Ranger
Base Class: Ranger

A stranger in town on a rainy night, a figure in the crowd asking too many questions, the Seeker is relentless in their search for answers.  

Level 3: Relentless Strikes

You can augment your weapon strikes with a force of will drawn from your desperation for answers. When you hit a creature with a weapon, you can deal an extra 1d4 Force damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 8 and 1d8 when you reach level 11.

Level 3: Seeker Spells

When you reach a Ranger level specified in the Interloper Spells table, you thereafter always have the listed spells prepared.

Seeker Spells
Ranger Level Spell
3 Charm Person
5 Suggestion
9 Fear
13 Greater Invisibility
17 Mislead

You also possess an outsider's tell. Choose it from the Interloper's quirk table or determine it randomly.

Seeker's Quirks
1d6 Gift
1 You stare at others bit too long without blinking.
2 Your clothes are dated, tired, and don't match your age 
3 You faintly smell of smoke, dampness and spices
4 You slip into a different language when frustrated 
5 You unconsciously adopt the mannerisms or accent of people you are speaking to
6 Despite your best efforts, you mispronounce a common word 

Level 3: Reading the room

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.

Level 7: Table turner

Your unwavering resolve guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Level 11: Transifixing Force

Once per Long Rest, you can cast Fear without a material component or a spell slot.

When you cast the spell in this way, you can modify it so that one of the spell's target's speed is reduced to zero for the duration.

Level 15: Seeker's sight

You can cast Scrying without expending a spell slot two times per Long Rest.

In addition, whenever you cast Scrying, if you have previously targeted them with Hunter's Mark, you may act as though your knowledge of the the target is extensive, granting you a -5 to your Save Modifier.

Previous Versions

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10/21/2026 3:59:54 AM
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