenhood of the Last Breath: decreased overall power level - Mavenhood of the All-seeing Eye: increased range on Wandering Eye #### [Alpha v1.5](https://www.gmbinder.com/share/-NF_0J3LbgKWr5PGAeza) - Core Class Changes: change to how spells are prepared (you now must prepare one divination spell), Tea Leaves is now called Fortune-teller and has been completely changed, stated that Omen does not require an action, minor changes to Endless Pursuit and Divine Vision (Angel's Insight) - Mavenhood of the All-seeing Eye: Updated language and clarified Wandering Eye, changed Cold Reading a bit - Mavenhood of the Mystic Mind: Fortune-teller is now called Tea Leaves #### [Alpha v1.6](https://www.gmbinder.com/share/-NHNIXQWPSWJ8jmdMiZ_) - Core Class Changes: Changed 20th level feature Elder One's Endurance and the name of Devil's Charm to Devil's Deviousness - Mavenhood of the Bitter Heart: Minor changes to Wild Hatred, Coven, and Hag's Hold - Mavenhood of the Burning Tongue: Changes to Blessed Bond - Mavenhood of the Last Breath: Minor change to Death Rattle - Mavenhood of the Roaming Steps: Minor changes to True Traveler, renamed 10th level feature and also changed slightly - Mavenhood of the Rotting Voice: Wording change to Hypontic Whispers - Mavenhood of the Shifting Flesh: Changes to Reactive Adapatation and minor change to Shed Your Shell - Mavenhood of the Verdant Pollux: Minor changes to ... The Earth Remembers and Bountiful Harvest #### [Alpha v1.7](https://www.gmbinder.com/share/-NM4yxEsw7dQbdWYpCRA) - Core Class Changes: Shields removed from proficiency list. Alright haters, Destined Strike changed to be a bit of a extra damage instead of an additional attack. - Mavenhood of the Bitter Heart: Changes to Wild Hatred and Coven to bring down the power level of both features - Mavenhood of the Burning Tongue: Shields added to Combat Training.