SIGNING IN

Points de Vie

Dés de Vie 1d10 par niveau

Maîtrises

INT , WIS

Seeker

Niveau Bonus de Maîtrise Capacités Spells Known
1 + 2 Canny Defense Eclectic Keen Observation 0
2 + 2 Canny Defense Eclectic Keen Observation 2
3 + 2 Canny Defense Eclectic Keen Observation 3
4 + 2 Canny Defense Eclectic Keen Observation 3
5 + 3 Canny Defense Eclectic Keen Observation 4
6 + 3 Canny Defense Eclectic Keen Observation 4
7 + 3 Canny Defense Eclectic Keen Observation 5
8 + 3 Canny Defense Eclectic Keen Observation 5
9 + 4 Canny Defense Eclectic Keen Observation 6
10 + 4 Canny Defense Eclectic Keen Observation 6
11 + 4 Canny Defense Eclectic Keen Observation 7
12 + 4 Canny Defense Eclectic Keen Observation 7
13 + 5 Canny Defense Eclectic Keen Observation 8
14 + 5 Canny Defense Eclectic Keen Observation 8
15 + 5 Canny Defense Eclectic Keen Observation 9
16 + 5 Canny Defense Eclectic Keen Observation 9
17 + 6 Canny Defense Eclectic Keen Observation 10
18 + 6 Canny Defense Eclectic Keen Observation 10
19 + 6 Canny Defense Eclectic Keen Observation 11
20 + 6 Canny Defense Eclectic Keen Observation 11

Spell Slots per Spell Level

Niveau Bonus de Maîtrise Capacités 1st 2nd 3rd 4th 5th
1 + 2 Canny Defense Eclectic Keen Observation 0 0 0 0 0
2 + 2 Canny Defense Eclectic Keen Observation 2 0 0 0 0
3 + 2 Canny Defense Eclectic Keen Observation 3 0 0 0 0
4 + 2 Canny Defense Eclectic Keen Observation 3 0 0 0 0
5 + 3 Canny Defense Eclectic Keen Observation 4 2 0 0 0
6 + 3 Canny Defense Eclectic Keen Observation 4 2 0 0 0
7 + 3 Canny Defense Eclectic Keen Observation 4 3 0 0 0
8 + 3 Canny Defense Eclectic Keen Observation 4 3 0 0 0
9 + 4 Canny Defense Eclectic Keen Observation 4 3 2 0 0
10 + 4 Canny Defense Eclectic Keen Observation 4 3 2 0 0
11 + 4 Canny Defense Eclectic Keen Observation 4 3 3 0 0
12 + 4 Canny Defense Eclectic Keen Observation 4 3 3 0 0
13 + 5 Canny Defense Eclectic Keen Observation 4 3 3 1 0
14 + 5 Canny Defense Eclectic Keen Observation 4 3 3 1 0
15 + 5 Canny Defense Eclectic Keen Observation 4 3 3 2 0
16 + 5 Canny Defense Eclectic Keen Observation 4 3 3 2 0
17 + 6 Canny Defense Eclectic Keen Observation 4 3 3 3 1
18 + 6 Canny Defense Eclectic Keen Observation 4 3 3 3 1
19 + 6 Canny Defense Eclectic Keen Observation 4 3 3 3 2
20 + 6 Canny Defense Eclectic Keen Observation 4 3 3 3 2

Sorts de Classe

Alarm Comprehend Languages Detect Evil and Good Detect Magic Detect Poison and Disease Disguise Self Feather Fall Identify Illusory Script Jump Longstrider Purify Food and Drink Silent Image Tenser's Floating Disk Unseen Servant Arcane Lock Augury Continual Flame Darkness Darkvision Detect Thoughts Find Traps Gentle Repose Knock Lesser Restoration Levitate Locate Animals or Plants Locate Object Magic Mouth Nystul's Magic Aura Pass Without Trace Rope Trick See Invisibility Silence skywrite|xge Zone of Truth catnap|xge Clairvoyance Create Food and Water Daylight Dispel Magic Haste Leomund's Tiny Hut Major Image Meld with Stone Nondetection Protection from Energy Sending Slow Speak with Dead Tongues tiny servant|xge Water Breathing Water Walk Arcane Eye Divination Fabricate Freedom of Movement Leomund's Secret Chest Locate Creature Mordenkainen's Private Sanctum Otiluke's Resilient Sphere Stone Shape Creation Greater Restoration Legend Lore Passwall Rary's Telepathic Bond Scrying alarm|xphb comprehend languages|xphb detect evil and good|xphb detect magic|xphb detect poison and disease|xphb disguise self|xphb feather fall|xphb identify|xphb illusory script|xphb jump|xphb longstrider|xphb purify food and drink|xphb silent image|xphb tenser's floating disk|xphb unseen servant|xphb arcane lock|xphb augury|xphb continual flame|xphb darkness|xphb darkvision|xphb detect thoughts|xphb find traps|xphb gentle repose|xphb knock|xphb lesser restoration|xphb levitate|xphb locate animals or plants|xphb locate object|xphb magic mouth|xphb nystul's magic aura|xphb pass without trace|xphb rope trick|xphb see invisibility|xphb silence|xphb zone of truth|xphb clairvoyance|xphb create food and water|xphb daylight|xphb dispel magic|xphb haste|xphb leomund's tiny hut|xphb major image|xphb nondetection|xphb protection from energy|xphb sending|xphb slow|xphb speak with dead|xphb tongues|xphb water breathing|xphb water walk|xphb arcane eye|xphb divination|xphb fabricate|xphb freedom of movement|xphb leomund's secret chest|xphb locate creature|xphb mordenkainen's private sanctum|xphb otiluke's resilient sphere|xphb stone shape|xphb creation|xphb greater restoration|xphb legend lore|xphb passwall|xphb rary's telepathic bond|xphb scrying|xphb

Capacités de Classe

Niveau 1

Canny Defense
Eclectic
Keen Observation

Niveau 10

Pursuit feature

Niveau 11

Seize the Chance

Niveau 12

Ability Score Improvement

Niveau 13

Exploit Opening (3d8)

Niveau 14

Prodigy

Niveau 15

Flash of Genius

Niveau 16

Ability Score Improvement

Niveau 17

Exploit Opening (4d8)

Niveau 18

Pursuit feature

Niveau 19

Ability Score Improvement

Niveau 2

Spellcasting
Fighting Style
Improvisation

Niveau 20

Masterstroke

Niveau 3

Seeker's Pursuit

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack

Niveau 6

Exploit Opening

Niveau 7

Tireless

Niveau 8

Ability Score Improvement

Niveau 9

Exploit Opening (2d8)

Progression des Sorts Connus

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Sorts Connus 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Maîtrises

Armor

light

medium

shield

Weapons

simple

martial

Skills

Équipement de Départ

a martial melee weapon of your choice
(a) a shield or (b) 4 daggers
Alternativement, vous pouvez commencer avec: 5d4×10|5d4 × 10|Starting Gold

Capacités de Classe

Canny Defense (Level 1)

Some seekers choose to dodge incoming attacks deliberately, using forethought and prediction rather than agility. At 1st level, as long as you're not wearing heavy armor, you may add your Intelligence modifier instead of your Dexterity modifier to your AC. If you wear medium armor, the maximum bonus is restricted as normal.

If you have a negative Dexterity modifier, it is applied as a penalty to your AC even if you add your Intelligence modifier this way.

Eclectic (Level 1)

Also at 1st level, either from learning or from experience, you have gained extensive insight about the world around you. You choose between gaining proficiency with two tools, learning two languages of your choice, or one of each. You can't learn exotic languages through this feature.

Keen Observation (Level 1)

You have learned the value of paying close attention to detail. You can use the Search action as a bonus action.

Additionally, you add your Intelligence modifier as a bonus to Wisdom (Insight) and Wisdom (Perception) checks.

Spellcasting (Level 2)

By the time you reach 2nd level, your cunning has granted you the ability to reshape reality, allowing you to cast spells. Your spells are discoveries that you can innately exploit. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

The Seeker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell alarm and have a 1st-level and a 2nd-level spell slot available, you can cast alarm using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the seeker spell list.

The Spells Known column of the Seeker table shows when you learn more seeker spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the seeker spells you know and replace it with another spell from the seeker spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your seeker Spells, since your cunning allows you to fully control the arcane energies. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a seeker spell you cast and when making an attack roll with one.

Spell

Spell

Fighting Style (Level 2)

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a two-handed or versatile melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Skirmishing

You gain a +1 bonus to attack and damage rolls you make with weapons with the thrown property. Also, drawing a thrown weapon may be done as part of each attack you make with them during your turn.

Improvisation (Level 2)

Starting at 2nd level, you can adapt your tactics, feinting to predict your foes patterns and get the upper hand. Once during your turn, when you miss with a weapon attack, you can make another weapon attack as part of the same action.

You may use this ability a number of times equal to your Intelligence modifier (minimum one). You regain all uses of this ability once you finish a short or long rest.

Seeker's Pursuit (Level 3)

At 3rd level, you begin specialized training to achieve your pursuit from the list of available pursuits. Your choice grants features at 3rd level, and again at 6th, 10th, and 18th level.

Pursuit Spells

Each pursuit has a list of spells—its pursuit spells—that you gain at the seeker levels noted in the pursuit description. Once you gain a pursuit spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a pursuit spell that doesn't appear on the seeker spell list, the spell is nonetheless a seeker spell for you.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Exploit Opening (Level 6)

Starting at 6th level, when you exploit the gaps in you find in your enemies' defenses. When you hit a creature twice with weapon attacks during your turn, your second attack deals an additional 1d8 damage and you can perform an exploit. A list of available exploits can be found on the Optional Features page. You have three such exploits: Open Up, Outmaneuver and an option determined by your pursuit.

At 9th level and then again at 13th and 17th levels, the additional damage dealt by this feature increases by 1d8, to a maximum of 4d8 at 17th level.

Tireless (Level 7)

Starting 7th level, you gain proficiency in Constitution saving throws. Additionally, if you are suffering from exhaustion, you treat it as one level less, unless your level of exhaustion would cause you to die.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Exploit Opening (2d8) (Level 9)

Starting at 9th level, the extra damage dealt by your Exploit Opening feature increases to 2d8.

Pursuit feature (Level 10)

At 10th level, you gain a feature granted to you by your Seeker's Pursuit.

Seize the Chance (Level 11)

At 11th level, when you hit an enemy twice with weapon attacks during your turn, you can use your bonus action to make an additional weapon attack against that creature.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Exploit Opening (3d8) (Level 13)

Starting at 13th level, the extra damage dealt by your Exploit Opening feature increases to 3d8.

Prodigy (Level 14)

At 14th level, you can effortlessly comprehend new concepts and technical abilities. If you spend 1 hour listening to a language, other than a secret language such as Druidic, you learn it. If you spend 1 hour interacting with a tool within reach, you gain proficiency with it.

Flash of Genius (Level 15)

At 15th level, when you roll initiative and have no uses of Improvisation left, you regain one use.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Exploit Opening (4d8) (Level 17)

Starting at 13th level, the extra damage dealt by your Exploit Opening feature increases to 4d8.

Pursuit feature (Level 18)

At 18th level, you gain a feature granted to you by your Seeker's Pursuit.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Masterstroke (Level 20)

At 20th level, when you use your Seize the Chance feature, you can use your bonus action to make two additional weapon attacks against that creature, rather than one.

Sous-classes

Capacités de Sous-classe

Bloodhound

Bloodhound (Level 3)

You hone your skills to be able to track and capture individuals—dead or alive. The abilities you develop while following this pursuit are well-suited for bounty hunters, detectives, constables or watchers—focusing on take downs, tracking and snaring.

Bloodhound Pursuit Spells
Seeker LevelSpells

3rd

ensnaring strike

5th

hold person

9th

erupting earth

13th

grasping vine

17th

hold monster, wall of force

Sleuth

As you enter this pursuit at 3rd level, you develop methods to find and capture your marks. You have advantage on Charisma checks to gather information and on Strength (Athletics) checks to attempt to grapple or shove a target.

Arrester's Exploit (Level 6)

At 6th level, your attacks allow you to lock your enemies down. You gain the Apprehend exploit.

No Escape (Level 10)

Starting at 10th level, there's no escaping your grasp. You have advantage on Wisdom (Survival) checks to follow tracks. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Additionally, you count as one size larger for the purpose of grapple or shove attempts you make.

Unstoppable Force (Level 18)

Starting at 18th level, you become relentless in your search. You have advantage on saving throws against effects that would make you paralyzed, petrified or stunned, and you are immune against effects that would reduce your speed.

Cultist

Cultist (Level 3)

There are those whose ambition and curiosity drives them to seek the teachings of ancient, eldritch beings that defy logic and reason. These occultists risk their sanity to find the knowledge they crave, and in doing so, learn the forbidden secrets of the abyss.

Method to Madness

At 3rd level, you've learned to have a measure of control of your fugue states. When you suffer short-term or long-term madness, roll the d100 two times. You can choose which result to keep.

At 6th level, you gain a stronger, yet still shaky, grip of your sanity. When you suffer short-term madness, the duration is reduced to 2d4 rounds, and when you suffer long-term madness, the duration is reduced to 2d4 hours.

At 10th level, when you roll for the duration of madness, you treat the result of the d4 rolls as a 1.

Unspeakable Arcana

As you enter this pursuit at 3rd level, you gain the ability to extract arcane energy from eldritch sources at the cost of your sanity. You may cast a seeker spell using an already expended spell slot.

After you cast the spell, you immediately suffer short-term madness and you cannot use this ability again until you finish a long rest.

Maddening Exploit (Level 6)

Starting at 6th level, your assaults can whittle your enemies' sanity. You gain the Unnerve exploit.

Eldritch Enlightenment (Level 10)

At 10th level, you can open your consciousness to the whispers of beings from the great beyond. When you make a Intelligence, Wisdom or Charisma check, you can choose to make it with advantage. However, after the check is made, roll 1d6. On a 6, you suffer long-term madness as the whispers overtake your mind.

Gaze into the Abyss (Level 18)

By 18th level, you've gained the ability to pour ineffable thoughts into the mind of a creature. As an action, you psychically assault a creature within 90 feet of you with an Intelligence score of 2 or higher. That creature must make an Intelligence saving throw against your spell save DC, taking 8d8 psychic damage or half that amount on a successful save. On a failed save, the creature becomes insane for 1 minute, and can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. Its movement is erratic. At the end of each of its turns, the creature can attempt another Intelligence saving throw. On a successful save, it ends this effect.

After you use this ability, you suffer short-term madness, and cannot use it again until you finish a long rest.

Keymaster

Keymaster (Level 3)

Keymasters are keepers of ways—those who connect spaces in the ether to provide access to occult dimensions, and also those who are tasked with shutting down those pathways. Planar explorers, rift wardens and far travelers are among those who exploit these abilities to manipulate the fabric of space and time itself.

Keymaster Pursuit Spells
Seeker LevelSpells

3rd

faerie fire

5th

blur

9th

magic circle (you may also choose aberrations when using this spell)

13th

banishment

17th

hallow (this spell also affects aberrations), teleportation circle

Detect Portal

As you enter this pursuit at 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.

Riftwalk

At 3rd level, you have a pool of planar energies that you can expend to slink into the ether which replenishes when you take a long rest. With this pool, you can teleport up to a number of feet equal to 20 x your seeker level.

As a bonus action, you can expend a number of feet from your pool to teleport up to that distance to an unoccupied space you can see. The maximum amount of feet you may spend this way on a single use is 10 feet per seeker level.

For example, a 4th level seeker would have a pool of 80 feet to spend, but could only spend up to 40 feet on a single bonus action.

Warp Exploit (Level 6)

At 6th level, your attacks can latch onto the ether essence of your targets. You gain the Ethereal Tethers exploit.

Detect Interlopers (Level 10)

Starting at 10th level, you can perceive the presence of interplanar creatures. As an action, you know the location of any of the following types of creatures with 120 feet of you: aberrations, celestials, elementals, fey, fiends, or undead. This also reveals which of those creatures are present and their numbers.

Doorway (Level 18)

Starting at 18th level, you master your abilities to create dimensional pathways. You can use this ability to cast plane shift or teleport by spending 100 feet from your Riftwalk pool.

Relic Hunter

Relic Hunter (Level 3)

Some want the glory, some want the power, some want to uncover eldritch mysteries—but as a relic hunter, your goal is to retrieve artifacts and objects from the most dangerous locations. Coursing through cursed crypts, treacherous jungles, or fortified vaults, you have the toolset to evade danger and exploit the mystical abilities of forgotten relics.

Relic Hunter Pursuit Spells
Seeker LevelSpells

3rd

false life

5th

spider climb

9th

remove curse

13th

death ward

17th

animate objects, skill enhancement

Tomb Raider

As you enter this pursuit at 3rd level, you become adept in rushing past danger and use every resource at your advantage. You gain the following benefits:

  • You may use the Dash and Use an Object actions as a bonus action.

  • Opportunity attacks made against you are made with disadvantage.

  • When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Evasive Exploit (Level 6)

By 6th level, you learn how to seize the opportunity to escape your attackers. You gain the Tactical Roll exploit.

Object Reading (Level 10)

Starting at 10th level, you can read the magical aura of an item to know more about its origins. By spending 1 minute performing an arcane investigation with an object, you may pry out certain information imprinted on it. The object must be within your reach while performing this ritual. The information you draw out from an object can only be about its creation or about events that transpired in its vicinity in the past 24 hours.

The information stored on objects about events can only relate to happenings that could be seen or heard within 20 feet of the object.

At DM's discretion, the object may also store information from other significant events around it. For example, a sword may store information about why it was broken, or about important creatures that were slain by it.

Reveral of Fortune (Level 18)

Starting at 18th level, your luck allows you to perform stunning feats. When you roll a natural 1 on a d20 roll, you treat it as a natural 20.

Secret Broker

Secret Broker (Level 3)

The market of knowledge is just like any other, ruled by supply and demand. As a secret broker, however, your job is to control both—ferreting the truth from the rumors, spreading misinformation, and prying confidential information. Armed with deceitful magic, your wits and your blade, you have all the resources to be successful in your clandestine trade.

Secret Broker Pursuit Spells
Seeker LevelSpells

3rd

dissonant whispers

5th

invisibility

9th

enemies abound

13th

greater invisibility

17th

mislead, modify memory

Bonus Proficiencies

At 3rd level, you gain proficiency in one of the following skills: Deception, Persuasion, Sleight of Hand or Stealth.

Machinations

As you enter this pursuit at 3rd level, how to subtly influence conflict. When you use the Disengage, Dodge, Help or Hide action, you can then use any of those actions as a bonus action.

Insidious Exploit (Level 6)

By 6th level, your attacks unnerve your foes. You gain the Agitate exploit.

Inscrutable (Level 10)

At 10th level, creatures have disadvantage on contested Intelligence, Wisdom and Charisma checks they make against you.

Mint Memory (Level 10)

Starting at 10th level, you have access to a special ritual that allow you to store a creature's memory into an object or show a stored memory to others. After spending 1 minute while a coin is within your reach, a willing creature may touch the object to store one of its memories into it, at the creature's choice. Even if the creature is uncertain about the full details of that memory, storing the memory this way imparts all the details as far as that creature was aware of at the time. An object can only store one memory at the time, and the memory cannot span a period of time longer than 1 hour. After a creature stores a memory this way, if the creature is willing, that creature may also erase that specific memory from its mind.

After this is done, you may select a command word. When a creature touches the object and speaks that word, that creature witnesses the memory as it was stored. This an immediate effect that takes no time.

Shrouded in Mystery (Level 18)

At 18th level, you become a riddle wrapped into an enigma. You are always under the effects of a mind blank spell. If you attack a creature or cast a harmful spell against one, this effect is suppressed for 1 hour.

You can also use an action to voluntarily suppress this effect. If you suppress this effect this way, you can use an action to enable it again.