Seer (5e Class)
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Seer[edit]
A woman sits in an empty stone room, her friends in the middle of enjoying their latest in a string of lucky victories. Of course, it never was luck, not that they'd ever know that. She meditates, soundless, motionless, determined to learn of something she knows she had missed. Next time, no one dies. Maybe next time.
A child awakens with a fright after having a terrible nightmare of a flood that would destroy a whole forest. But it wasn't a nightmare, and he knows that. If only he could have woken up 5 minutes sooner, then it wouldn't already be raining. He has exactly 33 minutes, 52 seconds, and 98 milliseconds. And he knows it.
An elderly man sits atop the throne he stole. Lesser creatures would be so eager to spend the earnings, but he knows that a kingdom is worthless if it falls. He knows every threat that will envelope the place for the short time left he has, and knows how to fight back against each and every one of them. Not himself of course, what does he look like, an amateur?
Living In The Future[edit]
The closest thing I've found to seers in D&D 5e is the Divination Wizard Subclass. We can do better. Do be warned however that this class requires some reliable forethought by the DM to work properly; If your DM doesn't plan too far ahead it might be unwise to try and play this class.
Seers are people that dedicate their lives to pursuing a specific outlet for their magical prowess. That specific outlet is the control over fate that seeing the future can provide, though it typically comes at a grave cost of being incredibly squishy, since the training and mental exercising that is required for this both takes up all your free time and allows for little in the way of staying in shape. Worse yet, practicing for so long can make it difficult or even impossible for some seers to live for the present, always instinctively making plans for the possibilities they think of even when the dangers seem to of passed. Hopefully you'll become powerful enough to fix that, but it's very well possible that you won't live that long. Seers are often the target of good and evil creatures alike trying to steal the edge that comes with this ability, and without being either secretive or very clever about using your powers, you could easily get in over your head. At least, that's how this typically goes, but that's of course up to the DM.
Creating a Seer[edit]
A campaign must be planned ahead to make being a seer viable, since a lot of their abilities are centered around features, traits, and spells that are designed to make DMing without giving the answers away challenging. Well, they're not designed for that, but that's what they tend to end up doing.
When making a Seer, ask yourself what made them pursue this path over other, less tedious (It typically takes years for most seers to harness their craft, longer than most Wizards) options? What does having so little contact with others outside of your seeing do to you? Who or what granted you the power to even try (I recommend getting the DM's help on that one)? Answering these questions might not be needed at first, but if the game lasts long enough it's likely you'll want to have some of these answers tucked away, so you should get the motivation and consequences of trying to be a seer integrated as early as you can.
- Quick Build
Typically, Seers by design are worthless in a fair fight, using allegiances, creativity and foresight to make up for their lack of training. You definitely should start at first with your Intelligence score as your highest, followed by either Wisdom or Charisma depending on the subclass you're going after.
Class Features
As a Seer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Seer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Seer level after 1st
- Proficiencies
Armor: Light Armor, Shields
Weapons: Simple Weapons, Improvised Weapons, Heavy Weapons, Special Weapons.
Tools: All Gaming Sets
Saving Throws: Intelligence, Charisma
Skills: Choose 2 from Arcana, History, Investigation, Nature, Perception, Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Scythe or (b) A Whip or (c) Any Simple weapon.
- (a) A Scholar's Pack or (b) A Burglar's Pack
- (a) A Musical Instrument or (b) A Gaming Set
- A Spellbook
- If you are using starting wealth, you have 5D4X10 gp in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Seer Archetype | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Reactive | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Predictions | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Extra Attack | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Seer Archetype | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Unfortunate Events | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Nailed It | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Predictions | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Reactive | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Seer Archetype | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Hammered It | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Predictions | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Seer Archetype | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Ultimate Plan | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
As a magically empowered seer, you can use your uncanny foresight to predict what mistakes you could make trying to cast spells, and avoid them, allowing you to cast such spells. All Seer Class spells are considered arcane for seers, including those that normally are with classes that use divine or natural magic. See the bottom of the page for the unique seer class Spell List.
- Cantrips
At 1st level, you know 2 cantrips from the seer spell list. You learn additional seer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Seer table.
- Spellbook
At 1st level, you have a spellbook containing six 1st-level seer spells of your choice. Your spellbook is the repository of the seer spells you know, except your cantrips, which are fixed in your mind.
For the purposes of multiclassing, separate sections, parted by 10 blank pages, can be used to have a single spellbook with wizard and seer spells on it. Your spellbook has all the other limitations of a spellbook for the wizard class, which you can reference in the "Your Spellbook" sidebar on page 114 of the 5e PHB. Copying spells from a Wizard's spellbook as a Seer spell is possible, and so is copying Seer spells into a Wizard spellbook, but only if the spell is on both spell lists. If you have a Seer spell in your spellbook that is also on the Wizard spell list and you have Wizard levels, you can cast the spell as a Wizard spell provided you have the spellslot to do so, and vice versa.
It costs 10 gold and 30 minutes per level of the spell to copy a divination spell into your spellbook, rather than the normal time and cost requirements. This doesn't stack with the Wizard's Divination Savant feature.
- Preparing And Casting Spells
The Seer table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of seer spells that are available for you to cast. To do so, choose a number of seer spells from your spellbook equal to your Intelligence modifier + your seer level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level seer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level spell slot. Casting a spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of seer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Intelligence is your spellcasting ability for your seer spells, since you learn your spells through intense mental training and memorization. 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 seer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Ritual Casting
You can cast a seer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
- Spellcasting Focus
You can use an arcane focus (see 5e PHB chapter 5, "Equipment") as a spellcasting focus for your seer spells.
- Learning Spells of 1st level And Higher
Each time you gain a seer level, you can add two seers spell of your choice to your spellbook for free. The spells must be of a level for which you have spell slots, as shown on the Seer Table. On your adventures, you might find other spells that you can add to your spellbook (see 5e PHB "Your Spellbook" sidebar on page 114).
Seer Sacrifice[edit]
At 1st level, you choose what you're willing to give up for mastery of the mind and the power of seeing the future. Choose between dreaming seer, awakened seer, and fragile seer, all detailed at the end of the class description. Your choice grants you features at 1st level, and again at the 6th, 14th, and 18th levels.
Reactive[edit]
At 2nd level, you use your slight but growing precognition to amplify your quickest moments of opportunity. You have 2 reactions each round. You can only use 1 reaction on any given event that allows you to use a reaction, such as only being able to make a single opportunity attack when a creature leaves your range. If the same type of trigger occurs twice however, you may use more than one reaction on the action it allows you to perform (Such as a creature leaving your range twice in one turn, which is typically what allows you to attempt opportunity attacks). You can only cast any particular spell as a reaction once between turns, meaning spells like shield do not have their effects stack. Finally, you can only hold one action each turn, and cannot use your additional reactions while you are holding any action. However, you can drop the held action (wasting the reaction, any held spell and associated spell slot) to perform a reaction if you so choose.
At 11th level, you have 3 reactions, following the other rules and limitations listed above.
Predictions[edit]
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. You learn 3 Predictions from the list below. You can learn 2 more Predictions at levels 10 and 17. You use one Prediction Point to make a prediction. You regain all spent Prediction Points after you finish a long rest.
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.
Predict Failure: You can, before someone attempts an attack roll, ability check, or saving throw, use your reaction to 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 (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 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.
Predict Success: You can, before someone attempts an attack roll, ability check, or saving throw, use your reaction to 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 someone with a lesser modifier, you see it as easy.
Predict Allegiance: You can use an action to 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.
Predict Allied Motive: You can use an action to 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 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.
Predict Hostility: You can use an action to 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.
Predict Hostile Motive: You can use an action to 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 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).
Predict Trap: You can use an action to 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 any non-magical traps (A mundane object made explicitly to harm or contain intruders, or you specifically). If there is 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.
Predict Magic Trap: You can use an action to 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 any magical traps (Same as above but for traps that use magic to work). If there is one, you learn what 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.
Predict Encounter: You can use an action to 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 location, the basics of what they are 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 creatures either. You can also use this on the room or area you are currently in.
Predict Integrity: You can use an action to 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 discovered instead. You can also use this on the room or area you are currently in.
Ability Score Increase[edit]
Wiki Note: Unfortunately, the formatting for the class table incorrectly calls the Ability Score Improvement feature "Ability Score Increase" when looking for where to link the reader that clicks on it. I'm not certain, but I believe only an admin might be able to fix this conflict.
When you reach 4th level, and again at 8th, 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.
Extra Attack[edit]
At 5th level, you've learned to make up for your lack of speed with prediction and momentum. You can make two weapon attacks when you use the attack action on your turn. You can replace one of your weapon attacks with a cantrip that requires an attack roll.
Unfortunate Events[edit]
At 7th 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 your roll. In the case of attacks, one roll of 20 is a normal hit while both is a critical, which does the maximum damage possible when it occurs this way.
Additionally, your proficiency bonus is doubled for checks using gaming sets you have proficiency with.
Nailed It[edit]
At 9th level, you can capitalize on your successes more, because you see them coming a mile away. If you get a critical hit with a weapon attack or spell attack you may make an additional single weapon attack as a bonus action. If your opportunity attack is a critical hit, you may use another Reaction to make another opportunity attack with a single weapon attack instead.
Hammered It[edit]
At 15th level, you can capitalize on your opponent's failures as well, as they'll never see it coming. When a creature misses you with an attack, you can make an opportunity attack as a reaction. If you hit this opportunity attack, that creature can't target you with any attacks, spells, or effects until the end of your next turn.
Ultimate Plan[edit]
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 Sacrifice features let's you choose to 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. This death ward effect isn't actually a spell, but you setting up events ahead of time in your favor. Because of this, the effect occurs even if you are knocked unconscious or killed before it can be triggered. 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 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.
Seer Sacrifice (Subclass)[edit]
Awakened Seer[edit]
- Other Worlds Than This One
At 1st level, you are blind, either as an accident, accident of birth or an intentional choice to pursue this power. As such, you always suffer the blind condition, and cannot be cured of it through normal means, including normal spells. Spells work as effectively as if you could see (foresight still gives you advantage instead of merely negating your disadvantage on attacks, for example.), but those that need you to see specific targets of the spell require you to know where those targets are in some way (Such as hearing or touching them), or accurately guessing where they are in relation to you (If you guess and miss, the spell is wasted). Spells that give you some measure of temporary vision lock off your sight, causing you to be unable to use any of your seer class features other than those unrelated to seeing (Like spellcasting, proficiencies, etc.) until you are blind once again; but of that same vein, since this blindness is now part of who you are nothing can restore your vision if you are unwilling to allow it, short of a deity. If an overdeity restores your vision, whether temporarily or permanently, the DM can rule that you keep your seer class features, depending on the disposition of the deity. You can still read and write in your spellbook in spite of your blindness, along with any Seer Spellbook or Spell Scroll (If the scroll has a Seer spell on it). Your blindness makes you more in tune with the weight of weapons, allowing you to add your Wisdom modifier to attack and damage rolls made with Heavy weapons instead of your Strength modifier.
You can use gaming sets normally, regardless of your blindness.
- See The Future
At 1st level, you have learned to see possible futures while awake, as a result of being blind. You are immune to the surprised condition. Additionally, you can take an hour after finishing a Long Rest to meditate and ask the DM a question of 10 words or less about the future that occurs within 1 week. The DM must give a technically correct response, but can do so in as much or as little detail as the DM chooses. Your actions can change the future, causing subsequent answers to the same question to change. An unknown force prevents you from asking a direct question about another player's character, but actions the DM knows the player will take can affect the responses to other questions. You can meditate to ask questions a number of times equal to your Wisdom modifier, and once you have you cannot ask any more questions until you finish a Long Rest.
- Prophetic Mind
At 6th level, your sight has improved to allow you to see distant events. When you use your See The Future feature, you can ask questions about the past under the same rules as questions of the future. Additionally, your See The Future feature allows you to ask questions that occur within a month of time instead of a week, and you can meditate for additional hours on a single question to increase the distance of time from the present by a rate of 1 month for each hour of meditation. When you ask a question about the future or past a year or more from the present, you take Exhaustion points equal to the amount of years the question is from you. If this kills you, you do not learn the answer to your question.
- Know The Way
At 14th level, you are so good at seeing the future that you can glimpse a mere moment ahead, effectively allowing you to see very near to the present. You have blindsight within 10 feet of you. Additionally, you gain proficiency in Wisdom Saving Throws.
- Near Omniscience
At 18th level, you have truly mastered the art of seeing. When you use your See The Future feature, you can ask questions that occur within a year timeframe for each hour you meditate, and no longer take Exhaustion points as a result. When you are meditating to see distant events, you no longer need to eat, drink or sleep, and don't become Exhausted no matter how long you are meditating for (Other effects can still cause Exhaustion). The DM now must give a vision of the event in question. You can ask additional questions about the nature of the vision, but can't learn anything that couldn't be heard or seen by a human with the vision's viewpoint. While you have this vision, you are oblivious to the world around you, but taking damage instantly ends the vision. Finally, spells and effects that temporarily cause you to not be blind no longer remove access to your seer class features.
Dreaming Seer[edit]
- Sleepytime Junction
At 1st level, you are more susceptible to being really tired. If caught in an effect that can make you fall asleep, you do automatically, regardless of if you could resist against or be immune to the effect. This includes the sleep spell and similar effects, regardless of if the spell rolls high enough to knock you unconsious (But still wastes the hit points if you are caught in it). In addition, you have disadvantage on saving throws that cause Exhaustion on a failure. Your constant sleepiness makes you go with the flow more, allowing you to add your Charisma modifier to attack and damage rolls made with Heavy weapons instead of your Strength modifier.
- Dream The Future
At 1st level, your mind no longer simply dreams, but if you do have dreams, you dream exclusively of future or past events. Unfortunately, being asleep often makes it difficult to remember what you dreamt. At the end of a Long Rest in which you slept (Not meditated in the case of Elves) the entire time, you can ask the DM a question of 10 words or less about the future or past that occurs within 1 week. The DM must give a technically correct response, but must answer the question as vaguely and in as little words as possible. Your actions can change the future, causing subsequent answers to the same question to change. An unknown force prevents you from asking a direct question about another player's character, but actions the DM knows the player will take can affect the responses to other questions.
- Psychic Mind
At 6th level, your dreams become more clear and focused, allowing you to see distant events. When you use your Dream The Future feature, you can ask questions that occur within 8 years of time relative to you instead of a week. When you ask a question about the future or past a year or more from the present, you take Exhaustion points equal to the amount of years the question is from you. If this kills you, you learn the answer to your question before dying.
- Dream The Way
At 14th level, you are better at remembering your dreams. When you ask a question with your Dream The Future feature, the DM must answer as clearly and consisely as possible, instead of as vaguely and briefly as possible. In addition, you have advantage on Charisma saving throws.
- Deja Vu
At 18th level, you begin to dream more extensively, having vague memories of even small details of the events you haven't been trying to recall before they occur. When you use your Dream The Future feature, you can now ask questions about events within 200 years of when you asked the question, and no longer take Exhaustion points as a result. The DM now must give a vision of the event in question. You can ask questions about the nature of the vision, but can't learn anything that couldn't be heard or seen by a human with the vision's viewpoint. While you recall this vision, you are oblivious to the world around you, but taking damage instantly ends your ability to recall the details you're asking about.
Fragile Seer[edit]
- Faint of Heart
At 1st level, you have been unwilling to sacrifice your view of the present, nor any piece of your mind. Instead, you try much harder, focusing for hours at a time purely on strengthening your mind enough to take the strain. It takes so much of your free time that you have little or no time to focus on keeping your body in shape, which has left you weaker and more susceptible to harm. You get sick easily, seem to have a constant migraine, and are always afraid you'll break something with any extra effort. Your maximum hit points are reduced by 1, and you gain 1 less additional maximum hit points when you gain a level in this class (Minimum 1). Additionally, you have disadvantage on Constitution saving throws against disease or the poisoned condition, and you have vulnerability to poison damage. Your constant pain gives you that intense focus you seek however, allowing you to add your Intelligence modifier to attack and damage rolls made with Heavy weapons instead of your Strength modifier.
- Make The Future
At 1st level, you have a rather specific understanding that planning ahead to future battles is useless when you still have to worry on the ones you're currently in. This mentality has developed your seeing abilities in an interesting way. Rather than seeing eventual outcomes, you can change events as they happen. As an action on your turn, you can call to mind a nearby mundane object of your choice that always existed, but was simply unnoticed until now. This object could be anything from the key of a door to a flask of oil, but it must be able to fit in your hand. The DM tells you where this object is within sight (but they can make it difficult to acquire). You cannot use this on an object the DM has already made you aware of, such as an existing key. Once you have used this feature once, you cannot do so again until you finish a long rest.
- Mind Over Matter
At 6th level, you gain the ability to somewhat ignore your pain when concentrating on spells. You can add your Intelligence modifier to concentration checks to maintain concentration on a spell. Additionally, you learn one cantrip of your choice from the Wizard spell list that requires an attack roll. This cantrip counts as a Seer spell for you, and when you cast it, you can do so without any components.
- Hardened Heart
At 14th level, your pain has all but subsided, you mind so fully inured to its constant spikes and lulls that you can fully control even outside sources of pain. You are immune to being blinded, deafened, paralyzed or stunned. Additionally, the first 5 levels of Exhaustion have no effect on you, though you still die upon gaining the 6th.
- No Mercy
At 18th level, when you take the attack action on your turn, you can cast a spell as a bonus action. The spell must have a casting time of 1 action or 1 bonus action and must only affect any of the targets of your attacks (Which can include targets of cantrips that were part of your attack action) and no other creatures, or be a spell cast only on you. When you cast a spell this way, you can perform the somatic components of the spell during your attacks, even if you are wielding a weapon.
Seer Spell List[edit]
The following spell list refers to the spells that can be found in the existing official material for D&D 5E, such as but not limited to the PHB. 5e SRD has many of these spells described already, but if it is colored red that means the page is not on this wiki and you must consult the official content to find it (Presumably it's because the spell is from something other than the PHB, such as Xanathar's Guide). Some spells appear under different names in the SRD, but with the same effects as their counterpart names listed below. No homebrew spells are incorporated to ensure ease of access to simply playing this class without having to modify it. As a general rule, the DM can decide that additional spells (Such as homebrew ones), can be on your Seer spell list, but the list is made with the wording "creatures that you can see," in mind, since one of the subclasses makes you blind and therefore unable to use most of those spells. As the Other Worlds Than This One feature will explain, you can cast a spell while blind as if it was normally cast, if you have some clear way to know exactly where the target is, such as hearing them, feeling them, or using a spell to guess their presence. You can also guess, but might waste your spell at the DM's discretion if you are wrong.
Additionally, some spells, you may notice, are from more divine spellcasting spell lists, such as Cleric spells. These are Arcane type magic for Seers, and are on here as part of the reference to older (Real-World) mythology and fantasy, which often depicted seers and oracles as divine in some way.
It might go without saying, if a non-homebrewed spell can't be found in the official content the DM is using, the DM can rule that it is not on your spell list.
- Cantrips
blade ward, control flames, friends, guidance, gust, mage hand, magic stone, mending, message, mold earth, prestidigitation, resistance, shape water, shocking grasp
- First Level Spells
absorb elements, alarm, catapult, cause fear, color spray, command, comprehend languages, create or destroy water, detect evil and good, detect magic, detect poison and disease, earth tremor, expeditious retreat, faerie fire, false life, feather fall, fog cloud, grease, heroism, identify, jump, longstrider, mage armor, shield, sleep, snare, speak with animals, hideous laughter, floating disk, thunderwave, unseen servant, zephyr strike
- Second Level Spells
aid, alter self, arcane lock, augury, beast sense, blindness/deafness, blur, calm emotions, crown of madness, darkness, detect thoughts, earthbind, enhance ability, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, levitate, locate animals or plants, locate object, magic mouth, mirror image, arcanist's magic aura, ray of enfeeblement, rope trick, see invisibility, spider climb, web, zone of truth
- Third Level Spells
bestow curse, blink, catnap, clairvoyance, counterspell, daylight, dispel magic, erupting earth, fear, feign death, fly, gaseous form, haste, tiny hut, {{5h|s|Life Transference, magic circle, meld into stone, nondetection, phantom steed, remove curse, sending, slow, tiny servant, tongues, vampiric touch
- Fourth Level Spells
arcane eye, banishment, confusion, conjure minor elementals, control water, death ward, dimension door, divination, fabricate, freedom of movement, greater invisibility, secret chest, locate creature, faithful hound, private sanctum, resilient sphere, stone shape, stoneskin
- Fifth Level Spells
arcane hand, circle of power, commune, commune with nature, contact other plane, creation, dispel evil and good, dream, geas, greater restoration, holy weapon, legend lore, mislead, modify memory, passwall, planar binding, Rary's telepathic bond, scrying, seeming, skill empowerment, steel wind strike, telekinesis, teleportation circle, transmute rock, wall of force, wall of stone
- Sixth Level Spells
arcane gate, bones of the earth, contingency, create homunculus, eyebite, find the path, flesh to stone, globe of invulnerability, guards and wards, instant summons, investiture of stone, magic jar, move earth, irresistible dance, soul cage, Tenser's transformation, true seeing, wind walk
- Seventh Level Spells
crown of stars, divine word, etherealness, forcecage, Mordenkainen's magnificent mansion, Mordenkainen's sword, plane shift, power word pain, reverse gravity, sequester, simulacrum, symbol, teleport
- Eighth Level Spells
antimagic field, antipathy/sympathy, clone, control weather, demiplane, earthquake, feeblemind, mind blank, mighty fortress, power word stun, telepathy
- Ninth Level Spells
astral projection, foresight, gate, imprisonment, invulnerability, mass polymorph, psychic scream, shapechange, time stop, true polymorph, true resurrection, weird, wish
Multiclassing[edit]
For the purposes of multiclassing, separate sections, parted by 10 blank pages, can be used to have a single spellbook with wizard and seer spells on it. Your spellbook has all the other limitations of a spellbook for the wizard class, which you can reference in the "Your Spellbook" sidebar on page 114 of the 5e PHB. Copying spells from a wizard's spellbook as a seer spell is possible, and so is copying seer spells into a wizard spellbook, but only if the spell is on both spell lists. If you have a seer spell in your spellbook that is also on the wizard spell list and you have wizard levels, you can cast the spell as a wizard spell provided you have the spellslot to do so, and vice versa.
The multiclassing ability score requirement for this class is Intelligence 13. The other rules for multiclassing, such as meeting the score requirement of both the class you have and the one you wish to multiclass into, still apply. If you multiclass into this class from another class, you gain proficiency with 1 gaming set of your choice, and the Heavy Weapons proficiencies.
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