Base Class: Warlock
Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker.
Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role.
Note: This is a rewrite of the original Seeker Patron that appeared in Unearthed Arcana's The Faithful supplement. Some of the features have changed or have been updated due to critic response
Expanded Spell List
The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Seeker Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Absorb Elements, Gift of Alacrity |
| 2nd | Detect Thoughts, See Invisibility |
| 3rd | Clairvoyance, Sending |
| 4th | Arcane Eye, Locate Creature |
| 5th | Legend Lore, Passwall |
Gift of The Star Seeker
Starting at 1st level, your patron imbues you with the ability to become a collector of knowledge. You learn one exotic language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, and Religion. If you already have proficiency in one of the listed skills, you can instead choose a Wisdom based skill of your choice.
You gain an additional exotic language and an additional skill proficiency from the above list at 6th level.
Shielding Aurora
At 1st level, you can invoke The Seeker's power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy around you. Until the end of your next turn, you gain the following benefits:
You gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Rift Strider
Starting at 6th level, you learn how to open rifts in the fabric of reality and use them to briefly cross space. You can spend a bonus action to open a portal and teleport up to 60ft to an unoccupied space you can see. You can use this ability a number of times equal to your Charisma modifier.
Once you expend all uses of this feature, you can’t use the feature again until you finish a long rest.
Gift of the Star Seeker (Additional)
You gain an additional exotic language and an additional skill proficiency from the above list. If you already have proficiency in one of the listed skills, you can instead choose any Wisdom based skill of your choice.
Far Wanderer
At 10th level your connection to the Astral Plane has started to turn you into a creature born of that realm. Your body no longer ages (unless by magical means), no longer needs to breathe, and you gain resistance to cold and fire damage.
Astral Refuge
Starting at 14th level, you gain the ability for yourself and your allies to take refuge on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane.
You and those creatures gain the benefits of a short rest while taking refuge on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world you left. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures who take refuge with you.
Once you use this feature, you can't use it again until you complete a long rest.
Previous Versions
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