Base Class: Druid
Members of the Circle of Seer walk the delicate line between the primal forces of nature and the ethereal realm of destiny. They are the intermediaries between the tangible and the unseen, standing as protectors of the balance that binds all living things.
Choose the Circle of Seer if you seek to intertwine the raw power of nature with the ability to shape the course of events through premonition and insight. As a Seer, your role is not only to navigate the wilderness but also to guide the fate of yourself and your companions along the winding paths of destiny.
Foretelling Touch (Level 2)
You gain proficiency in the Insight skill, and you can add your Wisdom modifier to all Intelligence (Investigation) checks. Additionally, you learn the Guidance cantrip if you don't already know it.
Seer's Insight (Level 3)
You gain the ability to manipulate the immediate future, allowing you to alter the course of events for yourself and those around you. As a reaction when a creature you can see within 30 feet makes an attack roll, saving throw, or ability check, you can expend a use of your Seer. Roll a 1d6 and subtract or add the result to the creature's roll. Once you use this feature, you can't use it again until you finish a short or long rest.
Seer's Respose ( Level 6)
You learn to weave protective threads of fate around yourself and your allies. As a bonus action, you can spend a use of your Seer's Insight to grant yourself and all friendly creatures within 30 feet of you temporary hit points equal to 1d8 plus your Wisdom modifier. Additionally, the first time each creature with temporary hit points granted by this feature takes damage, the damage is reduced by an amount equal to your Wisdom modifier. Once you use this feature, you can't use it again until you finish a short or long rest.
Chaotic Manifestation (Level 10)
Your mastery over destiny allows you to invoke unpredictable forces to protect your allies or disrupt your enemies. As a reaction when you or a creature within 30 feet of you is targeted by a spell or a ranged attack, you can use Chaotic Manifestation. Roll a 1d4 and consult the following table to determine the nature of the chaotic event:
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1: Bolt of Lightning: A bolt of lightning crashes down upon the target, dealing 2d10 lightning damage. All creatures standing in water for 20 feet take 1d6 lightning damage for 1d4 turns.
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2: Small Meteor Impact: A small meteorite falls from the sky, striking the target for 2d8 bludgeoning damage. After this for 1d4 turns the target takes 1d6 fire damage. This ability also ignites any flammable liquids such as oil and grease.
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3: Hailstorm Flurry: A sudden hailstorm pelts the target with large hailstones, causing 2d6 bludgeoning damage and knocking them prone. This also freezes 15 feet of water centered on the target.
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4: Nature's Wrath: A vine wrapping around your foes doing 2d6 slashing damage and gives the restrained condition.
You can use this feature as many times up to your proficiency bonus (minimum of 1) a short or long rest.
Direful Prophecy (Level 14)
Your ability to manipulate fate reaches its zenith, allowing you to unleash a Direful Prophecy upon your enemies. As an action, choose a creature you can see within 60 feet and force it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is afflicted with a powerful curse.
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Cursed Silence: The target is unable to speak, rendering them mute until the curse is lifted.
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Fragile Existence: The target becomes exceptionally frail, causing them to take additional damage from all sources.
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Twisted Reflection: The cursed individual sees a distorted and monstrous version of themselves in reflective surfaces, causing a -2 penalty to Charisma-based checks.
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Wandering Shadows: The target becomes unable to control their shadow, which now moves independently, revealing their presence even in darkness and is friendly towards the caster's party.
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Fading Memories: The cursed person begins to forget important details of their past, suffering disadvantage on Intelligence checks related to memory recall.
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Ephemeral Touch: Anything the cursed person touches with their bare skin ages rapidly, withering plants and decaying objects upon contact.
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Haunted Sleep: The target is plagued by vivid and disturbing nightmares every time they sleep, causing exhaustion and unrest.
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Binding Chains: Invisible ethereal chains restrict the movement of the cursed, Loses their action on their starting turn.
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Echoing Whispers: The cursed individual constantly hears unintelligible whispers, The target gets stricken with laughter and loses 10 feet of movement.
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Fragmented Reality: The cursed person experiences reality as fragmented and disjointed, imposing disadvantage on Dexterity saving throws.
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Shattered Reflection: Mirrors and reflective surfaces shatter upon the cursed person's gaze, The have disadvantage on perception checks
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Veiled Future: The target is unable to see beyond the immediate future, making them slower to action. When the target rolls initiative they have to roll the reverse of what they rolled at the casters interests, ie 20=1, 19=2, 18=3, ect.
Previous Versions
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12/10/2023 2:36:22 PM
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12/11/2023 8:26:18 PM
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