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Seeker

fluff quote

character snippet a
character snippet b
character snippet c

in-universe style class description

A Mind Filled by Darkness

(power origin stuff)

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The Temptation of Knowledge

(more fluff stuff)

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LevelProf. BonusSpecialStudied Strike DamageDark Lores KnownFP
1+2Dark Lore, Studied Strike, Taboo+1d624
2+2Exploit Weakness+1d629
3+2Obsession+2d6313
4+2Feat+2d6318
5+3Deepen Focus+3d6322
6+3Obsession Feature+3d6427
7+3Exploit Weakness+4d6431
8+3Feat+4d6436
9+4Obsession Feature+5d6540
10+4Dark Boon (2d6)+5d6545
11+4Focused Knowledge+6d6549
12+4Feat+6d6654
13+5Exploit Weakness+7d6658
14+5Obsession Feature+7d6663
15+5Dark Boon (3d6)+8d6767
16+5Feat+8d6772
17+6Exploit Weakness+9d6776
18+6Focused Knowledge+9d6881
19+6Epic Boon+10d6885
20+6Dark Boon (4d6), Obsession Capstone+10d6890

Health Die: d8
Spell Die: d8

Hit points at 1st level: 8 + Constitution score
Hit points each level beyond 1st: 4 + constitution modifier

Proficiencies:

Armor: Unarmored Defense (Intelligence)
Weapons: Clubs, Small Blades
Saving Throws: Intelligence, Wisdom
Skills: Choose four: Arcana, Deception, History, Insight, Investigation, Medicine, Religion, Stealth
Tools: One tool of choice

Starting Equipment

  • Menu A
  • Menu B
  • Menu C
  • Menu D

Creating a Seeker

Quick Build:









Taboo (etc; some sort of drawback; corruption mechanic stuff, too. Can take multiple taboos, or none. Each taboo increases corruption resistance by +1, plus an additional +1 for every 3 taboos taken.)

  • clothing (cannot wear clothing or armor of any kind, gain +1 AC, +2 at 10th level, resist environmental effects)
  • food (cannot taste food; reduce number of servings required and arcanophagy limit, but gain no special benefits from any type of food)
  • friendship (never considered to be allies with any creature other than yourself, immunity to charm condition and resist psychic damage)
  • hearing (become deaf; immunity to thunder damage, ???)
  • language (become unable to speak, or communicate with words. Can still understand others. Gain immunity to language-based effects, ???)
  • limbs (lose arms and legs, cannot use prosthetics. movement is decreased to 20ft instead of normal 5ft, can dodge as reaction, stepping after the trigger)
  • seeing (become blind; can see with blind sight out to 30 feet)
  • touch (cannot feel pain; disadvantage to all dexterity checks, gain delayed damage pool equal to 5 * your proficiency bonus)
  • weapons (cannot use weapons aside from natural weapons and those created by dark lore. Unarmed strikes deal damage that scales with your focus die.)

Dark Lore (advantage to intelligence and wisdom checks to learn about creatures of the Dark. Can inscribe rituals to learn them, including Dark rituals, and begins play with 2 dark rituals known. Dark Lore are basically Arts and follow the same rules for scaling.)

Studied Strike (bonus action to activate, next melee attack before start of next turn deals bonus damage; may use intelligence for attack and damage rolls with finesse melee weapons)

Exploit Weakness (operates on Studied Strike, reducing the damage dice, but bestowing extra effects.

  • gains 4 natively, but up to 3 extra from combat focus, so should have 9 of these?

Deepen Focus (choose between Combat focus or Casting focus. Combat focus gains Extra Attack and your choice of 3 weapon proficiencies and masteries. Casting focus gains 1 additional dark lore known, and increases FP gained at each level by +1 including retroactively, and an additional Dark Lore or weapon mastery known each time focus knowledge is gained).

The weapon masteries or dark lores gained by deepen focus may be swapped out after completing a long rest.

Dark Boon (you gain bonus hit dice that may only be used to roll to recover health, focus points, or as a sacrifice for abilities. They do not increase your hit points. These bonus hit dice recover on a night's rest, regardless of your rationing.)


Subclasses

Bibliophage (consumes knowledge, etching it onto herself. Can steal knowledge from enemies)

Dread Tactician (gains prowess; focused on teamwork and positioning)

Prowess Dice (Gain prowess dice equal to proficiency modifier, recover half when rolling initiative. Your prowess die as a Seeker is equal to your casting Focus Die in size)
  • Ambush – When rolling initiative, grant yourself or one ally a prowess die to add to their initiative result.
  • Focus – As bonus action, select a target; next ally to attack that target gains prowess die to the first attack against it.
  • Inspired Lore – When making an intelligence-based skill check, you may expend a prowess die to gain a bonus to that check equal to the result of the tactics die.
  • Precision – Grant self prowess die to attack roll against target, even after the roll is made.
  • Rally – Grants spent prowess die + charisma as temp HP to allies within 30 feet.
  • Retreat – As bonus action, you may spend a prowess die to allow your allies to move up to half their speed, applying the prowess die as a penalty to attack rolls made against them until the end of your turn.
  • Silver Tongue – When making a deception or persuasion check, you may expend a prowess die to gain a bonus to that check equal to the result of the prowess die.
  • Sudden Strike – On a successful hit, you may spend a prowess die to allow one ally within melee range of your target to spend their reaction to make an attack of opportunity against your target.

6th

Dark Prowess: You gain another prowess known. You may spend a focus point when using a prowess ability to increase your prowess die for that ability by one step for each focus point spent, with a maximum number of focus points you may spend equal to half your proficiency bonus.

Living Seal (protects allies by taking corruption and darkness into herself, can also take negative conditions from allies)

Survivor (ways to trick enemies into believing she's dead, as well as abilities to survive in combat and in exploration)


Dark Lore

(Going to need a good number of these! Use your caster level for FP limit instead of proficiency bonus, as if they were arts)

Alternate Studies

Your studies have lead you to discover a secret about life and/or death.
You learn your choice of a single black, green, or red necromancy art, or single a black or green biomancy art.

Baleful Shadows

(Can lower light levels; bestow conditions on creatures in darkness, later punish specific actions when taken in darkness.)

Corrupted Invocation

(Learn an invocation, and use Arcana in place of the skill normally used to invoke it. This invocation cannot gain the normal bonuses for matching conditions, but instead based on your corruption level.)

Dark Hands

Crafting arms of shadow, you can manipulate things from afar.
You may create a shadowy hand as an action. This hand lasts for 10 minutes, and you may move it any direction up to 20 feet on your turn without requiring any action, though any hands created by this dark lore may not move more than 30 feet away from you. You may have a maximum number of hands active equal to your proficiency bonus, and each has an effective strength score equal to your intelligence modifier.

  • Sneaky Strike – If one of your dark hands are holding a weapon, you may spend 1 FP to make an attack with it as part of an attack action, or 2 FP to make an attack with it as a bonus action.
  • Many Arms – You may spend focus points as a reaction or bonus action to summon dark hands equal to the focus points spent; if this number exceeds your normal limit, you may concentrate on this ability to maintain them for up to 1 minute.
  • Lifting Hand – You may create a singular, powerful shadowy hand within 30ft of you as an action by spending at least 3 focus points. This hand is 5ft by 5ft, and has a strength score equal to twice your intelligence score for the purposes of carrying capacity, and lasts for up to 10 minutes. If you use this hand to pick up a creature, it requires concentration, and is treated as a grapple, using your intelligence in place of strength, and lasts up to 1 minute. You may move this hand as normal for your dark hands. For each additional FP spent, increase the hand's effective strength score for carrying capacity by +2 (+30 pounds).
  • Shadow Slams – As an action, you may attack with all of your dark hands simultaneously, summoning them for an instant to strike creatures of your choice within 30 feet of you. You must spend at least 4 focus points for this ability, and make 2 melee spell attacks for each focus point spent. These spell attacks may be directed at any creature within range, and deal 2d6+2 points of necrotic damage each.
Dark Life

Upon gaining this dark lore, you may recalculate your hit points using your charisma in place of your constitution.

  • As an action, you may spend 2 FP to grant yourself 5 dark aegis points (see the Barrier's Aegis feature); dark aegis points nullify aegis points and vice-versa. While you have dark aegis points, creatures that successfully hit you take 5 points of necrotic damage. Augment: For every additional FP spent, you gain 5 more dark aegis points and creatures that successfully hit you take a further +5 points of necrotic damage.
  • (4 fp) (some sort of revivify effect for downed ally; forces 1 corruption onto subject, treated as undead until long rest)
  • (7 fp) (dark heal effect, removes conditions but causes corruption)
Eyes of the Dark

You may see in any darkness, including magical darkness, and gain advantage to sight-based perception checks. This functions even if you are otherwise blinded, though your vision in this case is monochrome.

  • As an action, you may spend 2 FP to gain the ability to see and discern magical auras within 60 feet of you. By focusing at least 1 round, you may narrow down the location of an aura to a particular square, and focusing 2 rounds allows you to pinpoint the source of the aura. You may make arcana checks with advantage to identify the type of aura, and investigate and perception checks with advantage when attempting to locate the source of a magical aura.
  • (3 fp) (see invisibility effect)
  • (3 fp) (gain immunity to gaze effects)
  • (5 fp) (create eye of shadow that can be sent forward to look for you)
  • (7 fp) (can see at great distance, as if scrying)
Heart Theft

As an action, you may attempt a charisma (deception) check against a target's passive insight bonus. If successful, that target cannot notice your attempts to charm it, and it suffers disadvantage to saving throws against being charmed by you for the next 10 minutes.

  • (2 fp) (charm a creature on a successful hit with either a studied strike or melee spell attack that deals no damage. Charisma save negates, charm lasts proficiency bonus rounds. Can spend a bonus action to deal studied strike damage to charmed target, target gets new save to end early. Each additional FP increases duration by +1 round.)
  • (3 fp) (can deal 4d8+4 points of psychic damage to charmed creature, gain temporary hit points equal to damage dealt.)
  • (4 fp) (end a charm effect on a creature to stun it for 1 round)
  • (6 fp) (increase duration of Heartcatch to five minutes; target can save each minute to end the effect, and is charmed for 1 week after three failed saves that weren't caused by damage.)
Hungering Shadows

(Can lower light levels; cause cantrip damage to creatures within darkness nearby, gain temp HP when doing so. later abilities punish actions in darkness, or devour creatures)

Mocking Glare

You gain proficiency in intimidation, or expertise if you were already. When you demoralize a creature with intimidation, you deal psychic damage based on your cantrip dice.

  • (2 fp) (demoralized creature cannot take an action that isn't dash, dodge, or withdraw this turn)
  • (3 fp) When demoralizing a creature, you may also paralyze it for 1 minute. At the start of each of its turns, it may attempt to save against your demoralize again, on a success, it is not paralyzed for that turn.
  • (4 fp) (petrify creature for 1 round on successful demoralize. If you maintain for 3 rounds, target is permanently petrified into black obsidian.)
  • (6 fp) (petrify creature for 1 minute on failed constitution saving throw)
Plundering Wit

(methods of stealing and depriving targets of their abilities temporarily. Can temporarily gain proficiencies and weapon masteries as well even without a target.)

Ribbons of Shadow

You may create a whip out of Darkness as a bonus action. You are proficient with this whip, and when attacking with it, you may use your intelligence modifier for its attack and damage rolls.

  • As an action, you may spend 2 FP to wrap yourself in dark ribbons for 8 hours, gaining resistance against necrotic damage. You may also calculate your armor class as 13 + your intelligence modifier.
  • (4 fp) (some sort of aoe tentacles; nom and gain some HP)
  • (6 fp) (summon-like effect, ribbon creature that can heal you)
Shadowbind

Creatures of your choice that are within 15 feet of you may not use the withdraw action; they also treat every foot of movement as 2 feet when moving away from you.

  • Stitch Shadow – As an action, you may select one creature you can perceive within 30 feet. That creature must make a charisma saving throw or be restrained for as long as you concentrate on this ability. As a bonus action while a creature is restrained by your shadowbind, you may spend 2 FP to deal your studied strike damage to it; a successful charisma saving throw halves this damage and prevents any studied strike effects from occurring. At the end of each of its turns, a restrained creature may attempt a strength saving throw to free itself from your shadowbind. You may use this ability a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.
  • (other thing at 10th-ish level)
Shadowmeld

(Can lower light levels; stealth, hiding, invisibility, and teleportation stuff based on shadows)

Shadow Flame

Even the exalted pyromancy casts a shadow, and within that darkness lies secrets.
(Can lower light levels; gain a few pyromancy-adjacent arts that deal necrotic, cold, or force damage)

Umbral Servitor

(temporary familiar? closer to unseen servant)

  • (2 fp) (combat option)
  • (3 fp) (flock of familiars)
  • (3 fp) (teleport to familiar; destroys familiar)
  • (4 fp) (similar to summon elemental)
Venom of Life

(gain resistance to poison damage, and to avoid becoming poisoned)

  • (2 fp) (heal a touched creature for proficiency bonus HP each round for 1d4+1 rounds; affected creature must make a constitution saving throw or be poisoned for the duration. Each FP spent increases duration by +1d4 rounds.)
  • (3 fp) (touched creature takes HP burn, but gains dark aegis points; constitution saving throw or be poisoned for 1 round and only gain half as many dark aegis points.)
  • (4 fp) (produce a concoction that, when activated by spending FP, can revivify a creature. The revived creature must make a constitution saving throw or be poisoned and take damage each round for 1 minute.)
  • (5 fp) (concoction can now bring the dead back to life, but as an undead version. constitution saving throw each hour against poison damage.)

Dark Rituals

(boons to gain while resting. These require some form of sacrifice or bestow penalties on self or allies in addition to their effects.)

Absorb Corruption - (Draw out the corruption in an area, item, or creature, placing it in yourself. The target is purified and safe for non-corrupted creatures.)
Blade of Corruption – (create a weapon based on your level of corruption; bonus against non-corrupted creatures and corrupted creatures not of the Dark, weaker against creatures of the Dark)
Dark Communion – (Grant yourself inspiration dice, make [lore] check; allies suffer demoralization when spent)
Expel Corruption – (eject corruption out of yourself, corrupting an area or specially prepared item.) Gain Taboo – (take on another taboo, gaining its drawbacks and benefits)
Remove Taboo – (requires material sacrifice, cannot reduce number of taboos to below 1. Removing limbs taboo does not restore lost limbs.)

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Page last modified on April 04, 2026, at 05:46 PM