Rogue
Base Class: Rogue

The path of the Seeker is one that treads between both shadow and light, wielding divine magic to hunt and purge the wicked. Whether a faithful servant of a holy order or a champion chosen by the Divine, a Seeker acts as a righteous executioner, searing mystical Brands into their targets' souls to mark them for divine retribution. Seekers boast a collection of supernatural offensive and protective abilities, and, with their innate divine spellcasting, they can utilize magic from the Cleric's repertoire to smite their foes and heal their allies.

Level 3: Spellcasting

You have learned to cast spells through prayer and meditation

Cantrips. Upon choosing this subclass at 3rd level, you learn three cantrips: True Strike and two other cantrips of your choice from the Cleric spell list. These spells count as Seeker spells for you.

Whenever you finish a Long Rest you can replace one of your Seeker cantrips, except True Strike, with another cantrip of your choice from the Cleric spell list.

When you reach Rogue level 10, you learn another cantrip of your choice from the Cleric spell list.

Spell Slots. The Seeker Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Seeker Spellcasting
  —Spell Slots per Spell Level—
Rogue Level Prepared Spells 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Cleric spell list. These spells count as Seeker spells for you.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Seeker Spellcasting table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number in the Seeker Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared Seeker spells, replacing any of the spells there with other spells from the Cleric spell list for which you have spell slots.

Expanded Spell List. Whenever you choose spells to prepare from the Cleric spell list, you can also choose from the following spells: Divine FavorDivine SmiteHexShining Smite, and Starry Wisp. These spells count as Seeker spells for you.

Spellcasting Ability. Wisdom is your spellcasting ability for your Seeker spells.

Spellcasting Focus. You can use a Holy Symbol or a weapon with the Ammunition, Finesse, and/or Light properties as a Spellcasting Focus for your Seeker spells.

Level 3: Purity of the Spirit

Seeker aspirants spend months or even years studying the occult and religious doctrine. You gain proficiency in your choice of skill between Intelligence (Arcana) and Intelligence (Religion). If you have both, you may choose any skill you do not already have proficiency in.

Additionally, the ritual to become a Seeker has granted you the ability to resist effects that would manipulate your mind or soul. You have advantage on saving throws you make to resist or end possession or the Charmed and Frightened conditions.

Level 3: Brand of the Seeker

You sear a holy symbol into the soul of your foe, marking them for divine punishment.

Beginning at 3rd level, whenever you successfully hit a target with an Attack, you may place a Brand on that creature. Alternatively, as a Bonus Action on your turn, you may place a Brand on a target you can see within 30 feet of you. The target must make a Wisdom saving throw with a DC equal to your Spell Save DC. On a failed save, the target suffers 1 level of Exhaustion. Then, succeed or fail, the target is Branded. You can place multiple Brands on a creature, but only one at a time per successful Attack or Bonus Action.

Brands expire after 24 hours, disappearing and leaving no trace on the target. You can choose to remove a Brand at will, no action required. A Branded creature can make an Intelligence (Arcana or Religion) skill check against your Spell Save DC at the end of each of its turns, removing the Brand on a successful check. Alternatively, any effect that dispels magic or removes a curse or affliction from the target also removes the Brand.

You can perform a Sneak Attack on a creature Branded by you, even if you don't meet the normal requirements to do so, so long as you don't have disadvantage on the attack roll and are using a weapon that could normally be used for a Sneak Attack. You have advantage on any Wisdom (Perception or Survival) skill checks you make to track or find a creature Branded by you.

You have a number of Brands equal to your proficiency bonus, and regain all expended Brands whenever you finish a Short or Long Rest. You can also expend a spell slot of level 2+ to regain a spent Brand, no action required.

Level 9: Potent Spellcasting

Beginning at 9th level, whenever you cast a Seeker cantrip that allows you to make an attack roll against one or more creatures, that spell deals extra damage to creatures Branded by your Brand of the Seeker feature or against whom you could otherwise perform a Sneak Attack. Likewise, if a Seeker cantrip you cast forces the target or targets to make a saving throw, as with Acid Splash, you deal this same extra damage to all affected creatures so long as at least one affected creature is either Branded by you or is a valid target for your Sneak Attack. The extra damage is equal to your Wisdom ability modifier.

Additionally, whenever a creature succeeds on a saving throw against a Seeker cantrip you cast, that creature takes half the cantrip's damage (if any) so long as at least one target of the spell is either Branded by you or is a valid target for your Sneak Attack. Creatures that succeed these saves suffer no additional effects from the cantrip.

Spirit of Retribution

Your training as a Seeker has advanced even further, strengthening your spirit to the point of visiting divine punishment upon any external supernatural influence.

You are now immune to the Charmed and Frightened conditions, and are immune to being possessed. Additionally, any creature that attempts to Charm, Frighten, or Possess you must make a Wisdom saving throw against your Spell Save DC, taking 4d6 Radiant damage on a failed save or half as much on a successful one.

Level 13: Brand Improvement

Your Brand of the Seeker has evolved and is now capable of searing away corruption from a target's soul.

Beginning at 13th level, you can use a Bonus Action on your turn to cause your Brands to damage each Branded creature of your choice, dealing 1d6 Radiant damage to a creature for each of your Brands placed on it. Additionally, a creature Branded by you is immune to the Charmed and Frightened conditions, and cannot be Possessed for as long as it bears your Brand; any Charmed, Frightened, or Possession effects affecting the creature end immediately when you place one of your Brands on it.

Lastly, you now have advantage on all attack rolls made against creatures Branded by you.

Level 17: Prayer of Purification

You can now cause your Brands to erupt in purifying flame, cleansing the souls of the wicked by burning away their sins.

As an Action on your turn, you can instantly cause each creature Branded by your Brand of the Seeker feature to erupt in holy flame. When you do so, a Branded creature takes Radiant damage equal to the full roll of your Sneak Attack dice pool plus an additional 20 damage for each Brand on that creature.

Once you use this feature, you can't do so again until you finish a Long Rest.

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