Seer (5e Creature)
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Small celestial, neutral good
Armor Class 14
Saving Throws Dex +6, Wis +6
Magic Resistance. The seer has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the seer has disadvantage on Wisdom (Perception) checks that rely on sight.
Quick Flying. The seer doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Painful Touch. The seer takes 3 (1d6) damage every time it touches a liquid or solid surface.
Spellcasting. The seer is a 5th-spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks), and it doesn’t need verbal, somatic or material components for any spells. Any spells with touch range instead have a range of 5 feet and can only target one creature. The seer has the following spells:
Cantrips (at will): dancing lights, guidance, minor illusion, resistance, thaumaturgy
Quick. The seer uses the Disengage action.
Seers are floating eyes about the size of a small goblin. Seers do not attack, but their fast flying speed keeps them safe from most other enemies. They are not omnipotent, but they are aware of many things around them. Seers normally try their best to make ties with other creatures, commonly found working with parties of adventurers to organized crime groups.
"ooc" comments: I had the idea of a watcher race that can't attack, but simply observes. I then realised how boring of a race that would be, so I made it a creature, designed to work with or against the party. I wasn't sure what CR it should be, so I just made it CR 2.
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