Base Class: Monk
Seekers are those who search for Knowledge, Wisdom, and an edge in any fight. Although seekers prefer to avoid conflict, they have several ways to turn the battle to their favor quickly. It is not an easy life pursuing knowledge, but for a seeker, it is the most rewarding life one could live. Seekers believe that nothing is impossible, and even the improbable has a way of manifesting into reality.
The strikes of a seeker give them advantages against their foes. Each hit can provide the possibility of learning something new about the weaknesses or strengths of their opponents. Seekers also have abilities that can turn their enemies into friends, for a moment. Never throw the first punch against a seeker, because even a foes strikes can reveal things to a seeker.
Seeker's Travel Book
When you begin this tradition at 3rd level, you are given a small travel book. At first, this travel book is small and has limited knowledge invested in its pages. As you continue to study and learn, the book will magically grow with you. You do not need a pen or ink while you have this book with you.
The book is carried with you at all times, and eventually, you will gain magical means for carrying it. Never lose this book, for whoever may find it, will learn more about you and your knowledge than you would ever want to be released.
The secret of the book is known to only those who follow this tradition. As you study and learn, you may use your mental link to the book to take notes and summaries within its pages. This book only contains notes from books you have read and studied; it does not include notes about where you have been, who you have met, or any other non-book information.
Seeker's Insight
At 3rd level, you have studied in many libraries and learned many things. Some of the things you have gleened are strengths and weaknesses of several creatures familiar to the humanoid races, and even some that aren’t common.
- On a hit, you gain one insight into any weaknesses or strengths of the creature you attacked.
Keen Mind and Tongue
At 6th level, your studies have broadened since you set out on the road. You have learned methods of retaining knowledge and using that knowledge when speaking to others.
- You gain the Keen Mind feat.
- You can now add your Intelligence modifier to your Charisma-based skill checks. It does not work when trying to use Charisma-based skills on creatures with 1 or less Intelligence.
Regenerative Multitasking
At 11 level, you have learned, through extensive study, that meditating over a good book is what helps you channel your Ki. It is believed that your Ki comes from the books and knowledge within. You have learned how to multitask utilizing your Ki to aid in reading multiple books at the same time.
Multitasker’s Boon
- You may take extra reactions each round.
- Each reaction, after the first, cost 1 Ki point.
- Only one reaction may happen per provoked instance.
- Only a melee attack may be used for these extra reactions.
Learned Regeneration
- You may spend your round meditating on your seeker’s travel book to regenerate 2 Ki points.
- Your round of meditation starts on your turn and ends when your next turn starts.
- During this meditation, you have no actions, bonus actions, movement, or reactions.
- If you are hit while meditating, you must succeed on a concentration check to maintain your regenerative study. (Standard PHB concentration rules apply)
- This type of regeneration only works while in combat
Exalted Knowledge
You are nearing your pinnacle as a seeker of knowledge. You have read books in some of the most secret of libraries. You have gained access to libraries that few even knew existed, and some that only you and its creator has seen. Your knowledge has given you the ability to see into a creature’s attacks and potentially avoid damage while counter-attacking your target. Your travel book has grown large enough to be no longer carried by non-magical means.
- Your travel book now resides in a pocket dimension that only you may call upon. As a free action, your book appears before you in a 2-foot space that is clear of obstruction. You may dismiss your book as a free action.
- Once per Long Rest, you may cast Legend Lore
- Once per turn, if a creature successfully hits you with a melee attack, you may spend 5 Ki points to counter it.
- Roll an attack vs. the target’s attack roll
- If your attack roll is higher, then you successfully counter the target’s attack, and it deals no damage to you.
- If your attack roll is a critical hit, you counter the target’s attack and roll a new attack to strike back at the target.







Comments