(INT) The Seeker
(INT) The Seeker
(INT) The Seeker
A flexible, intelligence-based magical expert for Dungeons & Dragons 5th Edition. Through deep
study of signs from the divine, they are guided to a goal. Blessed with magic empowerment, they have
the skills to accomplish any task. The Seeker uses a combination of fast and slow magic to be the
ultimate utility caster.
Image: Two of Swords, Anna Chrisenson
1
The Seeker
U
nder 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 Skyway in Sharn
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...
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.
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 Find a Path or Make One
at bay, this brew will fix everything.” The tea leaves glow with A seeker moves through the world with ease, adept at
a brilliant green light as the water comes to a boil. A smirk traveling quickly over the roughest of terrain. As such, a
comes across the seeker’s face “I just wish we could see the seeker needs to be an expert at infiltrating the toughest to
look on their faces...” reach places; they spring locks, recognize traps, and can
work with the tools around them to get past the clockwork
Divine Guidance mechanisms common to this world. Not nearly to the level of
To be a seeker is to be on a mission given out by a higher an artificer’s mastery over all things mechanical and crafted,
being. Maybe an angel appears in visions or the seeker is but similar to their other skills, seekers use magic to make up
able to hear the whispers of a Prince of Hell, seekers follow a for their lack in certain areas.
divine path. Although a seeker’s mission varies, most
commonly they are looking for someone, a person of Mind Over Matter
importance to their deity such as a prophet, muse, or even an The skills a seeker possesses are minor compared to what
avatar of another god. Unlike a paladin or cleric who may they have trained for. A seeker uses their body as a vessel for
follow the tenets of a god and lead others in that religion, a empowering magics, allowing their spells to change how their
seeker is given guidance by their deity. Through study of own form functions. Because of this training, they more often
subtle signs and interpretation of omens and symbols that rely not on talent, but instead on the use of magic to make up
most would miss, a seeker’s path is laid before them. The what is lacking. Continuing this line of thinking, seekers often
tasks that seekers are given may be devoid of how to rely on others to get through difficult situations, a wise
complete them, thus a seeker must be adept at gathering seeker is aware that they cannot handle every situation
intelligence. Seekers care not where their information comes thrown their way. Seekers should be able to work well with
from, whether guidance gifted by the divine, the knowledge their fellow companions to accomplish the goals set before
still held by the dead, or simply by charming those that would them by their patron, as such a seeker’s spells lean towards
otherwise hoard secrets; by any means will they uncover the improving their gifts and the group rather than blatantly
path laid before them. destructive magics.
Level Bonus Features Rites Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting and Rites, Mavenhood, Tea Leaves 1 2 2 — — — — — — — —
2nd +2 Premonition, Sixth Sense 2 2 3 — — — — — — — —
3rd +2 Magical Adaptation, Maven Feature 3 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 3 4 3 — — — — — — —
5th +3 — 5 3 4 3 2 — — — — — —
6th +3 Destined Strike, Maven Expertise 6 3 4 3 3 — — — — — —
7th +3 Ill Omen 7 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 8 3 4 3 3 2 — — — — —
9th +4 — 9 4 4 3 3 3 1 — — — —
10th +4 Holdfast, Maven Feature 10 4 4 3 3 3 2 — — — —
11th +4 — 11 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 12 4 4 3 3 3 2 1 — — —
13th +5 — 13 4 4 3 3 3 2 1 1 — —
14th +5 Maven Feature 14 4 4 3 3 3 2 1 1 — —
15th +5 — 15 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 16 4 4 3 3 3 2 1 1 1 —
17th +6 — 17 4 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 Blessing 20 5 4 3 3 3 3 2 2 1 1
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain
proficiency in medium armor. Additionally, you gain
proficiency in the Medicine and Religion skills. Choose one of
these two skills, you add double your proficiency bonus to
checks you make with it. At 6th level, you can choose a
second skill that you are proficient with to add double your
proficiency bonus to checks you make with it.
Blessed Warmth
Spirit of the Light At 10th level, you are able to call on your deity for additional
At 3rd level, you are blessed with a beneficent spirit from aid in the form of an avatar. As the sun rises, whether you
your patron. When casting healing spirit, either with a spell are able to see it or not, choose a target to be blessed. This
slot and using a Rite or by casting the spell as a Rite, healing target has advantage on saves against blindness and
spirit changes, as below: deafness as well as being poisoned and frightened.
The spirit appears in a form you choose that represents Additionally, you learn the dancing lights cantrip which
your deity. does not count against your cantrip total. When you cast this
This spell doesn’t require concentration; it ends either cantrip, you may spend two Rites to end the cantrip early
after a minute has passed since casting it, when you and cast either mass cure wounds or destructive wave
choose (as a free action), or you fall unconscious. centered on your dancing lights. You may not use this feature
When you cast this spell, choose either a skill or a save, again until you have finished a long rest.
when you heal someone with this spell, the healed target
has advantage on that skill or save you chose until the Gift of the Martyr
spirit heals another target or the spell ends. At 14th level, when healing an ally using magical means, you
Hostile creatures within a 10 foot radius of the Spirit can choose to spend your own hit dice to increase the healing
cannot benefit from advantage on attacks or ability you impart. Choose a number of your hit dice up to your
checks. Intelligence modifier to increase the healing of one target you
heal by 5 hit points for every hit dice spent this way.
Also at 3rd level, you may choose to reroll any 1 rolled once Also at 14th level, you become a vessel for the light of your
per use Sixth Sense. When you reroll, you may also choose to patron! Once per long rest, you may spend three Rites to
create a burst of light that blinds foes within 10 feet who fail cast either divine word, heal, or sunbeam. When the spell
a Constitution saving throw against your spell save DC until ends, you cannot move or take actions until after your next
the end of your Sixth Sense. turn, as you experience the elation of your diety's force
moving through you.
.
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain
proficiency in Sleight of Hand and Stealth. Choose one of
these two skills, you add double your proficiency bonus to
checks you make with it. At 6th level, you can choose a
second 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. Add your proficiency bonus to your initiative roll.
Additionally, you can gain a blessing of invisibility from
your deity briefly. After using the Hide action, you may
become invisible. Your invisibility ends at the start of your
next turn, cast a spell, or make an attack. You may use this
ability a number of times per long rest equal to your
Intelligence modifier.
You may empower this ability by spending a Rite to have Striking From The Shadows
the invisibility last until the end instead of the start of your You are your deity's divine weapon, the harm you carry out is
next turn. While empowered in this way, you move at your even greater by their blessing. Starting at 14th level, when
normal walking speed. ending a concentration spell by causing damage with that
spell, such as ensnaring strike or staggering smite, you may
Quickened Hand roll one extra damage die from that spell's damage.
Starting at 10th level, magic comes even quicker to your Also at 14th level, you may cast the spell invisibility at its
fingertips. When you cast a concentration spell that uses a lowest level using a Rite. You always have Invisibility
bonus action, you can instead use your reaction to cast that prepared, and it doesn't count against the number of spells
spell. When you use this feature, unless the components for you can prepare each day.
casting the spell were associated with a consumed cost, the
components are now just somatic. You can use this feature a
number of times per long rest equal to your Intelligence
modifier.
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain
proficiency in Perception and Survival. Choose one of these
two skills, you add double your proficiency bonus to checks
you make with it. At 6th level, you can choose a second 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.
Additionally, movement across shorter distances becomes
your forte. As a bonus action, you can teleport 10 times your
proficiency bonus feet away or teleport a creature 5 times
your proficiency bonus feet to a location you can see; if the
creature you are teleporting is unwilling, they must make a
Charisma save against your spell DC to avoid being
teleported. You can use this feature a number of times per
long rest equal to your Intelligence modifier.
Safe Haven
When you reach 10th level, you are able to find a safe haven
no matter where you go. By using a Rite and your reaction on
your turn, you can instantly return to where you started your
turn as long as you are still on the same plane of existence.
After you have returned to that starting position, your
movement drops to 0 and you have resistance to damage
until the start of your next turn.
Also at 10th level, your uses of Transporter resets after a
short or long rest.
Going The Distance
At 14th level, by expending a Rite and meditating for 10
minutes, you are able to cast either find the path, teleport, or
phase shift once. For the purposes of spellcasting, you do not
need the material components for using this feature.
Bonus Proficiencies
When you choose this Mavenhood at 1st level, you gain
proficiency in two of the following skills: Deception,
Intimidation, Performance, or Persuasion. Choose one of
these two skills, you add double your proficiency bonus to
checks you make with it. At 6th level, you can choose a
second skill that you are proficient with to add double your
proficiency bonus to checks you make with it.
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 by spending 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, if
you do so, the spell doesn’t require verbal, somatic, or
material components that lack a gold cost.
Piercing Words When forcing a creature to make an
Intelligence, Wisdom, or Charisma saving throw, if they
would normally roll with advantage, instead that creature
rolls that save without advantage.
Turn of Phrase
By 10th level, you've learned to undo your gaffes and
blunders. When you cast a spell with a spell slot that fails
due to the target being immune to the effect, you may use
your reaction and a Rite 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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version 4.3 This list does not include options for damaging baddies
directly, but there are some amazing combos with haste,
Art update! spirit shroud, and otherworldly guise along with the class
Rite usage changed to increase cost for 3rd and 5th level feature Destined Strike that can give your character some
spells ability to really help you be a front line fighter if you wish it.
Alright! I did it! I added some damaging spells and a few Along with this, yes you might have to drop concentration
extra damaging cantrips. during combat, but with your ability to cast spells as Rites
Divine Inspiration split into Premonition and Sixth Sense out of combat, that should help make up for the dropped
for readability and with an update to amount of uses. concentration.
Enhanced Attack is now Destined Strike and changed to
only be useable while under the effect of Sixth Sense and Destined Strike
to allow for a damaging cantrip option. Full casters get options to do two attacks in the same round
The 18th level feature Unstoppable changed to Endless through certain subclasses, think bards, hexblades,
Pursuit and 2nd effect changed to make you more bladesingers, etc. Destined Strike allows for seekers to
unstoppable. choose whether they want to cast a cantrip, whether
Mavenhood of Bitter Heart added. damaging like BB or chill touch, or a non-damaging one like
minor illusion or mold earth. It is supposed to be a limited
Design Decisions and flexible version of a 2nd attack and akin to the Cleric’s
Divine Strike. I believe that the combination of having access
Why the heck did I do the things I did? In an attempt to to spells that increase damage of strikes, like hunter’s mark
address some of the things that are coming up, I will start and spirit shroud, can allow for characters to play as a gish-
posting some thoughts: lite that has awesome utility options, a utility/support caster
that buffs and protects the party, or even be a main front line
Rites fighter with the Cutting Tongue, Lurking Hand, and Shifting
Bards get bardic inspiration, clerics get divine channeling, Flesh subclasses. Thematically, the seeker is a class that
druids get wild shape, sorcerer’s get sorcery points, wizards uses magic to enhance its own physicality, Destined Strike
get arcane recovery, Warlocks are different, we don’t talk helps reflect that.
about them here.
The seeker’s rites fill a role as a consumable resource and a special thanks to:
allow one to cast magic more often but slowly, something that
is unique to the class. This is partially thematic as well as My lovely partner! Thank you for letting me pour my covid-
useful: a class with a focus on divination prepares for what stress energy into something so damn useless! I know this
comes next with a short ritual casting of a spell that will won't help my patients directly, but the decrease to my stress
hopefully be useful. Subclasses that are heavy utilizers of is huge and your support made that possible XoXoXo!
Rites tend to have access to more quicker results and don’t Those Redditors (apologies if I skipped anyone!) who read
have as much left for slower casting spells. through the work and gave awesome feedback:
SamuraiHealer, PTSD-mimic, Thrashlock, belithioben, Nel-
Spell List Ninja, LadyMonochrome, Pennarin, Ogskive, Antisuperman,
This spell list focuses on utility, as the seeker itself is VincentIV, DeeSharkman, and kittyabbygirl.
supposed to fulfill the class role of The Expert, the one that And to the DM who contributed huge amounts of time and
can reliably crush skill tests and has an answer to non- thought into helping balance this beast!
fighting situations. With the flavor of this class, I chose to
draw from all spell lists. With each spell, I asked a few
questions:
Will this help the character move easily through the world?
Examples include misty step, passwall, tree stride
Will this help the character acquire information or lock
down a target? examples include detect magic, hunter’s
mark, ensnaring strike, and locate creature/object*
Will this directly add to the character’s ability to overcome
skill tests? Examples include enhance ability, knock, skill
empowerment
Does this indirectly fall into the category of 1 or 2?
Examples are a bit more difficult but include suggestion, tiny
hut, tongues, water breathing, fabricate and disintegrate for
traversing the world; find familiar, mind spike, spirit shroud,
true sight, and maze for learning info or sequestering a
target.
Is it utility or supportive? Examples are darkness, intellect
fortress, aura of purity
Is it a slow cast spell that feels in the realm of categories 1-
5? Examples include prayer of healing, plant growth, and
wind walk.