Base Class: Sorcerer
Many sorcerers gain their arcane nature from some powerful being in their lineage, or the blessing of their soul by some divine power. Your soul however, has been touched by some great wandering spirit. A being of the old world, before the floods and chaos.
Along with the magic you have been granted, there is also a great curiosity for relics and ruins of the past. An almost incurable wanderlust and a need to seek out that which has been hidden by time.
Seeker Spells
Beginning at 1st level and at certain levels after that, you gain the ability to cast spells specific to the Seeker's Soul. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is a sorcerer spell for you.
Seeker Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | identify |
| 3rd | locate object |
| 5th | water breathing |
| 7th | arcane eye |
| 9th | legend lore |
| 11th | find the path |
Wanderer's Mind
At 1st level, you learn the easier ways to traverse the world. You gain proficiency with Intelligence (History), Navigator's tools, and Cartographer's tools.
Additionally, when you make an Intelligence (History), Intelligence (Investigation), or Wisdom (Perception) check to gain knowledge of a historical site or relic, you can choose to roll at advantage. You can use this feature 3 times. You gain all expended uses when you finish a long rest.
Careful Footing
Starting at 6th level, you have learned to tread carefully within the ruins of the past. As a bonus action, you can spend 2 sorcery points to surround yourself with floating spectral lights for 1 minute. These lights emit bright light in a 20 foot radius around you. If this light comes into contact with a trap (such as a trip wire, or pressure plate) it will dim as the lights float over to highlight the trap. Additionally, if you would take damage from a trap, you can use your reaction to grant yourself resistance to that damage.
Once you use this feature, you must complete a short or long rest before using it again.
Careful Footing
If you suffer damage from a trap while you are surrounded by the light granted by your Careful Footing feature, you can use your reaction to grant yourself resistance to that damage.
Hidden Steps
Beginning at 14th level, you have mastered how to move quickly through both the world and through battle.Whenever you spend sorcery points, you can teleport up to 10 feet per sorcery point spent. This movement requires no action.
Knowledge Beyond Time
At 18th level, you gain a mastery over your inherent magical abilities. You are able to empower your Seeker Spells by spending sorcery points when you cast one. The spells gain the following effects:
Identify. You can maintain concentration on this spell for 1 minutes per sorcery point spent, up to a maximum of 10 minutes. While concentrating on this spell, you can identify new items as an action.
Locate Object. You can extend the range of this spell by 1 mile for 5 sorcery points. Additionally, you can locate an object that you know the name and description of without having seen or held it.
Water Breathing. You can grant creatures effected by this spell a swim speed of 30 feet if they don't already have one for 2 sorcery points per creature.
Arcane Eye. You can hear through the eye as well for 5 sorcery points. Once while the spell is active, you can use your action to magically switch spaces with the eye as long as it is in a space that you could fit. When you do this, the spell ends.
Legend Lore. For 8 sorcery points, you can ask a question about the lore you learn and receive an answer as per the commune spell.
Find the Path. For 5 sorcery points, you no longer need an object from the location in order to find a path to it.
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