–Hit Dice: 1d8 per Seeker level
-Hit points at 1st level: 8+ your constitution modifier
-Hit points at higher levels: 1d8 (or 5) + your constitution modifier per Seeker level above 1st
Armor: Light armor
Weapons: Simple weapons, Longswords, Shortswords, Rapiers
Tools: Thieves’ tools, one other tool kit of your choice.
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Investigation, Religion, Perception, Survival.
· (a) a longsword, (b) a shortsword, or (c) a rapier
· (a) an explorer’s pack or (b) a dungeoneer’s pack.
· Leather armor, dagger, and thieves’ tools
· One common titan amulet
Level Proficiency Bonus Features Invocation Points Mana Spells Known Max Spell lvl
1st +2 Expertise, Invoke, Magic2 2 2 1
2nd +2 Magical Tradition2 3 3 2
3rd +2 — 3 3 3 2
4th +2 Ability Score improvement 4 4 4 2
5th +3 Extra Attack 4 4 5 3
6th +3 Expertise, Tradition Feature 5 5 6 3
7th +3 Dual summon 5 5 6 3
8th +3 Ability Score improvement 6 6 7 3
9th +4 Tradition Feature6 6 8 4
10th +4 Ability Score improvement7 7 9 4
11th +4 —- 7 7 10 4
12th +4 Ability Score improvement 8 8 10 4
13th +5 — 8 8 11 5
14th +5 — 9 9 12 5
15th +5 — 9 10 13 5
16th +5 Ability Score improvement 10 10 13 5
17th +6 Tradition Feature 10 15 14 5
18th +6 Tri summon 15 15 14 5
19th +6 Ability Score improvement 15 20 15 5
20th +6 20 25 15 5
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies
At 6th level, you can choose two more of your proficiencies (in skills or with your tools) to gain this benefit.
Magic is one of the primary abilities of a seeker and allows the user to cast a variety of spells or powers.
When you gain a level in seeker you can choose a new spell, additionally you can also chose to exchange one of your current spells for another one you are able to learn.
Intelligence is your spellcasting ability for your seeker spells. 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 save DC = 8+your proficiency bonus + you intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
To invoke a titan it requires a cost and it takes a lot of focus to do so, so you are only able to summon one titan at a time until one’s skill reaches a point.
Your access to this energy is represented by a number of Invocation points. Your Seeker level determines the number of points you have, as shown in the Invocation Points column of the Seeker table. you can use these points to fuel the summoning of your Titans. When you spend an Invocation point, it is unavailable until you finish a Long Rest, at the end of which you draw all of your expended energies back into yourself.Once a titan has been defeated in battle or expended through other means they are unable to be invoked as specified per each one.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 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.
Using the optional feats rule, you can forgo taking this feature to take a fea of your choice instead
Titans are powerful ancient creatures summoned from the Spirit World and then sealed within Amulets by a forgotten mage of immeasurable power. The titans vary in size and power and are sealed within a diverse array. Seekers are able to invoke Titans from their Amulets. Titans, by nature, are natural beings that have a personality of their own or take on the personality of their seeker. Very often titans who belonged to another seeker may be hard to bond with and can be unwilling to work with the new seeker when the personalities differ greatly from their previous owner or even their own. Titians do not think as humans do and rely more on their instincts. Controlling a Titan usually requires a verbal command but very rarely when a titan and seeker’s bond are strong they form a Power-bond where they could command the titans telepathically. Power-bonded titans also gain more power and new abilities.
There are 5 classifications of Titans each costing a different amount for their invocation, there are 5 possible subtypes that a titan could be and titans consist of 6 sizes
Classifications Invocation Cost Types Sizes
Common 1 Archer Tiny
Uncommon 2 Enchanter Small
Rare 3 Scout Medium
Epic 4 Sentinel Large
Legendary 5 Sorcerer Huge
Warrior Gargantuan (can only be Legendary classification of titans)
· Blood Spiral Magic
· Casterwill Magic
· Avant Magic
Blood Spiral Magic
Mark of the Spiral
Choosing this path of magic at level 2 you are bequeathed a spiral mark somewhere one your body that draws in and consumes magic from around you which then is used to empower you physically, mentally and spiritually.
Once per day when you take a short rest you can use the spiral mark to replenish your invocation points or Mana; or alternatively half of each. You can’t do so again until you finish a long rest.
At level 6
At level 17 you can summon a Nullifier creature instead of a titan when invoking. This consumes the strength of the titan you summon and leaves them void of energy for 7 days.
At level 6 you gain the ability to cast the spell Soulburn once per day.
At level 9
At level 17 you have learned to tap into the memories of your ancestors and gain two spells of your choice from the standard or casterwill spells list.
Seeker Spell List (PHB official spells)
Pass without Trace
Freedom of Movement.
Seeker Spell list (Custom spells)
Basic seeker spells
Blood spiral spells
8. Cutrace (replaced hyperstride if you have it)
5. Blue star
6. Channel might