Base Class: Paladin
The oath of the Seeker is a calling that requires its followers to seek and destroy the amy evils that stalk the mortal realms. Often called Seekers, or Seeker Knights, these hunters dedicate themselves, body and soul, hunting down the monstrous, the wicked and the mutated, and destroying them with a buring, merciless prejudice.
Tenets of the Seeker
Kill the monster, burn the cult: Seek and destory the monsters that seek to feast on the woes of mortals, and end the lives of their mortal followers.
Defy the dark ones: Evil persist because it lays seeds. Destoy the foundations of the dark gods power and wipe their names from the histories.
Be ever prepared: Your enemy never rests, but you must never be uable to answer the call. Abstain from drink, and gluttony. Keep your body strong, and your will unbreakable.
No mercy for the wicked: Your enemies lack empathy and mercy. Have none and show them none.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Seeker's Smite: Whenever you hit a creature with a melee attack, and use your divine smite feature, you can use your channel divinity to increase the damage die of the smite to a d10 instead of a d8. If the target is a aberration, fiend, undead, or monstrosity, the die increases to a d12.
Merciless Crippling: As an action, you can use your channel divinity to hobble a creature with divine power. Choose a creature within 60ft of you. They must succed on a wisdom saving throw or have their flying and burrow speed reduced to 0, and their movement speed halved for one minute.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Seeker
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Beacon of Defiance
Beginning at 7th level, your divine magics give you and your allies safety from the effects of the abhorrent and evil. Whenever you or a creature you choose start their turn within 10 feet of you, they can attempt to make a saving throw to and a spell or other effects on them if they are able to make one.
At 18th level, the range of this aura increases to 30ft
The Living Invevitable
Starting at 15th level. You can no longer be charmed or paralyzed, and you can no longer be detected or sensed by divination magics unless you want to be.
Champion of the Seeker
At 20th level, you can spend an action to summon the divine magic to assume a divine from. You gain the following benefits for one minute.
- You glow with an divine aura and your AC in increased by 10.
- Weapon attaks you make agains aberrations, fiends, undead, or monstorsities, critical hit on a roll of 18 or higher.
- Hostile creatures that start their turn within 10 feet of you have disadvantage on all attacks that are not made against you.
- You gain truesight up to 120 feet.
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