User:Babosa/Seer

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Seer[edit]

You are gifted with psionic powers, but not of great power. Unlike most notable psionics, your gift is very limited, so you must train hard and wield your powers with precision rather than strength to have any significant effect.

Seekers[edit]

Creating a Seer[edit]


Quick Build

You can make a Seer quickly by following these suggestions. First, wish should be your highest ability score, followed by Cha. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Seer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Seer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Seer level after 1st

Proficiencies

Armor: light
Weapons: simple
Tools:
Saving Throws: wis and cha
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Seer

Level Proficiency
Bonus
Features Perception Points
1st +2 <!-Class Feature1-> -
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Greater Perception[edit]

You gain proficiency in perception and you double it.

Targeting[edit]

As an action, you can highlight a creature's weaknesses, pick a creature within 30 feet, and attacks rolls against it gain a +1 bonus and are considered critical hits on rolls of 19 and 20. The effect ends if a minute passes, the creature is 60 or more feet away from you or you use this feature again.

Enhanced Perception[edit]

At 2nd level, you gain perception points as shown in the table, which can be used to temporarily improve your senses. The options are at the end of the description. You regain spent points after completing a long rest.

Vocation[edit]

At 3rd level, you chose a vocation. Choose between <!-list the subclass options->, all detailed at the end of the class description. Your choice grants you features at 3rd and again at <!-list all the levels the class gains subclass features->.

Ability Score Increase[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Subclass Feature->

<!-Subclass feature game rule information-->


Sensory focuses[edit]

Magic[edit]

Detect magic creatures

Lifeforce[edit]

Spacial (Plane and soul)[edit]

Magicians can hold teleport while you see the destination, they can teleport to where you see


Mind[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

Tracking Mark[edit]

Secondary targets, bonus, tracking. You leave a psionic mark on a person or object


5th level, Word of warning, when you see someone take an action where they make an attack roll or force Dex saves, you can use your reaction to warn creatures you can communicate with (speech is limited to 30ft) which causes disadvantage

Targets have disadvantage on attack rolls to hit you and you have advantage on dex rolls on things you see

3rd level, Mental attacks; slashing, psychic, force

1d6 increases like cantrip

Vital strike; General, Heart puncture, Achilles heel

Modified Portant

Limited omniscience

Reaction to learn effect of spells and abilities.

send your senses; 120ft move, through soild, can look like invisible grey blob or as visible version of yourself, either way you have 5ft invisable grey line pointing towards your real body.


Illusion disruption; perception check against spellcaster DC to disrupt illusion spells, beating DC by 5 means dispel of illusion

Telepathy / telepathic bond

Sense through someone else's senses

Special senses

Blindsight (echolocation), seant, truesight, Internal compass, Inertial navigation, see to ethereal and astral plane

Know others stats including hp, max hp, ability scores, class levels, ac, spell slots, immunity ect,

Make solid objects your ears

Level 17. Gain effects of Foresight until end of your next turn by using your action or until end of this turn by using your bonus action (maybe)

If someone has nondetection you can spend an action trying to find a bypass if you fail you can spend 10 minutes aggressively testing it which is noticeable or wait until long rest to gain more inspiration to redo

Look at class features and spells that give you information

Danger sense

Commune with nature

Arcane eye

Tracking

Sensing illusions and shapechangers

Cleric knowledge

Speak with dead?

you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.

http://engl393-dnd5th.wikia.com/wiki/Mystic

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