Base Class: Sorcerer
No one is entirely sure why these gifted seers are able to master only divination and similar magics, but often these sorcerers learn how to use their gifts to their advantage. They seem to always find themselves in the exact right place to have a seemingly lethal blow miss them; they tend to strike with perplexing accuracy where others can't seem to prevail. It's unclear where the source of their power comes from. Some speculate they are being offered gifts from the Gods, while others suspect something more nefarious at the root of their abilities. Whatever the cause, these sorcerers stand apart from other arcanists, turning their magical abilities into deadly swordplay.
The spells of a Sword Seer are limited to magic of divination, and similar areas of the arcane. Unless approved by your DM, no Sword Seer can learn spells that are not on the list below:
- Alarm
- Arcane Eye
- Astral Projection
- Augury
- Clairvoyance
- Comprehend Languages
- Contact Other Plane
- Darkvision
- Detect Magic
- Detect Thoughts
- Divination
- Dream
- Etherealness
- Find the Path
- Find Traps
- Foresight
- Guidance
- Identify
- Legend Lore
- Locate Creature
- Locate Object
- Message
- Mind Blank
- Prestidigitation
- Scrying
- See Invisibility
- Sending
- Telepathic Bond
- Telepathy
- Thaumaturgy
- Tongues
- True Seeing
- True Strike
- Zephyr Strike
Know Then Now
Once per day you can use your innate ability to sense the future to avoid all damage as a reaction. This must be called after you find out that an attack hits, but before the damage die are rolled. You gain an additional use of this skill at level 5, 10, and 15.
Seer's Strike
Calling on your ability to see into the future, you know exactly where to strike, regardless of armor, movement, or feinting. Once per day you can activate Seer's Strike as a bonus action to add your Charisma Modifier to your Attack Roll. You gain one additional use of this skill per day at level 11, 16, and 19.
Sword Proficiency
Your character has proficiency with any kind of sword that they can wield. This does not allow for small or tiny creatures to use heavy weapons.
Seeing the Unseen
You gain expertise in Insight and Perception.
Evasion
Beginning at 14th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Unwavering Success
At 18th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
Extra Attack
Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. The number of attacks increases to three when you reach 8th level in this class and to four when you reach 20th level in this class.
Deflect Missle
Starting at 6th Level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your sorcerer level.







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