The Seeker: 5e 2014

by Darkonman

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The Seeker

The scarred assassin stood alone on the crumbling parapet, his eyes on the cursed castle below. A storm raged, but his target lay within, a wraith king, stirring in the ruin’s depths. His guards wouldn't last the night, but they weren’t why the assassin was there. He had come to end the wraith before its curse spread further, its whispers already poisoning nearby villages. He muttered a quiet incantation, drawing his sword, the runes glowing faintly. With a final breath, the assassin leapt into the storm, his target clear. The hunt had begun.

The grim-faced dwarven bounty hunter strode into the tavern, silencing the room with his presence. Patrons parted as he moved toward the back, where his target—a wanted murderer, sat hunched in a cloak. He’d tracked this man for weeks, across towns and wilderness. Now, here, on the edge of the desert, it would end. The dwarf stopped before him, hand on his sword. “It’s over,” he said coldly. The man moved to reach under his cloak, but the dwarf was faster, steel at his throat before he could react. Bound, defeated, the man slumped in his chair. No glory, just the grim satisfaction of a job done. Another bounty to collect, another hunt waiting.

The grinning mercenary stood alone on the sun-baked plain, facing the towering ogre. This wasn’t their first meeting, the beast had terrorized caravans for months. Now, after weeks of tracking, they stood face to face. The ogre lunged, its club crashing into the ground where the mercenary had been. She moved like a shadow, striking quickly and precisely, weakening the beast with each blow. Her strength wasn’t in brute force, but precision. With one final, swift strike, the ogre fell. The mercenary stood over it, calm and steady. Another hunt complete. Without pausing, he turned to the distant mountains. The next target awaited.

All three of these are examples of Seekers in their prime, master monster hunters and killers of things that go bump in the night.

Hunters of the Hunted

Seekers have an innate or learned drive to hunt down the world's most dangerous and unnatural foes. Be it out of vengeance, duty, or a desire to protect others, they are relentless in their pursuit of monsters. Many Seekers come from backgrounds where they’ve witnessed firsthand the devastation caused by creatures like undead horrors, infernal beings, and colossal beasts. For some, it’s about more than just the hunt; it's a calling. They are bound to an oath to rid the world of such dangers, often forming or joining orders that specialize in hunting a particular type of creature—like the Undertakers, who specialize in hunting the undead, or the Slayers, who track down and eliminate giants and other colossal threats. A Seeker’s life is one of constant motion, their prey ever elusive but never unreachable.

Silent Predators

A Seeker is as much a predator as those they hunt. Mastering the art of stealth, they move through forests, mountains, or even bustling cities without a sound, their presence unnoticed until it is too late. Whether hunting beasts in the wilderness or laying in wait for a dangerous target in the depths of a ruined castle, Seekers rely on their ability to remain hidden and strike when the moment is right. Their training in stealth, perception, and investigation makes them unmatched trackers who can follow the faintest trails, no matter how well their prey hides.

This affinity for stealth allows them to bypass unnecessary fights, slip through enemy defenses, or position themselves perfectly for a killing blow. Whether using magical enhancements or sheer skill, Seekers always maintain the upper hand by knowing when to remain unseen and when to strike with deadly precision.

Masters of Silver and Steel

Seekers are not just stealthy trackers—they are highly skilled warriors, capable of standing toe-to-toe with even the most dangerous foes. Their combat abilities are honed through years of training and battles with monsters and men alike. While they specialize in slaying otherworldly and monstrous creatures, Seekers are also formidable opponents against skilled warriors, thieves, and assassins. Whether using swords, axes, crossbows, or even more exotic weaponry, Seekers blend grace, agility, and precision to overcome their foes.

Many Seekers forge or seek out special weapons to aid them in their hunts. Weapons made of silver or enchanted steel are their tools of the trade, allowing them to cut down supernatural enemies that would otherwise be invulnerable. Whether felling a rampaging troll or dueling a rival hunter, Seekers use their martial prowess and quick reflexes to secure victory, making them some of the most versatile and dangerous combatants on any battlefield.

Making Your Seeker

When creating your Seeker, consider what drives your character to walk the path of the hunter. Was it an encounter with a deadly beast that changed your life, or perhaps a personal vendetta against a particular type of monster? Is your Seeker motivated by a desire to protect others, by the thrill of the hunt, or by something darker like revenge or profit? Seekers can come from any background and follow a variety of creeds. Some might have been trained from a young age by an order like the Apocryphal or the Wardens, while others may have fallen into the life after a traumatic event.

Ask yourself what your Seeker’s fighting style looks like. Are they swift and deadly, relying on precision strikes and agility? Do they focus on overpowering enemies with brute force or intricate martial techniques? Consider how your Seeker approaches their hunts—are they calculated and patient, waiting for the perfect moment to strike, or more aggressive, driving the fight to their prey?

Lastly, think about how your Seeker tackles the adventures ahead. Are they a lone wolf, preferring to work alone and only reluctantly taking on allies? Or do they see themselves as part of a team, willing to work with others to accomplish their goals? Seekers often walk a fine line between morality and necessity, so consider what boundaries your character will or will not cross in their pursuit of the hunt.

Class Features

As a Seeker, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Seeker level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Seeker level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one from: Thieves' tools, alchemist's supplies, or herbalism kit

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from: Acrobatics, Athletics, History, Insight, Investigation, Perception, Stealth, Survival

Equipment

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

  • (a) a martial weapon and a shield or (b) two shortswords
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Leather armor, one tool set of your choice, and a dagger
Class Name
Level Proficiency Bonus Features Deeds Known Deed Dice Deed Dice Uses
1st +2 Seeker’s Sight, Swift Pursuit, Dark Bargains
2nd +2 Fighting Style, Seeker's Deeds 2 d6 2
3rd +2 Seeker Order, Know Thy Enemy 3 d6 2
4rd +2 Ability Score Improvement, Martial Versatility 3 d6 3
5th +3 Extra Attack 4 d8 3
6th +3 Seeker Order Feature 4 d8 3
7th +3 Improved Seeker’s Sight 5 d8 3
8th +3 Ability Score Improvement, Martial Versatility 5 d8 4
9th +4 Seeker Order Feature 6 d8 4
10th +4 Tactical Recovery 6 d8 4
11th +4 Deadly Grace 7 d10 4
12th +4 Ability Score Improvement, Martial Versatility 7 d10 5
13th +5 Improved Seeker’s Sight 8 d10 5
14th +5 Seeker Order Feature 8 d10 5
15th +5 Defensive Roll 9 d10 5
16th +5 Ability Score Improvement, Martial Versatility 9 d10 6
17th +6 Seeker’s Sight Mastery 10 d12 6
18th +6 Seeker Order Feature 10 d12 6
19th +6 Ability Score Improvement, Martial Versatility 10 d12 6
20th +6 Prey’s Demise 10 d12 6

Seeker’s Sight

At 1st level, you gain the ability to mark a target for death. As a bonus action, you can choose a creature within 90 feet that you can see and mark it with your Seeker's Sight. While the target is marked, you gain the following benefits: You deal extra damage to the marked target equal to your Intelligence modifier (minimum of 1). You score a critical hit on the target with a weapon attack on a roll of 19 or 20.

The mark lasts for 1 minute or until the target drops to 0 hit points. You can move the mark to a new target as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Dark Bargains

Seekers can invoke a Dark Bargain once per short rest, drawing on forbidden magic, cursed artifacts, or sinister powers in exchange for a significant boon. However, each Dark Bargain comes with a consequence, reflecting the dangers of tampering with powers that should remain untouched. A single Dark Bargain can be called upon once per short rest, with additional uses being gained as you gain Seeker levels.

Blood for Power

You invoke an ancient pact, drawing from your own life force to enhance your physical abilities. As a bonus action, you deal 1d8 necrotic damage to yourself (ignoring resistances), but gain an additional 1d6 necrotic damage on your weapon attacks for the next 1 minute. The Die used in this Dark Bargain scales with your Prowess Die After the effect ends, you suffer a level of exhaustion as your body weakens under the strain.

Eyes of the Forgotten

You temporarily sacrifice a part of your vision to glimpse the unseen, borrowing sight from the spirits of the dead. As a bonus action, you gain True Sight up to 60 feet for 1 minute, allowing you to see invisible creatures, magical auras, and the true form of shapechangers. After the effect ends, you are blinded until you take a short or long rest as the spirits withdraw their gift, leaving your sight temporarily useless.

Soulburning Strike

You pour a fragment of your soul into your weapon, creating an incredibly powerful strike fueled by raw emotion and essence. As part of an attack, you can choose to imbue your weapon with dark magic. If the attack hits, it deals an additional 2d10 force damage. The amount of damage dice used for this Dark Bargain scales with your maximum available Prowess Dice After the attack is made, you become stunned until the end of your next turn, as your body reels from the damage to your soul, leaving you disoriented and vulnerable.

Shadowbound Pact

You invoke a pact with shadowy forces, blending your form with the darkness around you. As a bonus action, you gain advantage on all Dexterity (Stealth) checks and become invisible while in dim light or darkness for 1 minute. You cannot take reactions during this time, and once the effect ends, you suffer disadvantage on Perception checks for the next hour as your senses adjust to the light

Spirit’s Rebuke

You call upon the angry spirits of the forgotten dead to lash out at your enemies. As a reaction when you are hit by an attack, the attacker must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be frightened of you for 1 minute. While frightened, they take 1d6 psychic damage at the start of each of their turns. The psychic damage dealt is equal to the value of your Prowess Die. Whether they succeed or fail, the spirits also turn on you after the effect ends, dealing 2d6 psychic damage to you, as the toll of controlling such malevolent forces takes its price. The psychic damage dealt is equal to the value of your Prowess Die

Mark of the Forsaken

You place a cursed mark on a creature, granting you a powerful edge in combat but corrupting your own essence. As a bonus action, cause the target of your Seeker's Sight to become afflicted with a cursed mark. You gain advantage on all attack rolls made against the marked creature, and your attacks deal an additional 1d4 psychic damage. Moving your Seeker's Sight to another target does not transfer the cursed mark. For the duration, you suffer a -2 penalty to saving throws, as the mark causes a weakening aura around you. The penalty persists until the mark fades or the creature dies.

Reaper's Boon

You trade a piece of your vitality for the ability to cheat death, if only for a brief moment. When you would be reduced to 0 hit points, you can instead drop to 1 hit point, ignoring the effect of the attack that would otherwise incapacitate you. For the next 1 minute, you have advantage on all death-saving throws, should they be needed. After using this ability, your maximum hit points are reduced by an amount equal to half your level until you complete a long rest, as death's toll lingers over you.

Swift Pursuit

Also at 1st level, you can quickly close the distance between you and your prey. After you make a weapon attack against a creature within 5 feet of you, you can use your bonus action to move up to half your movement speed without provoking opportunity attacks. This makes it easier to move between targets and keep mobile in combat.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Close Quarters Combatant: Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet. When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Quick Striker: While you are unarmed or wielding only light weapons, and aren't wearing medium or heavy armor, your walking speed increases by 10 ft. You also gain a +1 bonus to damage rolls with light melee weapons and unarmed strikes.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Versatile: When wielding a versatile weapon, you gain a +1 bonus to attack rolls when wielding it with one hand and a +1 bonus to damage rolls when wielding it with two hands.

Evasive Parry: When a creature hits you with a melee attack, you can use your reaction to reduce the damage by an amount equal to 1d4 + your Dexterity modifier. You must be wielding a finesse weapon to use this ability.

Escapist: When you take the Dash action, you gain a +2 bonus to your AC until the start of your next turn. This gives Seeker more of a tactical edge when repositioning.

Savage Momentum: If you move at least 10 feet, you can deal an additional 1d4 damage on your next attack within the same turn.

Seeker's Deeds

Also at 2nd level, you gain the ability to draw upon your hunting prowess to perform special combat maneuvers. You gain a number of Prowess Dice, which are d6s. The number of dice you have is equal to your proficiency bonus, and they reset when you finish a short or long rest. You can expend Prowess Dice to fuel certain special abilities, called Seeker's Deeds. Your Prowess Dice begin as d6s, and increase in size as you gain levels in this class, as indicated in the Seeker table.

Known Deeds

You know two Deeds of your choice from the Deeds List. The Seeker table shows when you will learn additional Deeds. Certain Deeds have prerequisites before they can be learned, such as a minimum Seeker level or Ability Score. Upon completing a Long Rest you may replace one of your known Deeds with another.

Saving Throws

If one of your Deeds requires a creature to make a saving throw, your Deed saving throw DC is calculated as follows, unless specified otherwise: Deed save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Seeker Order

At 3rd level you can emulate the teachings of one of the Seeker Orders, or perhaps you are already a member yourself. Your choice grants you features at 3rd level, and again at 6th, 9th, 14th, and 18th

Know Thy Enemy

Beginning at 3rd level, you can evaluate the power and potential of a creature with a mere glance. As an action, choose one creature you can see within 60 feet. You learn if it is your equal, superior, or inferior in one of the following attributes:

Current Hit Points Proficiency
Armor Class Walking Speed
Strength Score Constitution Score
Dexterity Score Class or Race

Alternatively, you can gain information in one of the attributes for free when initiative is rolled for the first time in a combat. Once you use this feature to learn something about a creature, you can't use it on that creature again until you complete a short or long rest. When you reach 12th level, you can use this feature as part of a weapon attack action, gaining a piece of information on a successful hit, up to 3 total pieces of information can be learned on a single target between each short or long rest

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.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Seeker’s Sight

At 7th level your Seeker’s Sight ability improves. When the target of your Seeker’s Sight is slain, you can immediately move it to another target within 90 feet without using a bonus action. Your Seeker’s Sight now lasts the full 1 minute even if the marked target dies.

Shadow Stalker

Also at 7th level, whilst you are in dim light or darkness, you can move stealthily at a normal pace. You gain advantage on Dexterity (Stealth) checks made to hide while you are within 60 feet of the creature marked by your Seeker’s Sight.

Tactical Recovery

At 10th level you gain the ability to regain one Prowess Die when you roll initiative and have no Prowess Dice remaining.

Deadly Grace

Beginning at 11th level, you can blend swift movement with deadly strikes. When you take the Dash or Disengage action, you can make a single weapon attack as a part of that action. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a short or long rest.

Improved Seeker’s Sight

At 13th level your critical hit range against the target of your Seeker’s Sight increases to 18-20.

Defensive Roll

At 15th level, you gain greater battlefield awareness, allowing you to make better use of your reactions. When you are hit by an attack, you can use your reaction to halve the damage taken and, should you wish, move 5 feet in any direction. You must be aware of the attacker to use this feature.

Seeker’s Sight Mastery

At 17th level, your Seeker’s Sight grows even more powerful. When you land a critical hit on the target of your Seeker’s Sight, you can immediately make another attack against that same target as part of the same action.

Prey’s Demise

At 20th level, you become the ultimate predator, a master of the hunt and combat. When you reduce a creature marked by Seeker’s Sight to 0 hit points, you can immediately take another turn, including an additional action, bonus action, and movement. You can use this feature once per short or long rest. Additionally, whenever you use the Dash or Disengage action, you can make two attacks as part of that action instead of one.

Class Subclasses

Some Undertakers have a certain monster that they hunt, whilst others are happy to hunt whatever needs slaying. Seekers can pick from the following selection of Orders; Undertakers,

Order of the Undertakers

The Order of the Undertakers is a Seeker subclass devoted to hunting, destroying, and neutralizing the undead. They use specialized knowledge and crafted tools designed specifically for this purpose. Upon joining this order, Seekers gain enhanced abilities against undead creatures, as well as a unique crafting mechanic that lets them prepare various anti-undead tools before each mission. Their expertise lies in exploiting the vulnerabilities of undead enemies and in wielding dark, forbidden powers to end their cursed existence.

Undertaker’s Sight

At 3rd level you gain Undertaker's Sight, an improvement to your Seeker's Sight. When an undead creature is marked by Seeker’s Sight, they lose any immunites they have from being undead against effects caused by the Seeker.

Necrotic Crafter

Also at 3rd level you learn to create special equipment designed to target specific kinds of undead. At the start of each day, the Seeker can craft two pieces of Undead Slaying Equipment. As they level up, they can create additional pieces, gaining more versatility in combating the undead. Each piece of equipment has its most powerful effect when used on undead creatures, but a weakened version can be used on living beings.

Against living beings or intelligent undead, the creature can perform a Dexterity saving throw to try and avoid the effects. (DC = 8 + proficiency + Intelligence modifier)

Flesh Fader

When this concoction is splashed onto a flesh-covered undead (such as zombies or ghouls), it deals 1d6 acid damage at the start of their turn for 5 turns.

Deals 1d4 acid damage for 3 turns to living targets, after which the effect ends.

Bone Breaker

This miniature, heavy bola wraps around a limb or bone. On a hit the limb becomes crippled, reducing its attack rolls by 2 and movement speed by 10 feet for 1 minute.

Deals 1d6 bludgeoning damage, and the limb is wrapped up, imposing disadvantage on attack rolls for 1 turn.

Spectral Siphon

This magical siphon latches onto incorporeal undead (like ghosts or wraiths). It deals 1d8 force damage and imposes disadvantage on their attack rolls for 1 minute. Additionally, the target cannot pass through solid objects while siphoned.

The siphon deals 1d4 force damage and imposes disadvantage on the next attack roll within 1 turn.

Dark Bargain: Soulflame

Also at 3rd level you gain a new Dark Bargain. You call upon forbidden necromantic power, imbuing your attacks with the essence of death itself to sear away the unnatural souls of the undead.

For 1 minute, your weapon is wreathed in soulflame—a flickering blue-black fire that specifically harms undead. When you hit an undead creature with a weapon attack, the attack deals an additional 2d6 radiant damage and burns away their ability to regenerate hit points or be healed for 1 turn. The damage die used is equal to your Prowess die.

After using this ability, you immediately take necrotic damage equal to your Seeker level as the dark forces drain your life force. This damage cannot be reduced.

Spirit Ward

At 6th level, Undertakers gain the ability to craft Spirit Wards as part of their Necrotic Crafter ability.

A Spirit Ward must be crafted during the Undertaker’s daily preparation of equipment. When activated as an action, the Spirit Ward causes all undead within a 30-foot radius to make a Wisdom saving throw (DC = 8 + proficiency bonus + Intelligence modifier). On a failed save, undead creatures are turned for 1 minute. If the undead’s CR is lower than half the Seeker’s level, they are instantly destroyed. A Spirit Ward can only be used once.

Wandering Stalker

At 9th level, the Undertaker’s relentless pursuit of undead makes them highly proficient in tracking and avoiding detection.

Survival Mastery: You gain proficiency in the Survival skill. If you already have proficiency, you instead gain expertise in the skill, allowing you to add double your proficiency bonus to Survival checks.

Stalking the Undead: Your ability to sneak past undead is enhanced. When you make a Stealth check to hide or sneak past undead creatures, you have advantage on the roll. Undead with the ability to detect living creatures (such as through senses like blindsight or tremorsense) must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Dexterity modifier) to detect you.

Necromancer’s Dread

At 14th level, Undertakers become hardened against the terror that often accompanies facing the undead, as well as gaining the ability to track down necromancers through their minions.

Fearless Against the Undead: You gain advantage on any saving throw made to resist the frightened condition when caused by undead creatures or Necromany spells.

Sense the Necromancer: By studying an undead creature for 1 minute, you can attempt to sense its connection to a necromancer. Make an Insight check (DC = 15+). On a success, you learn whether the undead is controlled by a necromancer or is acting independently. If controlled, you also gain a sense of direction (though not exact distance) to the location of the controlling necromancer, as long as they are within 1 mile.

Grave Rejection

When a creature moves within 10 feet of you, you can use your reaction to attempt to shove them backward with a powerful pulse of force. The creature must make a Strength saving throw (DC = 8 + proficiency bonus + Intelligence modifier). On a failed save, the creature is knocked back 10 feet and knocked prone. If the target fails the saving throw by 5 or more, it also takes force damage equal to half your Seeker level + your Intelligence modifier (minimum of 1).

If the creature was undead, then it takes double damage and has its DC requirement increased by 5. If the target was successfully knocked down, then you can reuse this reaction without expending a reaction for the rest of the turn, up to a number of times equal to your Intelligence modifier

You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all uses after a short or long rest.

Order of the Wardens

The Order of the Wardens represents Seekers who focus on guarding powerful locations, relics, and individuals. These Wardens are the ultimate defensive fighters, excelling in preventing the advance of enemies and defending those they have sworn to protect. Their fighting style is centered around heavy armor and mastery of a unique weapon: the Ring Glaive, a versatile and lethal tool that allows them to control the battlefield.

Bonus Proficiencies

At 3rd level, you gain proficiency with heavy armor.

Warden's Sight

At 3rd level you gain Warden’s Sight, an enhanced version of Seeker’s Sight. When the Warden marks a creature with Seeker’s Sight, the target’s movement speed is reduced by 10 feet. This effect lasts as long as the creature remains marked by Warden’s Sight.

Additionally, the Warden has advantage on Opportunity Attacks against the marked creature.

Dark Bargain: Soulbound Sentinel

You invoke a dark pact that binds your soul to a nearby ally within 30 feet. For the next minute, you can take damage in place of the bonded ally as a reaction, whenever they are hit by an attack or spell, redirecting all damage to yourself.

Each turn you don't take damage for your ally, you suffer psychic damage equal to your proficiency bonus, this damage cannot be reduced.

Ring Glaive

The Ring Glaive is a unique weapon mastered by Wardens. It is a circular blade with a grip in the center, designed to be thrown and return to the user. This weapon is as versatile in close-quarters combat as it is at a distance.

Weapon Properties: The Ring Glaive is a finesse, versatile, and thrown weapon with a range of 20/60 feet. When thrown, it automatically returns to the Warden's hand after each attack. Damage: 1d8 slashing (1d10 when wielded two-handed)

Deeds of the Glaive

As part of their training, Wardens can perform specialized Glaive Deeds using the Ring Glaive. These maneuvers give Wardens unparalleled battlefield control.

Bouncing Glaive

When making a ranged attack with the Ring Glaive, you can cause it to bounce to a second target within 15 feet of the original target before returning to you. Make an attack roll against the first target, then roll an attack against the second target.

The second target must be within 15 feet of the first. Add the Prowess Die to the damage of the first attack to hit.

Ricochet Glaive

When attacking a creature behind cover or that is dodging, you can aim the glaive to ricochet off a surface to strike the creature. The target does not benefit from cover or the Dodge action for this attack. Roll a normal attack with the glaive, and if it hits, add the Prowess Die to the damage.

The glaive must bounce off a nearby solid surface, such as a wall, tree, or piece of furniture.

Glaive Block

When a ranged attack is made against you, you can use the Ring Glaive to block the projectile. As a reaction you attempt to deflect the attack. Roll the Prowess Die and add the result to your AC against the triggering attack. If the attack misses, you can make an immediate ranged attack against a creature within range as part of the reaction.

Glaive Knock

When a creature moves toward you, you can throw your Ring Glaive to halt its advance. As a reaction you throw the glaive at the ground in front of the charging creature. The target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is knocked prone, and you can make an attack against it as part of the reaction, adding the Prowess Die to the damage roll.

Glaive Spin

In melee combat, you spin the glaive, striking multiple targets and moving into a defensive stance. Make a melee attack against a second target within 5 feet of the first. If the second attack hits, add the Prowess Die to the damage. After making the attacks, you can take the Dodge action as a bonus action.

You must have a target within 5 feet of the original enemy to make the second attack and take the Dodge action.

Boomerang Glaive

As part of an attack, you throw your Ring Glaive in a straight line. The glaive strikes multiple enemies in the line, up to 60 feet away. Make a ranged weapon attack against each creature in the line, up to 3, starting with the nearest and continuing to the furthest. The glaive returns to your hand after completing the attack. Add the Prowess Die to the damage of a single hit of your choice.

Dextrous Determination

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

You can use this feature a number of times equal to your proficiency bonus per long rest. Additionally, your speed increases by 10 feet.

Second Skin

At 9th level you become so accustomed to your heavy armor that it feels like a second skin. You gain the following benefits while wearing heavy armor:

  • You can sleep in your armor without suffering penalties from exhaustion.
  • The weight of your heavy armor is reduced by 75% (for the purposes of encumbrance).
  • Donning or doffing heavy armor now takes you only 10 seconds (1 round of combat).

Through the Shadows

The battlefield can shift in an instant, and so can you. At 14th level, as a bonus action, you can vanish momentarily, reappearing in a spot you can see within 30 feet.

Upon appearing, you gain advantage on the first attack you make before the end of your turn. You can use this ability a number of times equal to your proficiency bonus per long rest.

Lord of the Glaive

At 18th level your proficiency with the Ring Glaive is unmatched. When you use a Prowess Die on a glaive deed, you can roll the Prowess Die twice and use the higher result. Additionally, if you miss an attack with the glaive, you can reroll the attack once per turn.

You can unleash a flurry of attacks in a whirlwind of strikes with your Ring Glaive. As an action, you can attack all enemies within a 10-foot radius of you. Roll a separate attack for each target, and add 3d10 to the damage of each hit. After using this ability, you can’t use it again until you finish a long rest.

Order of the Apocryphal

The Order of the Apocryphal represents Seekers who have harnessed personal magic, advanced techniques, and arcane enhancements to become relentless hunters of creatures that threaten the world. Their power comes from within—tapping into magical sources and augmenting themselves through mutagens, mystical concoctions, and deeply personal magic. They are versatile and formidable in combat, both physically and magically, making them fearsome foes for any creature.

Monstrous Gaze

At 3rd level you gain Monstrous Sight, an enhanced version of Seeker’s Sight. The creature affected by your Seeker's Gaze suffers a penalty to its first weapon or unarmed attack per turn equal to your proficiency modifier.

Dark Bargain: Accursed Reclamation

You consume residual magical energy from a slain foe. When a creature under your Seeker's Gaze dies within 30 feet of you, you can use your reaction to regain a spell slot, or Prowess Dice equal to half your proficiency bonus (rounded down).

You are momentarily overloaded with magic, causing you to suffer disadvantage on saving throws until the end of your next turn.

Clasps

The Order of the Apocryphal enhances their combat capabilities through magical Clasps—small bursts of arcane energy that grant them access to powerful effects and spells. These clasps reflect their connection to elemental and arcane forces, augmenting their arsenal with both utility and destructive magic. Clasps allow the Apocryphal to cast cantrips and spells using Prowess Dice, scaling in power as the Seeker's Prowess Dice increase.

Clasp of Gales

You harness the power of wind and thunder to push back and deafen foes. Your magic is nimble and disruptive, granting you control over the battlefield with wind-based attacks. You gain the following spells;

  • Cantrip: Gust
  • Spell: Thunderclap (1st level)

Clasp of Spirits

By tapping into spiritual energy, you can illuminate dark spaces and defend yourself by absorbing incoming elemental damage, redirecting it back to your foes.

  • Cantrip: Light
  • Spell: Absorb Elements (1st level)

Clasp of Blazes

Flames dance at your fingertips, ready to be unleashed upon your enemies. You wield fire both as a light source and a destructive force.

  • Cantrip: Produce Flame
  • Spell: Burning Hands (1st level)

Clasp of Energies

You manipulate the chaotic energies of the multiverse to attack both the mind and body of your foes. Your magic is unpredictable but incredibly dangerous.

  • Cantrip: Mind Sliver
  • Spell: Chaos Bolt (1st level)

Clasp of Ichors

By commanding the primal fluids of the world, you reshape water and call forth a chilling protective barrier of ice, damaging those who strike you.

  • Cantrip: Shape Water
  • Spell: Armor of Agathys (1st level)

Clasp of Terrains

You manipulate the ground beneath you, creating traps to ensnare your enemies or reshape the terrain in your favor.

  • Cantrip: Mold Earth
  • Spell: Snare (1st level)

Clasp Casting Rules

Casting Method: You cast the cantrips and spells granted by Clasps without needing verbal or material components, relying purely on your inner power.

Prowess Dice Scaling: Levelled spells cast through Clasps scale with the size of your Prowess Dice. Each time your Prowess Dice increase in size, the level of the spell also increases accordingly, giving you access to higher levels of power as you grow in strength.

Example: At level 3, the Clasp of Blazes allows you to cast Burning Hands as a 1st-level spell. If your Prowess Dice are d6, this will stay a 1st-level spell. However, if you reach higher levels where your Prowess Dice become d8, Burning Hands will be cast as a 2nd-level spell without requiring a higher slot.

Apocryphal Trials

At 6th level your body and mind undergo intense, arcane conditioning, granting you supernatural abilities. You gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain Darkvision out to a range of 60 feet. If you already have Darkvision, its range is increased by an additional 30 feet.
  • The trials imbue you with heightened agility and awareness, making you immune to surprise.

Silver & Steel

At 9th level the Apocryphal’s weapons are honed to strike at the heart of unnatural foes, as well as manipulate their mortal enemies. Your weapon attacks gain the following benefits:

  • Against Undead, Fiends, and Fey: Your attacks deal additional radiant damage equal to your proficiency die's value.
  • Against Humanoids: Humanoid creatures you strike cannot take opportunity attacks against you for the rest of your turn.

Acknowledged

at 14th level you become even more dangerous when engaged by an enemy, their reflexes sharpened by pain and battle experience. When a creature successfully hits you with an attack, you gain the following bonuses for the next turn:

  • You gain advantage on your next attack roll against the creature that hit you, and if you hit, the attack deals extra damage equal to your Intelligence modifier.
  • Until the start of your next turn, you have resistance to the damage type of the triggering attack (except psychic damage), representing your body’s ability to adapt to and mitigate harm from recent assaults.

Seeker Gauntlet

At 18th level your mastery of the Apocryphal Trials reaches its peak, granting you unprecedented agility and combat prowess. You gain the following benefits:

  • Your speed increase and darkvision range from Apocryphal Trials doubles
  • you can attack three times, instead of twice, whenever you take the Attack action on your turn. If you are dual-wielding, your bonus action off hand attack can make an additional attack.

Order of the Ar'gonathian Gunslinger

This gunslinger makes a pact with the Demon Prince Ar'gonath, granting the Seeker demonic magic and skills to hunt other demons, devils, and powerful creatures in exchange for carrying out Ar'gonath’s will in the mortal realm. These gunslingers are powerful, yet feared due to their pact, and their abilities reflect a combination of infernal power and firearms expertise.

Seeker Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Burning Gaze

At 3rd level you gain Burning Gaze, an enhanced version of Seeker’s Sight. When you use Seeker's Sight on a creature, they must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the target takes fire damage equal to your prowess die and is set on fire.

The fire persists until they use an action to extinguish it, taking additional fire damage at the start of each of their turns equal to your Intelligence modifier. On a successful save, the target takes half the fire damage and is not set on fire.

This effect only applies to the initial target of your Seeker’s Sight.

Dark Bargain: Ar'gonath’s Shield

Also at 3rd level you gain a new Dark Bargain, allowing Ar'gonath to shield you in infernal power, protecting you from harm but drawing the life force out of you when the shield fades.

For the next minute, you gain temporary hit points equal to twice your Seeker level, and when a creature hits you with a melee attack while these temporary hit points remain, they take fire damage equal to a roll of your prowess die.

When the effect ends, you lose all remaining temporary hit points and take necrotic damage equal to half the amount of temporary hit points granted by this effect.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots

The Ar'gonathian Gunslinger Spellcasting table shows how many spell slots you have to cast your warlock 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 Armor of Agathys and have a 1st-level and a 2nd-level spell slot available, you can cast Armor of Agathys using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level warlock spells of your choice, two of which you must choose from the abjuration and evocation spells on the warlock spell list.

The Spells Known column of the Ar'gonathian Gunslinger Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your warlock spells, even though you were gifted this power, you must learn how to wield it on your own. 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 warlock 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

Might & Magic

At 6th level, the Ar'gonathian Gunslinger fuses their martial prowess with infernal magic. They gain the following benefits:

  • Gunslinger’s Precision: You can make ranged attacks with your firearms without disadvantage when within 5 feet of a hostile creature.
  • Quickdraw: You can make opportunity attacks with your firearm. If you hit with a ranged opportunity attack, you can add your Intelligence modifier to the damage roll.
  • Homing Shot: Your firearms ignore half and three-quarters cover. Once per short rest, you can declare a shot as "homing," rerolling one attack roll with your firearm that you would have otherwise missed.

Forbidden Sight

At 9th level, the Ar'gonathian Gunslinger gains supernatural vision, allowing them to track and hunt down their prey with unparalleled precision.

Forbidden Sight: For the next minute after damaging a creature with your firearm, you can see them through solid objects and barriers (up to 100 feet), as if by true sight.

Ocular Annihilation: Once per short rest, you unleash a torrent of infernal energy from your eyes. As an action, you can fire a beam of fiery energy in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier), taking 4d10 fire damage on a failed save, or half as much damage on a successful save. Creatures that fail the save are blinded until the start of your next turn.

Dark Claws

At 14th level, the Gunslinger's infernal pact warps their form, allowing them to manifest demonic claws.

As part of your attack action, you can grow massive shadowy claws and strike with them as natural weapons you are proficient with. The claws deal 2d6 slashing damage plus your Intelligence modifier. When you hit a creature with these claws, you can choose to use a prowess die, they must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, you can roll your Prowess dice twice and total the number, dealing that as additional necrotic damage and causing the creature to bleed, dealing 1d6 damage at the start of each of their turns until they succeed on the saving throw or receive magical healing.

Metamorphosis

At 18th level, the Gunslinger’s pact with Ar'gonath reaches its zenith, allowing them to fully embrace their demonic potential and temporarily transform into a terrifying fiend.

Once per long rest, as a bonus action, you can assume a demonic form for 1 minute. While transformed, you gain the following benefits:

  • Resistance: You gain resistance to bludgeoning, slashing, piercing, and fire damage.
  • Demonic Healing: Upon transforming, you can spend available hit die to heal as if you had taken a short rest.
  • Demonic Wings: You sprout wings, granting you a flying speed of 40 feet.
  • Enhanced Physicality: You gain a +2 bonus to your Strength, Dexterity, and Constitution scores (up to a maximum of 22).
  • Increased Speed: Your speed increases by 10 feet for the duration of the transformation.

Seekers Deeds

Below are the Deeds available to the Seeker. If a Deed has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites.

Basic Deeds

Basic Deeds are minor techniques slightly more complicated than swinging a sword or firing a shot. They can be learned by Seekers with modest training and have no level prerequisite.

Counter

Prerequisites: Dexterity of 11 When a creature you can see misses you with a melee attack, you can use your reaction to expend a Prowess Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Prowess Die to the damage roll of that attack.

Damned Fortitude

Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw you can expend a Prowess Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.

Dark Force

Prerequisites: Strength or Constitution of 11

Whenever you make a Strength or Constitution ability check you can expend Prowess Dice (up to your proficiency bonus), roll those dice, and add the total to the result of your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Deadeye Shot

When you make a ranged weapon attack, you can expend one Prowess Die to increase your accuracy. Add half the Prowess Die result to your attack roll. On a hit, add the Prowess Die to the damage roll.

Deceptive Guise

Prerequisites: Dexterity or Charisma of 11 When you make a Dexterity (Sleight of Hand), a Charisma (Deception), or a Charisma (Performance) check you can expend a Prowess Die, roll it, and add it to your ability check. You can do so after you roll, but before you know the result.

Defensive Stance

Prerequisites: Constitution of 11

You steel yourself against incoming harm. As a bonus action, you can expend one Prowess Die and gain temporary hit points equal to the result. Any remaining temporary hit points are lost at the start of your next turn.

Demanding Presence

Prerequisites: Charisma or Strength of 11

When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Prowess Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.

Also, whenever you would normally make a Charisma (Intimidation) check, you can instead make a Strength (Intimidation) check.

Disarm

When you hit a creature with a weapon attack, you can expend a Prowess Die and attempt to disarm it. It must succeed on a Strength saving throw, or it takes additional damage equal to one roll of your Prowess Die, and it drops one item of your choice that it is currently holding on the ground in the space that it is currently occupying.

Feint

Prerequisites: Charisma of 11

As a bonus action, you can expend one Prowess Die and make a Deception check contested by the target’s Insight. On a success, your attack against that creature before the end of your turn has advantage, and you add the Prowess Die to the damage roll of the first hit.

First Aid

As an action, you can touch a creature that has at least 1 hit point and expend Prowess Dice (up to your proficiency bonus), roll those dice, and that creature regains a number of hit points equal to the total roll + its Constitution modifier.

Focused Strike

When you make a weapon attack, you can expend one Prowess Die to increase your critical hit chance. The attack scores a critical hit on a 19-20. If the attack is already a critical hit, add the Prowess Die to the damage.

Ghostwalk

Prerequisites: Dexterity of 11

When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Prowess Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Grim Determination

Prerequisites: Constitution of 11

When reduced to 0 hit points but not killed outright, you can expend one Prowess Die to stay conscious. Roll the Prowess Die and regain hit points equal to the result + your Constitution modifier. You must take a short rest before using this again.

Inquisitor's Eye

Prerequisites: Intelligence or Wisdom of 11

When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Prowess Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Intuitive Strike

When a creature moves within the reach of a melee weapon you are wielding, you can use a reaction to expend an Prowess Die and make a single attack against it with that weapon. On hit, you add one roll of your Prowess Die to your damage roll.

Lunge

As part of a melee weapon attack you can expend a Prowess Die to increase the range of that attack by 5 feet. On hit, you deal additional damage equal to one roll of your Prowess Die.

Low Sweep

When you hit a creature with a melee weapon attack, you can expend a Prowess Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Prowess Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.

Nature's Guidance

Prerequisites: Wisdom or Intelligence of 11 When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Prowess Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.

Parry & Riposte

Prerequisites: Dexterity of 11 While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you can use your reaction to expend one Prowess Die, roll it, and add it to your Armor Class against that attack. Should this cause the attack to miss, you can make one melee weapon attack against your attacker as part of the same reaction.

Piercing Shot

When you hit a creature with a ranged weapon attack, you can expend one Prowess Die to pierce through resistances. The attack ignores the creature’s damage resistance or immunity to non-magical weapons or piercing damage, and you add the Prowess Die to the damage roll.

Rough Rider

Prerequisites: Wisdom of 11 When your trained mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend one Prowess Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Scholarly Recall

Prerequisites: Intelligence of 11

Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can expend a Prowess Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.

Shield Bash

When you take the Attack action while wielding a shield, you can expend one Prowess Die to attempt to shove a target. Roll the Prowess Die and add the result to your Athletics check. On a success, the target is shoved back up to 10 feet and takes bonus damage equal to the result of the Die

Spectral Soar

Prerequisites: Dexterity of 11 When you move at least 10 feet immediately before you jump, you can expend Prowess Dice (up to your proficiency bonus) to increase the distance of your jump by 10 feet for each Prowess Die expended, even if this exceeds your remaining speed.

Tactical Toss

Prerequisites: Dexterity of 11 In place of an attack, you can expend a Prowess Die to throw an object that you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the object and target take bludgeoning damage equal to one roll of your Prowess Die + your Dexterity modifier.

At 11th level, the range of this Deed becomes 120 feet.

Vigilant Step

When you roll for initiative, you can expend one Prowess Die to add it to your initiative roll.

Advanced Deeds

Advanced Deeds represent the peak of martial skill achievable by a Seeker without dedicated training. These can be learned by any Seeker of 5th level or higher.

Challenge of Steel

Prerequisites: 5th level

As a bonus action, you can expend one Prowess Die to challenge a foe to single combat. One creature within 30 feet that can see or hear you must succeed on a Wisdom saving throw or have disadvantage on all attack rolls against creatures other than you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect ends early if you attack another creature.

Dustblind

Prerequisites: 5th level, Dexterity 13

As a bonus action, you can expend one Prowess Die to hurl a cloud of debris at a creature within 10 feet. The target must succeed on a Constitution saving throw or take piercing damage equal to the result of your Prowess Die and become blinded until the start of your next turn.

Exposed Flaw

Prerequisites: 5th level, Dexterity 13

When you hit a creature with a melee weapon attack, you can expend one Prowess Die to strike a vulnerable area. The target must succeed on a Constitution saving throw or take additional damage equal to the result of your Prowess Die, fall prone, and be unable to take reactions until the start of your next turn.

Fearsome Howl

Prerequisites: 5th level, Constitution or Charisma 13

As a bonus action, you can expend one Prowess Die to let out a terrifying shout. A creature within 30 feet that can see or hear you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. On a failed save, the creature must use its action to move as far away from you as possible without harming itself.

Guardian’s Cowl

Prerequisites: 5th level

As a bonus action, you can expend one Prowess Die to enter a defensive stance. Until the start of your next turn, you gain a bonus to your Armor Class equal to the result of your Prowess Die when a creature targets you with an attack.

Iron Resolve

Prerequisites: 5th level

When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend one Prowess Die and add the result to your saving throw. You can do so after rolling the d20 but before knowing whether the roll succeeds or fails.

Relentless Pursuit

Prerequisites: 5th level

As a bonus action, you can expend one Prowess Die to move up to your walking speed toward a hostile creature you can see and make a melee weapon attack against it. Add the result of the Prowess Die to your damage roll.

Rending Cleave

Prerequisites: 5th level, Strength 13

When you hit a creature with a melee weapon attack, you can expend one Prowess Die to rend its armor. The target must succeed on a Dexterity saving throw or take additional damage equal to the result of your Prowess Die and have its Armor Class reduced by 1 until the damage is repaired, or it finishes a long rest.

Senseshatter

Prerequisites: 5th level

When you hit a creature with a weapon attack, you can expend one Prowess Die to cripple one of its senses. The target must succeed on a Constitution saving throw or take additional damage equal to the result of your Prowess Die and become blinded, deafened, or silenced (your choice) until the start of your next turn.

Sharpened Focus

Prerequisites: 5th level

When making a weapon attack, you can expend one Prowess Die to focus your strike. You gain advantage on the attack roll, and you can roll the Prowess Die and add it to the attack’s damage. You must declare this after you roll but before knowing if you hit or miss.

Storm of Shrapnel

Prerequisites: 5th level, Dexterity 13

As an action, you can expend one Prowess Die to unleash a flurry of strikes. Make a ranged attack against a point you can see within range. Creatures within 5 feet of the point must make a Dexterity saving throw, taking damage equal to one roll of your Prowess Die plus your Dexterity modifier on a failed save, or half as much damage on a success.

Swift Redirection

Prerequisites: 5th level When a creature misses you with a melee attack, you can expend one Prowess Die to redirect its strike. The creature must make a new attack roll against another creature of your choice within its reach, adding the result of your Prowess Die to the attack roll.

Whirlwind Blades

Prerequisites: 5th level, Strength or Dexterity 13

As an action, you can expend one Prowess Die to force all creatures within your melee reach to make a Dexterity saving throw. On a failed save, the creatures take damage equal to the result of your Prowess Die plus your Strength or Dexterity modifier. They take half damage on a successful save.

Elite Deeds

Elite Deeds are only mastered by elite warriors who dedicate their lives to training. They can only be learned by Seekers of 9th level and higher. Each Elite Deed you know can only be used once per short or long rest.

Crippling Strike

Prerequisites: 9th level, Strength 15

When you hit a creature with a melee weapon attack, you can expend one Prowess Die to strike with crippling force, dealing additional damage equal to two rolls of your Prowess Die. The target must succeed on a Wisdom saving throw or suffer the following effects for 1 minute:

  • Its speed is halved, and it cannot take reactions.
  • Its Armor Class is reduced by 2.
  • It has disadvantage on Dexterity saving throws.
  • On its turn, it can only take an action or a bonus action.
  • It cannot make more than one attack during its turn, even if a feature would allow it to make multiple attacks.

The creature can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success. This deed’s effects do not stack with the slow spell.

Focused Gaze

Prerequisites: 9th level

As a bonus action, you can expend one Prowess Die to enter a heightened state of focus, which you must concentrate on as if concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • Your speed is doubled.
  • You gain a +2 bonus to your Armor Class.
  • You have advantage on Dexterity saving throws.
  • You gain an additional action on each of your turns. The action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.

When this effect ends, you must succeed on a Constitution saving throw against your Seeker Deed save DC, or you can't move or take actions until after the end of your next turn.

This deed’s effects do not stack with the haste spell.

Legendary Prowess

Prerequisites: 9th level, Strength or Constitution 15

As a bonus action, you can expend Prowess Dice (up to your proficiency bonus) to enter a heightened state of physical performance, which you must concentrate on as if you were concentrating on a spell. You gain the following benefits:

  • Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10.
  • Your walking speed increases by a number of feet equal to 5 times your Strength modifier (minimum of 5 feet).
  • You count as one size larger for the purposes of carrying capacity and grappling.
  • Your long and high jump distances double, even if the distance would exceed your remaining movement.

The effects last for 10 minutes for each Prowess Die spent as part of this deed and end early if you are incapacitated.

Resilience of the Chosen

Prerequisites: 9th level, Constitution 15

When you take damage from a source you can see, you can expend Prowess Dice (up to your proficiency bonus) to reduce the incoming damage. For each Prowess Die you expend, you roll three Prowess Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total.

If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.

Seeker’s Thunder

Prerequisites: 9th level, Strength or Dexterity 15

In place of an attack, you can expend Prowess Dice (up to your proficiency bonus) to fire one piece of ammunition in a line, out to the weapon's normal range. Creatures in the line must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Prowess Die for each Die spent, plus either your Strength or Dexterity modifier, and fall prone. On a success, they take half that damage and don't fall prone.

Banshee Screech

Prerequisites: 9th level As an action, you can expend one Prowess Die and issue a devastating screech, forcing creatures of your choice that can hear you in a 30-foot cone to make a Wisdom saving throw. On a failed save, they drop whatever they are holding and are frightened of you for 1 minute. If a frightened creature ends its turn and does not have line of sight to you, it can repeat the saving throw, ending the effect on a success.

Pinnacle Deeds

Pinnacle Deeds are only able to be mastered by the most elite seekers in the land. These can only be learned by Seekers of 13th level and higher. Each Pinnacle Deed you know can only be used once per short or long rest.

Shadowed Shots

Prerequisites: 13th level, Dexterity 17

As a bonus action, you can expend one Prowess Die and enter into a heightened state of reflexes, which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action, including the bonus action you used to activate this deed, to make two ranged weapon attacks as long as you have ammunition.

This deed’s effects do not stack with the swift quiver spell.

Staggering Strike

Prerequisites: 13th level, Strength 17

When you hit a creature with a melee weapon attack, you can expend one Prowess Die to strike with near-supernatural power, dealing additional damage equal to three rolls of your Prowess Die. The creature must succeed on a Wisdom saving throw, or for the next minute, it has disadvantage on ability checks and attack rolls and cannot take reactions.

The creature can make a Wisdom saving throw at the start of each of its turns, ending these effects on a success.

Talented, Truly

Prerequisites: 13th level

As an action, you can expend one Prowess Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll of your Prowess Die to any check you make that uses that skill, without expending a Prowess Die.

Wanderlust

Prerequisites: 13th level, Dexterity of 17

As a bonus action, you can expend one Prowess Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • Your movement is unaffected by difficult terrain.
  • You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.
  • Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
  • You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
  • Swimming or being underwater imposes no penalties on your movements or your attack rolls.

God Hunter Deeds

God Hunter Deeds are techniques and skills that rival demigods and heroes of legend. These can only be learned by Seekers of 17th level and higher, and each God Hunter Deed you know can only be used once per long rest.

Alpha Strike

Prerequisites: 17th level, Strength or Dexterity of 19

As an action on your turn, you can expend Prowess Dice (up to your proficiency bonus) and flourish a melee weapon then vanish. Choose up to five targets that you can see within 30 feet and make one melee weapon attack against each one.

On a hit, each target takes damage of your weapon's type equal to two rolls of your Prowess Die for each Prowess Die you spent + either your Strength or Dexterity modifier.

You then appear in an unoccupied space of your choice you can see within 5 feet of one of the targets of this Deed.

Winds of Death

Prerequisites: 17th level, Dexterity of 19

As an action on your turn, you can expend Prowess Dice (up to your proficiency bonus) to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must succeed on a Dexterity saving throw or they take piercing damage equal to two rolls of your Prowess Die for each Prowess Die you spent + your Dexterity modifier. Any creature that succeeds on its saving throw takes half as much piercing damage.

You must have enough ammunition to hit each target.