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  1. SEER
  2. A monk merely presides under the light; a seer finds themself as one with it.
  3. As a seer, you have gained an immense amount of knowledge of the world around you. You begin to feel the passing of time align with your body. You have heightened senses and abilities due to your focused studies.
  4. Your combat relies on out-smarting your opponent, and dodging their attacks.
  5.  
  6. Class Features
  7.  
  8. As a seer you gain the following class features.
  9.  
  10. Hit Points
  11.  
  12. Hit Dice: 1d6 per monk level
  13. Hit Points at 1st Level: 6 + Constitution modifier
  14. Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per seer level after 1st
  15.  
  16. Proficiencies
  17.  
  18. Armor: None
  19. Weapons: scythes, simple weapons
  20. Tools: calligrapher's tools
  21. Saving Throws: Wisdom, Dexterity
  22. Skills: Choose two from Arcana, Perception, Investigation, Insight, Religion, and History
  23.  
  24. Equipment
  25.  
  26. You start with the following equipment, in addition to the equipment granted by your background:
  27.  
  28. (a) a scythe or (b) any simple weapon
  29. (a) a dungeoneer's pack or (b) an explorer's pack
  30. one potion of double speed
  31.  
  32. Level ProficiencyBonus Martial Arts PP Unarmored Movement Features
  33. 1st +2 1d4 — — Unarmored Defense
  34. 2nd +2 1d4 2 +10 ft. PP, Unarmored Movement
  35. 3rd +2 1d4 3 +10 ft. Predictions, Mobile
  36. 4th +2 1d4 4 +10 ft. Ability Score Improvement, Keen Insight
  37. 5th +3 1d6 5 +10 ft. Extra Attack, Keen Mind
  38. 6th +3 1d6 6 +15 ft. Sleeper Pressure Point
  39. 7th +3 1d6 7 +15 ft. Bountiful Luck, Advanced Stillness of Mind
  40. 8th +3 1d6 8 +15 ft. Ability Score Improvement
  41. 9th +4 1d6 9 +15 ft. Unarmored Movement improvement, Uncanny Dodge
  42. 10th +4 1d6 10 +20 ft. One more prediction, Percieve the Unseen
  43. 11th +4 1d6 11 +20 ft. Alert
  44. 12th +4 1d6 12 +20 ft. Ability Score Improvement, Unfortunate Events
  45. 13th +4 1d6 13 +20 ft. Defensive Duelist, Nailed It
  46. 14th +4 1d6 14 +25 ft. Second Chance
  47. 15th +4 1d6 15 +25 ft. Stroke of Luck
  48. 16th +4 1d8 16 +25 ft. Ability Score Improvement
  49. 17th +5 1d8 17 +25 ft. One more prediction
  50. 18th +5 1d8 18 +30 ft. Hammered It
  51. 19th +6 1d8 19 +30 ft. Ability Score Improvement
  52. 20th +6 1d8 20 +30 ft. Ultimate Plan
  53.  
  54. FIRST LEVEL:
  55. Unarmored Defense:
  56. While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
  57.  
  58.  
  59. SECOND LEVEL:
  60. PP:
  61. You unlock your prediction points, equal to your level.
  62.  
  63.  
  64. THIRD LEVEL:
  65. Predictions:
  66. At 3rd level, you're finally ready to learn what the future holds. You have a number of Prediction Points equal to your seer level. Choose a number of Predictions from the list below equal to your Intelligence modifier (Minimum 1) to create a list of the ones you
  67. can do. The Predictions you choose do not change, but you can pick a new Prediction to add to the list of ones you can do at levels 10 and 17. If your Intelligence modifier increases, you can choose additional Predictions for each increase as well. You spend one
  68. point and your action for the round to make the prediction. Any effect that gives you a second action (But not bonus action) that can be used to take the Dash Action on your turn can also be used to make a Prediction (Allowing more than 1 each round under the
  69. right circumstances). You regain all spent Prediction Points after you finish a long rest.
  70. DM Note: The DM tells the player how they see the roll for the following two Predictions. You don't have to tell them the DC of the roll, only if its easy, difficult or impossible.
  71. Predict Failure: You can, before someone attempts an Attack Roll, Ability Check, or Saving Throw, tell if the roll would be incredibly difficult to overcome. If the DC for the roll is 20 or higher, you see it as difficult. If the DC is high enough that no roll
  72. (Discounting Attack Rolls of Natural 20, which always hit) can be successful, you can tell the character making the roll that it is impossible for them to succeed in, preventing them from wasting the action if it is an ability check or attack roll. You also see
  73. the roll as impossible if the DC is 28 or higher, even if there is a fair chance the creature making the roll can succeed.
  74. Predict Success: You can, before someone attempts an Attack Roll, Ability Check, or Saving Throw, tell if the roll would be incredibly easy to overcome. If the DC for the roll is 10 or less for someone with a +2 modifier or higher to the roll, or 5 or less for
  75. someone with a lesser modifier, you see it as easy.
  76. Predict Allegiance: You can predict if a creature you can see and haven't met would be likely to ally with you, and what course of actions you should take to have the highest chance of this.
  77. Predict Allied Motive: You can predict a friendly NPC creature's next action it will take during combat. Note that the creature's next action can change if the circumstances of the fight change between the turn this is used and the creature's turn. If you predict
  78. an attack or spell, you predict the most likely target. You can also use your other knowledge to suggest a better course of action for the ally, but it is up to them to decide whether or not they follow it.
  79. Predict Hostility: You can predict if a creature you can see and haven't met would be likely to attack you, and what course of actions you should take to have the highest chance of avoiding this.
  80. Predict Hostile Motive: You can predict a hostile creature's next action it will take during combat. Note that the creature's next action can change if the circumstances of the fight change between the turn this is used and the creature's turn. If you predict an
  81. attack or spell, you predict the most likely target, and can warn the would-be target of the hostile intent (Which can also change the outcome).
  82. Predict Trap: You can predict if a room (Or 30 foot spherical area up to 100 feet ahead of you while outside) you can see into but haven't entered contains a trap (A mundane object made explicitly to harm or contain intruders, or you specifically). If there is
  83. one, you learn where the trigger mechanism for it is (But not what it is), if any. You can also use this on the room or area you are currently in.
  84. Predict Magic Trap: You can predict if a room (Or 30 foot spherical area up to 100 feet ahead of you while outside) you can see into but haven't entered contains a magical trap (Same as above but for traps that use magic to work). If there is one, you learn what
  85. school of magic the magic of the trap has, if any. You also learn where the trigger mechanism for it is (But not what it is), if any. You can also use this on the room or area you are currently in.
  86. Predict Encounter: You can predict if a room (Or 30 foot spherical area up to 100 feet ahead of you while outside) you can see into but haven't entered contains creatures. If there are creatures, you know where they are in the room, the basics of what they are
  87. doing (Hiding, talking, fiddling with an object, etc. You don't learn any more precise information than that, like what a creature is saying for example.), and can't be surprised by them. If you tell other creatures this knowledge, they can't be surprised by the
  88. creatures either. You can also use this on the room or area you are currently in.
  89. Predict Integrity: You can predict if a room (Or 30 foot spherical area up to 100 feet ahead of you while outside) you can see into but haven't entered is not structurally sound. Traps are artificial, but this allows for environmental and natural hazards to be
  90. discovered instead. You can also use this on the room or area you are currently in.
  91.  
  92. Mobile:
  93. You are exceptionally speedy and agile. You gain the following benefits:
  94. • Your speed increases by 10 feet.
  95. • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  96. • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  97.  
  98.  
  99. FOURTH LEVEL:
  100. Ability Score Improvement
  101.  
  102. Keen Insight:
  103. Immediately at the start of the battle, true strike is struck upon your opponent of choice.
  104.  
  105.  
  106. FIFTH LEVEL:
  107. Extra Attack
  108.  
  109. Keen Mind:
  110. You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
  111. • Increase your Intelligence score by 1, to a maximum of 20.
  112. • You always know which way is north.
  113. • You always know the number of hours left before the next sunrise or sunset.
  114. • You can accurately recall anything you have seen or heard within the past month
  115.  
  116.  
  117. SIXTH LEVEL:
  118. Sleeper Pressure Point:
  119. When in battle, you can see the energy flowing through your enemy's body. After passing a DC14 Investigation check, you knock the enemy prone. Using 2 PP will knock the target paralyzed for a turn.
  120.  
  121.  
  122. SEVENTH LEVEL:
  123. Bountiful Luck:
  124. Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
  125.  
  126. Advanced Stillness of Mind:
  127. You are immune to Fear or being Charmed.
  128.  
  129.  
  130. EIGHTH LEVEL:
  131. Ability Score Improvement
  132.  
  133.  
  134. NINTH LEVEL:
  135. Unarmored Movement Improvement
  136.  
  137. Uncanny Dodge:
  138. Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  139.  
  140.  
  141. TENTH LEVEL:
  142. One more prediction may be chosen.
  143.  
  144. Percieve the Unseen:
  145. 2nd-level Truespeak
  146. Casting time: 1 Action
  147. Range: 1 creature within 30 feet
  148. Components: V, 1 PP
  149. Duration: 1 round
  150. Your word shapes the Universe to grant additional awareness to a target or make the target harder to perceive.
  151. Your target gets +5 to the next Perception check.
  152. You may also say this Utterance backwards to grant a target to take a +5 to their next Stealth check.
  153. At Higher Levels. When using an extra 2 PP points as a bonus, the target gains the ability for an additional round. When you speak this Utterance using an extra 4 PP the target gains advantage on Perception checks or if spoken in reverse the target gains advantage
  154. on Stealth checks. When spoken using 6 extra PP the target gains Truesight or if spoken in reverse comes under the effect of a Greater Invisibility spell.
  155.  
  156.  
  157. ELEVENTH LEVEL:
  158. Alert:
  159. Always on the lookout for danger, you gain the following benefits:
  160. • You gain a +5 bonus to initiative.
  161. • You can’t be surprised while you are conscious.
  162. • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
  163.  
  164.  
  165. TWELFTH LEVEL:
  166. Ability Score Improvement
  167.  
  168. Unfortunate Events:
  169. At 12th level, your understanding of different possibilities allows you to literally make the best out of a bad situation. Whenever you have disadvantage on an Attack Roll, Ability Check, or Saving Throw but roll a 20 on one of the dice, you can keep the 20 as
  170. your roll.
  171.  
  172.  
  173. THIRTEENTH LEVEL:
  174. Defensive Duelist:
  175. Prerequisite: Dexterity 13 or higher
  176. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
  177.  
  178. Nailed It:
  179. At 13th level, you can capitalize on your successes more, because you see them coming a mile away. Your attacks are critical hits on a roll of 19 or 20, and if you get a critical hit you may make an additional single weapon attack as a bonus action. If your
  180. opportunity attack is a critical hit, you may use another Reaction to make another opportunity attack with a single weapon attack instead.
  181.  
  182.  
  183. FOURTEENTH LEVEL:
  184. Second Chance:
  185. Fortune favors you when someone tries to strike you. You gain the following benefits:
  186. • Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
  187. • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.
  188.  
  189.  
  190. FIFTEENTH LEVEL:
  191. Stroke of Luck:
  192. At 15th level, you see right through your opponent. If your attack would miss a target within range, you can turn the miss into a hit. Alternatively, if you would fail an ability check, you can treat the d20 roll as a 20.
  193. Once you use this feature, you can’t use it again until you finish a long rest.
  194.  
  195.  
  196. SIXTEENTH LEVEL:
  197. Ability Score Improvement
  198.  
  199.  
  200. SEVENTEENTH LEVEL:
  201. You can choose one more prediction.
  202.  
  203.  
  204. EIGHTEENTH LEVEL:
  205. Hammered It:
  206. At 18th level, you can capitalize on your opponent's failures as well, as they'll never see it coming. Your attacks are critical hits on a roll of 18, 19, or 20, and when an opponent misses you with an attack, you can make an opportunity attack as a reaction.
  207.  
  208.  
  209. NINETEENTH LEVEL:
  210. Ability Score Improvement
  211.  
  212.  
  213. TWENTYTH LEVEL:
  214. Ultimate Plan:
  215. At 20th level, everything you do is so well calculated that you can basically guarantee success on anything you see coming. Any encounter you can guess or know is hostile through the Predictions feature or any of your Seer Archetype features let's you choose to
  216. make yourself and up to 8 allies take 20 on their die roll for Initiative, instead of rolling. Additionally, you and each ally you chose acts as if under a Death Ward spell, until the end of the encounter or the effect is used once, whichever happens first.
  217. Finally, when you use your Ultimate Plan feature, every attack from you or your chosen allies that is a critical allows you to make a single weapon attack (On the same target) without using an action or Reaction to do so, including the additional attacks that
  218. are granted by this feature. Once you have used your Ultimate Plan feature once, you can't use it again until at least a month of time has passed, as setting up the tiny details and specific changes that lead to it being possible takes time and effort.
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