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Seer


Hit Points

Hit Dice: d6 per Seer level
Hit Points at first Level: 5+Con mod
Hit Points at Higher Levels: D6(or 4)+Con mod

Proficiences

Armor: Light armor
Weapons: Simple weapons
Tools: Choose 1 Artisan's Tool set to be proficient with
Saving Throws: Wisdom and Constitution
Skills: Choose 2 from the following list:
  • Arcana, Insight, Persuasion, Survival, Medicine, and Perception

Overview & Creation

One with magic


Magical energy flows through a dwarf. As he prepares to cast a spell, the blood vessels in his arm seem to glow in a bright blue energy. His spell flies through the air with high fluidity and hits with an incredible amount of force. This dwarf is a seer, a caster that utilizes the power of internal magic (mana) to cast and perform spells.

Gradual Mysticals


Seers differ from the other spellcasters because their magical abilities arrive to them as they grow up. Their lineage could be made completely out of non-mages, yet as they grow up, magical powers begin to spontaneously appear within them. Unlike the other naturally magical class, the sorcerer, seers become better masters of their magic with time. They become more and more skillful of their powers as their body begins to adapt to this new sense. Seers usually start off with chaotic lives, especially if they have no intentions to learn how to control their powers. Due to the amount of time a seer's body needs to go through to adapt, most seers are elven, dwarven, or any other race that lives for extended periods of time.

Mana Mage


Mana is what seers use to cast spells. Mana is more or less an anatomical part of a seer. It's as if it was a part of their blood. Mana is much more fluid than traditional spell slots, but aren't as tangible. Mana regenerate at a much faster rate than spell slots, but it comes with the cost of directly influencing the abilities of the seer themselves. The less mana they have, the less energetic they are. They are the mana they use.

Building a Seer


To make a seer, your highest stat should be wisdom, as a seer's own wisdom of their body's mana allows them to have better control over them. Next should be your constitution score, as certain abilities will require constitution saves to prevent certain adverse affects. 


Class Features

Switch-out


At 2nd level, you gain the ability to switch cantrips over the course of a long rest. However, switching your cantrips requires that you have all of your mana and all of your hit-points before the rest occurs. So if you've taken damage after a fight and try to take a long rest, you can't use this.

Directional Mana


At 3rd level, you get to see how your mana begins to adapt. You have the choice of choosing one of the two directions: Chaotic mana and Defensive mana.

Ability Score improvement


At 4th level, you can choose to add 1 point to 2 ability scores or 2 points to 1 ability score or take a feat. This occurs again at 8th, 12th, 16th, and 19th level.

Focused Regeneration


At 5th level, you can choose to take an entire turn to restore 1D4 mana points back. This includes using up your action, bonus action, and movement. You can use this ability a number of times equal to half your Wisdom Modifier (min 1) per long rest.

Shared Energy


At 9th level, your mana can be used for a more supportive role. As an action, you can expend some mana to heal another creature(not yourself) up to the amount you choose to use. If you use this on another seer, they instead just receive your mana and directly add it into their pool.

Enhanced Mana Power


At 15th level, you can choose to expend 1/2 of your current mana points to give yourself advantage on any type of D20 roll. If you use this with only 1 mana point remaining, you must make a DC-12 Constitution save or take 1D8 psychic damage.

Better Restoration


At 17th level, your mana power comes back at super fast rates. On a short rest, you can add your Wisdom mod to your D8 roll when you regenerate mana.


Starting Equipment

You start off with:  

  • A quarterstaff or any simple weapon
  • A component pouch
  • Dungeoneer's pack or Explorer's pack
  • 2 daggers

 


Spellcasting

At some point in time, your body began to slowly become magical. Mana energy runs through your body. The source can be anything from magical radiation, a strange bodily reception to strong magical forces, or sudden gene mutations. Your body slowly begins to adapt to its new magical state. While it may seem like seers don't have much mana, each unit carries a high concentration of energy and the seer's body is constantly regernating lost mana.

Cantrips


At 1st level, you know 4 cantrips. Choose from the Sorcerer's spell list. You can gain more cantrips at certain level milestones.

Mana


Mana is what allows seers to cast spells. You have a set mana pool that allows the casting of 1st level spells and up. The level of spell slot a spell says it uses is actually how much mana it uses up. So, a level 1 magic missile will use up 1 point of mana. When you are out of combat for at least 1 hour, you regain lost mana points by 1D8. Because your mana is a part of your physical self, when you drop to 0 mana points, you'll have the following debuffs:
  • You lose 10ft of movement speed
  • You can not cast any leveled spells
  • You have disadvantage on all Constitution rolls.

Spellcasting Scores


Your Spell-save DC=8+Wisdom Mod+proficiency bonus. Your Spell attack modifier=proficiency bonus+Wisdom Mod.

Spells known


Starting at 1st level, you know 2 1st level sorcerer spells. You gain more spells as you level up and whenever you gain new spells, you can switch and replace spells you currently know of for another. You can only learn higher leveled spells when you reach a certain seer level. So, a level 3 seer can only cast spells that are level 2 and lower. The higher your level, the higher leveled your spells are. Also, you can choose to use more mana points if the spell allows the usage of higher leveled slots. So, for example if you expend 2 mana points for a burning hands, you roll 4D6 instead. You can only expend a maximum of 3 points upward per cast.


Subclass Options

Chaotic Mana

By choosing this subclass, you can channel your mana into more of an offensive role. However, this comes with the chance of unpredictable outcomes.

Mana Blast


At 3rd level, you gain the signature ability of the subclass. As an action, you can expend at least 1 mana point to fire a magical blast towards a target that does 1D6 force damage per mana point spent and has a range of 60ft. This is a spell-like ability, but not a spell in of itself. Unlike spells, the maximum amount of mana points you can spend on this is 6. However, spending more than 3 points at once can yield unexpected consquences. The DM will roll one of the following results:
Roll (D6) Result
1 You take 1D6 in recoil damage.
2 You suddenly drop prone until your next turn.
3 You begin to levitate for 1 minute.
4 Your limbs begin to glow a blue light (30ft) for 1 minute.
5 You get to add a D4 to your next attack roll.
6 You instantly regain 1D4 mana points.

Powered Spells


At 6th level, you gain the ability to enhance you or your allies' attacks. By expending 2 mana points, you can grant a willing creature or yourself advantage on an attack roll. This can be done once per short or long rest.

Enhanced Mana Blast


At 7th level, your mana blast die moves up to a D8. The maximum amount of dice you can roll without consequences increases to 4.

High-Sense Energy


At 10th level, your mana can now enhance your sense of sight. By expending 2 mana points, you can, as a bonus action, sense if something is hiding behind something without needing to roll. In addition, you have advantage on all perception checks that require sight and you can target creatures with 1/2 or 3/4 cover with no penalty. This effect lasts 10 minutes and requires a short or long rest to recharge.

Super Enhanced Blast


At 11th level, your Mana Blast die moves up to a D10. In addition, spending at least 3 mana points will cause the blast to explode, dealing damage to other creatures standing within 5ft of the initial target.

Defensive Mana

By choosing this subclass, your mana changes in a way that allows it to protect both you and your fellow companions.

Mana Armor


At 3rd level, your inner mana energy as reconstituted itself to be far sturdier than normal. When you have all of your mana points, you get to add your proficiency modifier to your current AC. This AC bonus is lost once your mana points drop below max.

Magus Regeneration


At 6th level, your health has the ability to heal based on how much mana you have. You can use your action to heal yourself. The amount healed is equivalent to your current amount of mana x constitution modifier (min 1). This can only be done a number of times equal to your wisdom modifier and resets after a longrest.

Enhanced Defenses


At 7th level, your Mana Armor trait becomes stronger. You only need at least 1/2 of your max mana to have the AC bonus. On top of that, when you have all of your mana points, you can now add your wisdom mod to your AC as well and you gain resistance to all types of damage except necrotic damage and magical damage. You also can't be forced back with pushes or magic.

Absorbtion Barrier


At 10th level, your mana has strengthened to amazing limits. Any time a projectile targeted at you misses, it is broken down and absorbed into you, healing yourself by 1D6. You also now take 1/2 damage to Magic Missile attacks.

Body of Health


At 11th level, your mana has made it so that your entire body is near perfection. You are immune to poisons and disease and now passively regenerate 1D4 HP every round. You also no longer suffer the debuff of having 0 mana.


LevelProf BonusCantrips KnownSpells knownSpell Level MaxMana Points
124216
224216
324326
425326
535438
635438
735538
835548
9456410
10466410
11467510
12467510
13568712
14568712
15569812
16569812
176610914
186610914
196611914
206611914

Created by

n0753w.

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