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.
Altered to work off Intelligence instead of Charisma to reflect the knowledge focus of Patron.
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.
Seeker Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Warding Aura
Starting 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 that swirls around you. Until the end of your next turn, 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 intelligence modifier. Once you use this feature, you can’t use it again until you finish a long rest.
Also at the 1st level, your spellcasting modifier is intelligence instead of charisma.
Astral Refuge
At 6th level, you gain the ability to step into an
astral refuge. As an action, you disappear from the
world for a brief moment and enter the Astral
Plane, taking advantage of its timeless nature.
While in your astral refuge, you can take three
actions to cast spells and/or take actions that target only yourself.
After using those three actions, you return to the space
you occupied and your turn ends.
This ability can only be used once per long rest.
Far and Wide
Starting at 10th level, you no longer need to breathe, and
you gain resistance to fire damage and cold
damage.
Knowledge Absolute
Starting at 14th level, you can consult your subconscious among the astral planes in an attempt to obtain previously unobtainable knowledge. The next INT or WIS roll you make is a 20 in exchange for taking 2d12 psychic damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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