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.


Spellcasting ability

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)

Magical Tradition

·        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.


Castwill Magic

Casterwill Might

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.


Avant Magic











Seeker Spell List (PHB official spells)

1st level


Charm Person

Comprehend Languages


Feather Fall



Mage Armor

Magic Missile



2nd level

Arcane Lock



Locate Object

Pass without Trace

Spider climb


3rd level

Counter spell

Dispel magic



4th level


Freedom of Movement.


5th level


Modify Memory

Greater Restoration




Seeker Spell list (Custom spells)

Basic seeker spells

1.  Agurerfros

2.  Armorbrand

3.      Blasteater

4.      Boltflare

5.  Breakspell

6.  Bristlebind

7.  Chillskin

8.  Darkness

9.  Dragonfist

10.   Fireport

11.   Hyperstride

12.   Neverlost

13.   Overshield

14.   Raypulse

15.   Firestorm

16.   Touchram

17.   Powerlock

18.   Powermark

19.   Rippleburst

20.   Shadowlock




Blood spiral spells

1.  Abyssfall

2.  Acidheart

3.  Armorburn

4.  Auraforce

5.  Bladestorm

6.  Bladewave

7.  Bloodrank

8.  Cutrace (replaced hyperstride if you have it)

9.  Darkvoid

10.   Darkwave

11.   Drybite

12.   Earthrift

13.   Fogmosnter

14.   Hopeshatter

15.   Newfury

16.   Nullcurse

17.   Powerdrain

18.   Runamok

19.   Sandstorm

20.   Stormflare

21.   Underfear


Casterwill spells

1.  ArmorForge

2.  Banebound

3.  Battleforge

4.  Bladecall

5.  Blue star

6.  Channel might

7.  Cyphercall

8.  Ghostwalk

9.  Honorguard

10.   Kindlestrike

11.   Knowledgelock

12.   Newlife

13.   Oathmaker

14.   Sacoblade

15.   Sunlock


Avant spells

1.  Bubblelift

2.  Camoforge

3.  Clatterbang

4.  Copykind

5.  Darksleep

6.  Dopplemorph

7.  Doublespell

8.  Farslip

9.  Flashbulb

10.   Firebrand

11.   Mindsight

12.   Nimblefire

13.   Overmode

14.   Shadowspeed

15.   Simplemind

16.   Skingrip

17.   Slitherfoot

18.   Stopglue

19.   Stoneglove

20.   Thornstaff

21.   Typhoonbind

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