Seeker
About this class
The Seeker is a person who is investigating the secrets of the ancient world. There is a long history fraught with uncertainty, and the Seeker aims to clear the mysteries once, and for all. Investigating ancient sites, artifacts, beliefs, and tomes, they have uncovered some of the truth, but are always excited to learn more. The secrets the ancient world holds could assist in solving some modern day problems, or at least give us a better understanding.
Starting stats
Hope feature
Class features
-
Ancient Assistance
At the beginning of a session, place a d6 on your character sheet with its value at 6. When you make an action roll, and your Hope die is lower than the value of the d6, you may raise it to the value of the d6. Afterwards, lower the value of the d6 by 1. At the end of the session, you may gain Hope, or Clear stress, equal to the remaining value of the d6. Then remove it from your sheet.
Class items
- An undeciphered tablet
- A small, stone statue
Character questions
Background prompts
- Are you studying the ancient world due to your own curiosities, or do you have a connection to it?
- Sometimes you see visions of the ancient world in your dreams. What do you see?
- People often have a common misconception about the ancient world that you have disproven. What is it?
Connection prompts
- What have I taught you about the ancient world that fascinates you?
- So much of the ancient world has been lost to time. Why do you believe me when I tell you my findings?
- What do you do to stop me from keeping my head stuck in the past?
Subclass cards
Printable via header menu
Ancestral Guide
Foundation
SPELLCAST TRAIT: Knowledge
Ancient Wisdom: When making an action roll, mark a Stress to add the current value of your Ancient Assistance die to the roll.
Spiritual Defense: Gain a permanent +1 to your Armor Score.
Ancestral Guide
Specialization
Ancient Philosophy: When using your Ancient Assistance ability, roll a d6. On a 6, the Ancient Assistance die does not count down.
Soul Reckoning: When you take damage, you may mark Stress to deal magic damage equal to the current value of your Ancient Assistance die to the attacking creature.
Ancestral Guide
Mastery
Ancient Secrets: Your Ancient Assistance die is now 1d8.
Final Rites: Once per session, when you mark your last Hit Point, you may clear a number of Hit Points equal to the current value of your Ancient Assistance die, and then reduce the value to 1.
Ancestral Weapon
Foundation
SPELLCAST TRAIT: Presence
Ancient Fighting: Add the current value of your Ancient Assistance die to your damage rolls.
Laid to Rest: When you force a creature to mark their last Hit Point, you may increase the value of your Ancient Assistance die by your Tier.
Ancestral Weapon
Specialization
Mystic Carving: When you make a successful attack, mark a Stress to deal magic damage equal to the current value of your Ancient Assistance die to another creature within Close range.
Ancestral Weapon
Mastery
Frenzied Fighting: When the value of your Ancient Assistance is at 1, you gain advantage on all attack rolls.
Ancestral Artifacts
Foundation
SPELLCAST TRAIT: Instinct
Meditative Artifact: After a rest, choose one Trait. Your Ancient Assistance die does not go down when activated on rolls of that Trait.
Warding Artifact: Gain a permanent +1 to Evasion.
Ancestral Artifacts
Specialization
Empowering Artifact: When you make damage rolls, mark a Stress to add an extra damage die, and discard the lowest die.
Shining Artifact: Spend a Hope. All allies gain a bonus to their next roll equal to the current value of your Ancient Assistance die,
Ancestral Artifacts
Mastery
Meditative Chain: You may now choose two Traits when using your Meditative Artifact ability.
Guiding Artifact: You may spend a Downtime activity to raise your Ancient Assistance die back to its maximum value.
Seeker
The Seeker is a person who is investigating the secrets of the ancient world. There is a long history fraught with uncertainty, and the Seeker aims to clear the mysteries once, and for all. Investigating ancient sites, artifacts, beliefs, and tomes, they have uncovered some of the truth, but are always excited to learn more. The secrets the ancient world holds could assist in solving some modern day problems, or at least give us a better understanding.
Domains
Star + Sea
Starting Evasion
11
Starting Hit Points
5
Class Items
- • An undeciphered tablet
- • A small, stone statue
Seeker’s Hope Feature
Ancient Radiance : Spend 3 Hope. All other allies may gain a Hope, clear a Stress, or Clear a Hit Point.
Class Features
Ancient Assistance
At the beginning of a session, place a d6 on your character sheet with its value at 6. When you make an action roll, and your Hope die is lower than the value of the d6, you may raise it to the value of the d6. Afterwards, lower the value of the d6 by 1. At the end of the session, you may gain Hope, or Clear stress, equal to the remaining value of the d6. Then remove it from your sheet.
Seeker Subclasses
Choose either the Ancestral Guide or Ancestral Weapon subclass.
Ancestral Guide
Play as the Ancestral Guide to learn from a spiritual guide, and get more uses out of your Ancient Assistance ability.
Spellcast Trait
Knowledge
Foundation Features
Ancient Wisdom: When making an action roll, mark a Stress to add the current value of your Ancient Assistance die to the roll.
Spiritual Defense: Gain a permanent +1 to your Armor Score.
Specialization Feature
Ancient Philosophy: When using your Ancient Assistance ability, roll a d6. On a 6, the Ancient Assistance die does not count down.
Soul Reckoning: When you take damage, you may mark Stress to deal magic damage equal to the current value of your Ancient Assistance die to the attacking creature.
Mastery Feature
Ancient Secrets: Your Ancient Assistance die is now 1d8.
Final Rites: Once per session, when you mark your last Hit Point, you may clear a number of Hit Points equal to the current value of your Ancient Assistance die, and then reduce the value to 1.
Ancestral Weapon
Play as the Ancestral Weapon to use an ancient weapon, and weaponize your Ancient Assistance to give yourself an edge in battle.
Spellcast Trait
Presence
Foundation Features
Ancient Fighting: Add the current value of your Ancient Assistance die to your damage rolls.
Laid to Rest: When you force a creature to mark their last Hit Point, you may increase the value of your Ancient Assistance die by your Tier.
Specialization Feature
Mystic Carving: When you make a successful attack, mark a Stress to deal magic damage equal to the current value of your Ancient Assistance die to another creature within Close range.
Mastery Feature
Frenzied Fighting: When the value of your Ancient Assistance is at 1, you gain advantage on all attack rolls.
Background Questions
Answer any of the following, or create your own.
- • Are you studying the ancient world due to your own curiosities, or do you have a connection to it?
- • Sometimes you see visions of the ancient world in your dreams. What do you see?
- • People often have a common misconception about the ancient world that you have disproven. What is it?
Connections
Ask one of the following, or improvise.
- • What have I taught you about the ancient world that fascinates you?
- • So much of the ancient world has been lost to time. Why do you believe me when I tell you my findings?
- • What do you do to stop me from keeping my head stuck in the past?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.