Pale Seeker Fight and track beasts and unkown horrors with the aid of eldirthc beings with a Bloodborne Indspired Class

Pale Seeker Trekking into the unknown lands to seek knowledge for the Pale Ones fighting off creatures of unknown origins with tools and weapons crafted from a fare off realm. With blood and swift feet, Pale Seekers move around all means of beings putting them off balance with blood laced mystical bullets and ever changing weapons. A Pale Seeker may be garbed in loose cloth and hide or thick armor, they can always be ready for a fight with a bit of alchemy combined with knowledge gifted by the Pale Ones. The Pale Ones These Elder Gods seek enlightenment through gathering knowledge and spreading their influence across worlds. They do this directly or by making contact with mortal beings and making a deal by trading knowledge and training to them in exchange for helping them. The current known forms of these Pale Ones are the Pale Arcane, Pale Blooded, Pale Beast, Pale Warmonger. The Pale Arcane Beings that primarily seek magical knowledge and craft tools to aid their Seekers on their quests. They, at times, will modify their bodies through magic to better suit what they need with each new magical secret they come across. Their primary Seekers are those of the Enlightened. The Pale Blooded Beings that seek knowledge from blood and how it can be used. They bath in it for power and gain knowledge of those it belonged to. They give Seekers the knowledge of blood and how it can be used to heal, as a weapon, and as a means of summoning great (and probably cursed) power within. Their primary Seekers are those of the Elder-Bloods. The Pale Beasts They are primal in their nature and seek knowledge of creatures and their natural strengths. Power above all is how they progress and with the adaption of other creatures into themselves is all they want. Their Seekers are given the primal prowess of beasts to overcome what’s in their paths. Their primary Seekers are those of that carry their name of Pale Beast The Pale Warmonger The makers and distributors of the weapons used to hunt, fight, and wage war. They seek knowledge of warfare and combat. As they gain new knowledge of construct and weaponry; they incorporate it into their very being and start to develop new means of destruction. Their primary Seekers are those of the Pale of War.

The Pale Seeker Level Proficiency Bonus Features Quicksilver Bullet Maximum Visceral Damage 1st +2 Blood Vials - - 2nd +2 Quicksilver Bullets, Stunning Riposte, Fighting Style 2 - 3rd +2 Pale Blade Badge, Allegiance 3 - 4th +2 Ability Score Improvement, Eldritch Knowledge 4 - 5th +3 Extra Attack, Stunning Shot 5 - 6th +3 Blood Bullets, Allegiance Feature 6 - 7th +3 Cosmic Eye Badge, Quick Feet 7 - 8th +3 Ability Score Improvement 8 - 9th +4 Visceral Attacks 9 3d6 10th +4 Pale Powder Badge, Pale Seeker Alchemy 10 3d6 11th +4 Allegiance Feature 11 4d6 12th +4 Ability Score Improvement 12 4d6 13th +5 Dawn Seeker’s Badge, Essence Puller 13 4d6 14th +5 Quickening 14 5d6 15th +5 Grave Badge, Fusion Weapon Crafting 15 5d6 16th +5 Ability Score Improvement 16 5d6 17th +6 Allegiance Feature 17 6d6 18th +6 Pale Ones Plane 18 6d6 19th +6 Ability Score Improvement 19 6d6 20th +6 Pale Ones Presence 20 7d6 Quick Build You can make a Pale Seeker quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution or Wisdom. Second, choose the Unknown background. Class Features As a Pale Seeker, you gain the following class features Hit Points Hit Dice: 1d8 per Pale Seeker level

1d8 per Pale Seeker level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d18 (or 6) + your Constitution modifier per Pale Seeker level after 1st Proficiencies Armor: Light Armor, Medium armor, Shields

Light Armor, Medium armor, Shields Weapons: Simple Weapons Martial Weapons, Fusion Weapons, Firearms

Simple Weapons Martial Weapons, Fusion Weapons, Firearms Tools: Tinker tools, Alchemist’s supplies Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two skills from Arcana, Athletics, Acrobatics, History, Religion, Insight, Investigation, Medicine, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Pale Cleaver or (b) Barbed Cane

Pale Sliver

(a) Leather Armor or (b) any Martial Weapon

(a) explorer’s pack or (b) a scholar’s pack

Blood Vials You can extract blood into vials from your own body and treat them using a slow and careful refinement process to create a healing mixture comparable to some potions. During a long rest you can extract blood vials from your body equal to your Proficiency bonus. After 24 hours, any blood vial not used loses their potency. You can use a blood vial as bonus action and regain 1d6 hit points for every 2 Pale Seeker levels (rounded up). If used on another creature besides a Pale Seeker; that creature must make a Constitution of saving throw DC 15 be poisoned. At 10th level creatures no longer become poisoned Quicksilver Bullets Normal bullets are useless to a Pale Seeker, as they are too unwieldy to use quickly enough against a beast. Thus, a more mystical form of ammunition is required. At 2nd level you gain access to quick silver bullets. The maximum number of bullets you may carry is detailed in the Pale Seeker table. You regain bullets up to your maximum each time you take a short or long rest but must spend at least 30 minutes extracting them from your blood to do so and expending a hit die. Stunning Riposte At 2nd level, your quick draw can throw your opponents off guard. If an enemy makes a melee attack at you, you may use your reaction to riposte and expend one quicksilver bullet to add your proficiency bonus to your AC with your firearm. If the creature misses as a result, you may have the enemy lose their reaction till the start of their next turn. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When engaged in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Quicksilver When you are wielding a melee weapon in one hand and a ranged weapon in the other, you gain +1 to range and melee attack rolls and reload the ranged weapon without needing a free hand. Pale Blade Badge Once you reach 3rd level, you can call upon a minion of the Pale Ones known as a Messenger. They bring you unique weapons and tools of your trade. You may call upon the Messengers with a one minute ritual. At the end of the ritual, they bring you one of the following weapons of your choice: Hunter's Axe, Barbed Cane, Pale Cleaver, Pale Spear, Pale Gun, and Seeker Shredder. The weapons you can choose from grows with each badge you attain. Also, you can only have one Fusion weapon at a time, including the ones you can make at later levels. To get a differnt Fusion weapon you must trade in your current Fusion Weapon in order to obtain a differnt one, these rules also apply to your firearms you get from the Messengers. Along with that you can only pick one firearm and one melee weapon each time you get a new Badge.(Example, with the Pale Blade Badge you can only take one the melee weapons and either the Pale Gun or Seeker Shredder. After that you can’t obtain any of the others under this badge.) Allegiance When you reach level 3, you may pledge your allegiance to a Pale Seeker faction to gain power. You may choose The Enlightened, Elder-bloods, Pale Beast, or Pale War. You receive abilities based off of these paths at levels 3, 6, 11, and 17. These also include your spell casting ability. Spell Save : 8 + proficiency bonus + Wisdom Modifier Spell Attack : Proficiency bonus + Wisdom Modifier Ability Score Increase 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. Eldritch Knowledge At 4th level, through your studies of the unknown and dangerous it becomes easier for you to recall information of monsters hiding in the night. You can add your Wisdom modifier to ability checks when recalling information involving Aberration, Celestial, Monstrosity, Fey, Fiends, and Shapechangers. You also have advantage on tracking them. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Shot At 5th level when a creature is affected by your Stunning Riposte, they also become blinded or deafened until the end of their next turn if they fail a Constitution save against your spell save DC. They come out of being blinded or deafened early if they are damaged. Also, if you attack a surprised creature with a melee attack you may have the enemy make a save against your spell save DC or be blinded or deafened untill damaged. Blood Bullets You have figured out how to make Quicksilver Bullets fused with your own blood in a pinch. Starting at level 6, as an action, you may take 3d8 of necrotic damage to gain five quicksilver bullets. These do not count toward your Quicksilver Bullet maximum. You cannot hold more than five blood bullets at a time. Cosmic Eye Badge Starting at level 7, you may request the following weapons from the messengers: Seeker Maul, Seeker Blade, and Rose. Quick Feet You’ve adopted a way to stay very agile while in the midst of combat. At 7th level if you make an attack action on your turn; you can use your bonus action to move 5ft without provoking an attack of opportunity. Visceral Attacks At 9th level during your turn, if an enemy is blinded, deafened, stunned, or paralyzed by any means; you may make a melee attack to deal extra damage. The amount of extra damage dealt is outlined in the Pale Seeker Class table and the type depends on what weapon you are using to perform the attack. Pale Powder Badge Starting at level 10, you may now request the following weapons from the messengers: Scatter Spear, Stake Puncher, and Flameous Pale Seeker Alchemy At 10th level, you’ve found a way to craft tools to aid you in your hunt; during a short or long rest you can use your alchemy supplies to craft Flame Paper, Lighting Paper, Pale Marrow Ash, and/or Beast Blood Pellets. You can have a total amount of these items equal to your Wisdom modifier and each item takes 1 hour to make. Flame Paper , once rubbed on a non-magical weapon, blood treated weapon, or a firearm that is also a melee weapon; gives the weapon extra 1d6 fire damage and lasts for 1 minute. Requires a bonus action to use and it cost’s 50gp in ruby dust per paper.

, once rubbed on a non-magical weapon, blood treated weapon, or a firearm that is also a melee weapon; gives the weapon extra 1d6 fire damage and lasts for 1 minute. Requires a bonus action to use and it cost’s 50gp in ruby dust per paper. Lighting Paper , once rubbed on a non-magical weapon, blood treated weapon, or a firearm that is also a melee weapon; gives the weapon an extra 1d6 lighting damage and lasts for 1 minute. Requires bonus action to use and cost 50gp in sapphire dust paper.

, once rubbed on a non-magical weapon, blood treated weapon, or a firearm that is also a melee weapon; gives the weapon an extra 1d6 lighting damage and lasts for 1 minute. Requires bonus action to use and cost 50gp in sapphire dust paper. Pale Marrow Ash is applied to firearms that use quicksilver, once applied the firearm deals an extra die of damage only on the next attack and the ash is expended. Requires bonus action to use and requires 1oz of bones of a creature with the CR of 1 or higher.

is applied to firearms that use quicksilver, once applied the firearm deals an extra die of damage only on the next attack and the ash is expended. Requires bonus action to use and requires 1oz of bones of a creature with the CR of 1 or higher. Beast Blood Pellets are consumed as a bonus action and allow you to build up Beast Essence except only up to a maximum 4 extra and only lasts 1 minute. Requires a small vial of beast’s blood of a beast of a CR of 1 or higher.(Look at Pale Claws for information on Beast Essence) Dawn Seeker’s Badge Starting at level 13, you may request the following weapons from the messengers: Beast Cleaver, Flame Hammer, Bow Blade, Dusk-Dawn, Saw n’ Club, Essence Puller Starting at level 13, you can use a small bit of cosmic power of the Pale Ones. When you perform a Visceral Attack, you can take some of the creature’s essence for your own. During the end of a long rest you can choose to gain 1 quicksilver bullet or 1d10+ attack modifiers in hit points when you perform a Visceral Attack. Quickening You have mastered the art of Quickening, the art of increasing one's speed and agility. Starting at 14th level you can use your bonus action to become Quickened for 1 minute; your movement speed is doubled, you have advantage on Dexterity saving throw and checks, and enemies have disadvantage on attack rolls against you. Once you use this ability, you can’t use it again until you finish a long rest. Grave Badge Starting at level 15, you may request the following weapons from the messengers: Grave Blade, Blood Wheel, or the Blade of Two

Fusion Weapon Crafting By 15nd level, you’ve spent time reflecting on your tools of the trade. A Pale Seeker has many tools, but none are as important as their weapon. You’ve learned to create your own signature Fusion weapon. With a day of downtime, you can combine two weapons into one. The weapons you combine cannot both be ranged nor can they both be heavy. The two forms cannot be identical (example: you can't combine a longsword and a longsword) unless they're both magical weapons. Also the weapon must be made in the presence of your messenger so they can extend their power so that the weapon can be properly fused. You can swap between each form of the weapon as a bonus action. If you combine two magical weapons, their properties do not combine and only apply when in that weapon's form. If both require attunement, the new form only requires a single attunement slot. Also you cannot fuse sentient weapons or artifacts. Pale Ones Plane Starting at 18th level, the next time you would take a long rest; your subconscious mind awakes in the realm of the Pale One, a plane of existence of pale skinned Elder Gods that seek enlightenment. While here your soul and mind are safe from total destruction. In return, you must watch over the world in permanent service to the Pale Ones seeking knowledge for them when they ask of it. You no longer age and if you die your body fades from existence within 6 seconds of death. Your body then apparates back the next day at the last place you’ve taken a long rest with full hit points and suffering 4 levels of exhaustion. This can only be undone via a Wish or is denied directly by a god. Pale One’s Presence You have made contact with a Pale One and its power has overwhelmed you. Starting at level 20, you can, as an action, enter in a state of pure enlightenment and power. For 1 minute all your quicksilver gun attacks can cause a Stunning Shot. You also come under the effects of your Quickening ability and gain all your quicksilver bullets back. Also using an action and expending 10 quicksilver bullets you can let loose an explosion of eldritch energy around you. You can cause all hostile enemies in 30ft of you to make an Intelligence saving throw or have them be dealt 5d6 force and 5d6 psychic damage and be knocked prone on a failed save or take half as much and aren’t knocked prone on a successful save.

The Enlightened Through the echoes of the blood of your enemies, you have discovered the existence of the Elder Ones, and have started down the path to using their arcane knowledge At 3rd level you may now have the messengers retrieve one of two new weapons for you: Tesla Club or Elder Parasite. In addition, the messengers retrieve various tools of past hunters for you, which are infused with arcane power and can mimic certain spells for you. You have 2 tools of your choice, which are detailed in the “Pale Tools” section below. You gain one additional tool of your choice at 6th, 11th, and 17th level. Whenever you gain another tool, you can also replace one of the tools that you already have with a different tool. Casting Tool Spells. Some of the Tools allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Once you reach 5th level in this class, you can spend additional bullets to increase the level of a Pale Tool spell that you cast, provided that the spell has an enhanced effect at a higher level, as thunder wave does. The spell's level increases by 1 for each additional bullet you spend. For example, if you are a 5th-level Pale Seeker and use Augur of The Pale One to cast thunder wave, you can spend 3 bullets to cast it as a 2nd-level spell (the tool’s base cost of 2 quick silver bullets plus 1). The maximum number of bullets you can spend to cast a spell in this way (including its base Quick Silver bullet cost and any additional bullets you spend to increase its level) is determined by your Pale Seeker level, as shown in the Spells and Quick Silver Bullet table. Spells and Quick Silver Bullet Pale Seeker Levels Maximum Quick Silver Bullet for a Spell 5th-8th 4 9th-12th 5 13th-16th 6 17th-20th 7 Augur of The Pale One - - As an action, spend two quick silver bullets to cast thunder wave but it deals force instead of thunder damage. Bell Of Enlightenment (6th level) - as an action, spend 6 Quick Silver bullets and ring a silver bell that sends out rejuvenating energies to your allies. Choose up to 7 allies within a 30ft radius and heal them for 4d6 + Wisdom modifier and remove them of the poison condition. Clear Elixir (17th level) - As an action, spend 10 quick silver bullets to cast Greater Invisibility. Cursed Gauntlet - As an action, spend 2 quick silver bullets and cast magic missile. Cursed Skull - As an action, spend 3 Quick Silver bullets and launch a vile mass of curses and necrotic energy at an area that then lingers to curse others. 30ft rang, 10ft radius, Dexterity saving throw, 4d8 necrotic with half on a save, until the end of your next turn; whenever a creature enters or starts its turn in the space of the blast radius must make a Constitution saving throw or take 2d8 necrotic damage or half on a save. Elder Eye - As an action, spend two Quick Silver bullets to cast chromatic orb except the damage you can choose can only be psychic, force, or magical piercing damage. Old Pale Bone - As a bonus action, spend 2 Quick Silver bullets to cast Expeditious Retreat. Pale Hunter’s Cloak - As an action. Spend 1 Quick Silver bullet to disguise yourself as a small object for 1 hour. Performing any other action besides moving, Hide, or Disengage will break the illusion. The illusion is also broken if you are damaged, fall unconscious, or die. Phantom Shell - As a bonus action, spend 2 quick silver bullets and apply a mystical force onto your weapon. For 1 minute a melee weapon you are currently wielding deals additional 1d8 force damage. The buff is lost earlier if you no longer hold the weapon buffed. The Pale Ones Call (17th level) - As an action, spend 7 quick silver bullets and every creature in a 30ft sphere centered on you must make a Dexterity Saving throw against the Save DC, taking 5d6 Force damage and 5d6 Psychic damage on a failure and half as much on a success. Rod of the Elder Ones (6th level) - as an action, spend 4 quick silver bullets and cast lightning bolt. Silencing Blank (6th level) - you can pull out this mystical gun and use it to silence and or banish others from your world. As an action you can expend 3 quick silver bullets and cast Silence. Alternately you can choose to expend 6 to cast Banishment. Stone Draught (6th level) - as an action, spend 5 Quick Silver bullets to cast Stone Skin on yourself. While concentrating on this spell, your movement speed is reduced to 20ft. Spinal Dagger (6th level) - as an action, spend 4 Quick Silver bullets and make a melee spell attack and deal 3d4 magical piercing damage and the target has to make a Wisdom saving throw or become under the effects of the Confusion spell. You still have to maintain concentration on the spell portion of this item.

Elder-bloods You have been inspired by the Pale Bloodied, and wish to follow them in their experimentations with the power of blood. At 3rd level you may now request one of two additional weapons from the messengers: Blood Blade and Essence Spike. In addition, you discover more abilities as your understanding of blood deepens. Superior Blood Starting at level 3, your use of forsaken knowledge allows your blood to deal more damage. Any damage you deal with firearms or firearm trick weapons, must be in firearm form, deal an extra damage equal to your wisdom modifier as necrotic damage. Additionally, if you are not using the Blood Blade or the Essence Spike, you may reduce your max hit point by 2d8 (cannot be avoided) to coat your weapon in your blood, adding a d6 of necrotic damage to any attack made with it till your next short or long rest. Slow Poison The Pale Blooded has corrupted the blood you use as your weapon, but that has only increased its power. Starting at level 3, if you have successfully landed an attacks on a creature with a transformed Blood Blade, Essence Spike, or any other weapon coated in your blood, you can expend 2 Quick Silver Bullets and choose to have a slow poison of that is in your blood and have it take its toll on that creature. They have to make a Constitution saving throw or take poison damage equal to your Wisdom modifier and are poisoned for 1 minute. At the beginning of each of that creature's turn they can make another Constitution saving throw or take poison damage equal to your Wisdom modifier. The effects end on a save. Rapid Poison The corruption in your blood has gained the ability to deepen even further. Starting at 6th level you can choose to expend an additional 2 Quick Silver Bullets when applying Slow Poison to turn it into a Rapid Poison where initial damage dealt is necrotic damage equal to your Pale Seeker level. When you hit 9th level you can choose to have the damage equal to your Visceral Damage dice. Elder-blood Whistle The messengers have discovered a tool of an ancient Pale Seeker who used blood to devastate his foes. Starting at level 11, you may expend 7 quicksilver bullets to cast Circle of Death centered on yourself. You and any allies within the area are unaffected by the effects of the spell. Astral Blood Starting at level 17, any time you apply poison or necrotic damage using a class feature, you treat creatures with resistance to it as if they didn’t and creatures that have immunity to it as if they had resistance. Also, by expending 4 Quicksilver bullets and 2d8 hit points with your bonus action you can have your own blood extend any weapon treated with superior blood to have reach for 10 minutes. (Note: any weapons with reach already get an additional 5ft of range added.) You can do this again for the same cost on the same weapon to make the weapon deal 2d6 fire damage.

Pale Beast Through your travels and encounters with those taken over by Pale Beasts, you as well begin to turn to it as your pupils in your eyes begin to collapse. At 3rd level you may now request the Pale Claw from the messengers. As you embrace the nature of the beast you also gain additional power. Dusk Roar The messengers have discovered a forbidden tool used to barrow the howls of a Pale Beast. At 3rd level, you can expend 2 quicksilver bullets to release a shockwave centered on you with a 10 foot-radius causing everything around you to go flying. Creatures in the area must make a Strength saving through or be thrown 30ft away from you. If a creature impacts a surface while being thrown, they will take 3d8 bludgeoning damage. Beast Roar can also be cast as a reaction to deflect projectiles, including spells that require a ranged spell attack, by rolling a Dexterity saving throw against their attack roll. Beast Essence Through consistent use of your Pale Claws, part of the Pale Beast that was used in the weapon starts to spread and corrupt you into a Lesser Pale Beast. At 6th level, you are considered under the effects of Lycanthropy and can’t be cured except through a wish spell. You can use your bonus action to transform into a Pale Beast Hybrid. While transformed; when you damage a humanoid, beast, or monstrosity creature; you must make Wisdom saving throw with the DC equal to 10 or the CR of the creature, whichever is higher. You only make one save per creature. On a failed save, you must continue to attack the creature until it dies and then start to consume its blood. After words, you suffer from long term madness and can only have two forms of long term madness affecting you at a time this way. You gain +2 to AC while transformed and gain an additional attack action when using Pale Claws. In addition, when the Pale Claw is transformed you can use your action to do a leaping attack to leap up to 20 feet to a creature and make a melee attack dealing 2d6+ Dexterity or Strength modifier slashing damage and the creature must make a Strength saving throw or be knocked prone. You can also use this ability to simply travel over terrain. Ferrell Howl You have adapted your own way of producing a menacing howl that can damage those around you. At 11th level while transformed and using the transformed Pale Claws, you can use your action to do a 4th level Thunder wave by expending 4 Quick Silver Bullets. In addition, you gain a stack of Beast Essence as if it’s from your Pale Claws for each creature who failed the saving throw by your howl. True Pale Beast At 17th level, the essence of the Pale Beast now fully envelops you, granting you the ability of transforming into the beast itself and other aspects of a Pale Beast. You now become resistant to bludgeoning, piercing, and slashing from no magical attacks; and lighting damage while transformed. However you do become vulnerable to fire. Also once per day you can Expend 10 Quick Silver Bullets to transform into a Pale Beast as if under the polymorph spell, up to 10 minutes, except you keep your Intelligence, Wisdom, and Charisma scores and your resistances when transformed. Pale Beast Huge Aberration, share's your own alignment Armor Class 19

19 Hit Points 200(20d12 + 60)

200(20d12 + 60) Speed 60ft. , 40ft. climb STR DEX CON INT WIS CHA 20 (+5) 22 (+6) 16 (+3) - (-) - (-) - (-) Saving Throws Dex +11, Con +8, add + 6 to Wis Saves

Dex +11, Con +8, add + 6 to Wis Saves Skill add + 9 to Perception

add + 9 to Perception Damage Resistance bludgeoning, piercing, and slashing from no magical attacks; and lighting damage

bludgeoning, piercing, and slashing from no magical attacks; and lighting damage Damage Vulnerabilities fire

fire Senses Darkvision 60ft.

Darkvision 60ft. Languages all languages that you know Lightning Body. When you hit with an attack, it deals an extra 4d8 lightning damage. (this is already added into your attacks) Actions Multiattack. You make three claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit : 2d6 + 5 slashing damage plus 4d8 lightning damage. Lightning Burst (Recharge 5-6). You release a surge of electrical energy from your body. Each creature within 20 feet must make a DC 17 Dexterity saving throw. On a failed save they take 10d8 lighting damage. On a successful save, they take half as much damage. Reactions Static Discharge. When you are targeted by a melee attack, you can force the target to make a DC 17 Dexterity saving throw. On a failed save, the target takes 6d8 lightning damage. On a successful save, the target takes half as much damage.

Pale of War The forgers of the Pale Seekers weapons now extend a hand you to take you on as a protégé for the hunt ahead At 3rd level you may now have the messengers retrieve one of two new fusion weapons and one of two firearms for you: Pale Star, Powdered Blade, Double Silver, and Piercing Rifle Knowledge of Forged War At 3rd level, you have advantage on recalling information of machines of war, warfare, and mechanical machines. You can also make alchemy fire flasks when you reach 5th level at the cost of 25 gold in chemicals. When you use alchemy fire flasks you are considered proficient with them and can add your Wisdom modifier to damage rolls when using alchemy flasks that you have made. Expert Gun Play At 6th level, you gain your choice of either the Sharpshooter Feat or the Crossbow Expert Feat however they can only be applied to your firearms. You can’t gain either of the original features again through ability score improvement levels. If you already have one of these feats prior to 6th level, you lose it and choose one of the options from this feature. After that you may either replace it with a regular ability score improvement or another feat. Heavy Powder Your knowledge of firearms deepens even further and the messengers have given you greater tools of war. At 11th level gain access to the mortar cannon and flak cannon from the messengers; you use Strength for these weapon attacks, these weapons don’t get damage modifiers added to them. Master of Powder The Pale One of War has viewed your progress and wishes you to have access to his personal stores of knowledge in war and the crafting of tools of war. At 17th level, you get Gatling-Gun from the messengers along with your mind being probed and given the knowledge and ability to craft your own firearms. You can work with your DM on what kind of new firearm you wish to craft through three skill checks and having the necessary materials that your DM will determine. Otherwise you may take options from Matt Mercer’s Gunslinger archetype for fighter or the Arcane Artillery options for firearms to make. All these firearms will be using your “quicksilver” bullets in place of the normal ammo and have the “miss fire” attribute of the guns removed. Multiclassing Prerequisites. To qualify for multiclassing into the Pale Seeker class, you must meet these prerequisites: Str or Dex 13 and Wis 13. Proficiencies. When you multiclass into the Pale Seeker class, you gain the following proficiencies: Fusion Weapons, Light Armor, alchemy supplies

WEAPONS Tesla Club 1d8 Bludgeoning Trick, Special Using the trick property of this weapon coats in electrical currents; for 5 rounds you deal an additional 1d4+Wisdom modifier lighting damage. Gatling Gun 6d6 Piercing ; 10d6 Piercing when using burst option. 30 lb. Ammunition (range 20/60), heavy/one arm, reload (15), 3qs per shot, STR 16 needed. Burst- 10ft cube area, each creature in the area must succeed on a Dexterity save throw against your spell save DC or take normal damage, expend 10 quick silver bullets. Mortar Cannon 4d10 Bludgeoning. 25 lb. Ammunition (range 100), heavy/one arm, reload (10), 10 qs per shot, STR 16 needed. A heavy, one armed handled Mortar adapted for Pale Seekers for dealing with fare away large grouped up monsters. You can as an action set up the Mortar Cannon increasing it’s rang to 300/600; an ally can use a help action as a reaction to assist you in setting it up so you only use a bonus action instead of an action. If you hit or miss with an attack roll against a creature, all other creatures in 15ft of it must make a Dexterity saving throw against your spell save DC or take damage equal to the damage rolled. Strength is used when making attack rolls, no modifiers to damage. Flak Cannon 8d10 Bludgeoning. 30 lb. Ammunition (range 60), heavy/one arm, reload (10), 10qs per shot, STR 16 needed. A heavy, one armed handled artillery adapted for Pale Seekers for dealing with large monsters or grouped ones. If you hit with an attack roll against a creature, all other creatures in 5ft of it must make a Dexterity saving throw against your spell save DC or take damage equal to half the damage rolled. Strength is used when making attack rolls, no modifiers to damage. Piercing Rifle 1d12 piercing, 10 lb. Ammunition (range 100/400), light, reload (1), This weapon can be used one handed at a range of 30ft only. Also when firing this weapon you can expend a bonus action or an attack to make a piercing attack: allowing you, if the creatures are in a straight line, make an attack roll on every creature. The piercing attack can only happen if the creatures are in the 100ft range. Piercing shot can only be used once per long rest. Double Silver 2d10 piercing, 3 lb. Ammunition (range 100/200), light, reload (2), 2 qs per shot Pale Star 1d8 silver piercing, 4 lb. Silvered, Trick, Ammunition, reload (1), A tool used against beasts with both thick skin and bones while also being quick on their feet. The trick state of this weapon can be used two different ways: the firearm portion of the weapon deals 1d10 piercing damage 15/30ft range but can’t be used to riposte; also, when you make a melee attack with the Pale Star you can make a ranged attack as a bonus action but only at a creature in 15ft. The other way it can be used is to propel yourself 10ft forward and make a melee attack with the Pale Star at the cost of 1 quicksilver shot. Powdered Blade 1d8 piercing, 3 lb. Serrated, Finesse, Trick, Ammunition, reload (1), This straight blade always seems to be covered in a gray like powder while having a hidden barrel that can extend out to a barrel of a gun. If an invisible creature is hit with this weapon, a bit of the gray powder clings to them and they lose the benefits of invisibility till the start of your next turn. The trick state of this weapon can use the firearm portion of the weapon to deal 1d10 piercing damage 15/30ft range but can be used to riposte thus transforming it as part of the reaction. Pale Claw 1d6 slashing damage, Trick, Special, Light, Finesse This weapon is formed from the remains of a Pale Beast and holds in it some left over power. Transforming this weapon turns your off hand into that of a beast’s dealing 1d6 slashing. While transformed, each attack with your weapon builds Beast Essence and deals an additional 2 slashing damage for each successful attack performed before it (maximum of 6 Beast Essence, max of 12 slashing damage). However, creatures deal extra damage to you equal to Beast Essence damage. In addition, if you miss an attack in succession, you lose 2 points of Beast Essence. Pale Cleaver 1d6 slashing, 4 lb. Serrated, Trick A rough, serrated saw blade with a handle. Swings outward to transform into a large cleaver. Gains the Reach property, loses serrated. Barbed Cane 1d8 bludgeoning, 4 lb. Finesse, Trick A hard metal cane for beating beasts. Transforms into a bladed whip, gaining the Reach and Serrated properties and dealing 1d4 slashing Pale Spear 1d6 slashing, 4 lb. Serrated, Trick A weapon like the Pale Cleaver. Transforms into a large, serrated spear, gaining the Reach property and dealing 1d6 piercing.

WEAPONS (continued) Pale Sliver 1d6 piercing, 1lb, (range 15/30), Reload (1) A basic form of firearm that can be used but not without some training. Given early on to Pale Seekers as means to familiarize them before they are graced with ammunition and the knowledge to make more. Hunter's Axe 1d8 slashing, 10lb. Trick, An axe to cleave beasts in two. The handle extends, gaining the Two-Handed, Reach, and Heavy properties, and dealing 1d10 Slashing. Seeker Maul 1d8 slashing, bonus 1d6 against undead and fiends, 7 lb. Special, Trick, A silver sword of the Pale Seeker’s. Can be slid and locked into an enormous hammer and gaining the Heavy and Two-Handed properties, and dealing 2d6 bludgeoning damage instead of the 1d8 slashing. Seeker Blade 1d8 slashing, bonus 1d6 on undead and fiends, 6 lb. Special, Trick, A silver sword of the Pale Seeker, this blade combined with its sheath to create an enormous longsword and gaining the Heavy and Two-Handed properties and dealing 2d6 slashing damage instead of 1d8. Blade of Two 1d8 slashing, 2d4 psychic, 3 lb. Finesse, Trick A curved blade made of a magnetic alloy. Can be split into two smaller blades, both gaining the Light property and each dealing 1d4 slashing instead of the 1d8. Once per long rest you can use your action to unleash a flurry of 6 attacks. Scatter Spear 1d8 piercing 7 lb. , Trick, Versatile (1d10) Ammunition (range 15/30), Reload (1) A large spear. Can be transformed into a rifle-like blunderbuss with a spearhead bayonet, gaining the Scatter properties, dealing 1d8 piercing. Must be two handing to fire Scatter Spear. Stake Puncher 1d6 piercing, 5 lb. Trick A pointed stake attached to a piston gauntlet on one's arm. Can be primed as an action, allowing the next attack to deal an additional 6d6 of piercing damage and to all enemy creatures within 5ft of the target must make a Dexterity saving throw against your save DC or they take 5d6 piercing or take half on a save. You can use this only once per rest. Grave Blade 1d8 slashing, 2d6 force, 4 lb Finesse, Trick A curved sword with a blade of magnetic alloy. Can be attached to a shaft to form an enormous scythe, gaining the Reach and Two-Handed properties and dealing 1d12 slashing damage along with the force damage. Deals additional 1d6 force damage against aberrations and fiends. Blood Wheel 1d8 bludgeoning, 8 lb. Heavy, Trick, This weapon is a literal wagon wheel. Transforming this weapon splits the wheel into two connected wheels that have the Two-Handed property and you can use a bonus action to "rev", as well as use your normal action if you wish. For every rev, 1d4 force damage will be added to your next attack which will reset your “rev” count. If you don’t attack or “rev” on the corresponding turn you revved the wheel, you'll take 2 force damage per “rev” on the wheel. You can have a maximum of 10 “revs’”. You change it back to expend all existing “rev’s” and no longer be dealt damage or add damage. Blood Blade 1d8 slashing, 6 lb. Finesse, Special, Trick, A katana used by the Seekers of the Pale Bloodied. Sheathing it and redrawing it covers the blade in blood, gaining the Two-Handed property, dealing a d10 instead of a d8, and adding a d10 of necrotic damage to its attack. The weapon is considered Magical for the purpose of overcoming resistances while it is transformed. While transformed, you take 1d4 necrotic damage at the end of each of your turns, and this damage cannot be reduced. Essence Spike 1d6 bludgeoning, 9 lb. Special, Trick A mace with spikes jutting from the tip. As an action, you can impale yourself upon the spikes, losing hit points equal to a quarter your max hit dice value (minimum of 1d8). The club grows, becoming an enormous morning star made of blood, gaining the Two-Handed property, reach, dealing 1d12 piercing and 2d6 necrotic damage. Beast Cleaver 1d8 bludgeoning, 8 lb. Heavy, Serrated, Trick A large, serrated club. Can be broken apart into a long, threaded whip, gaining the Fair Reach property, (15ft reach instead of 10), dealing slashing damage. Has disadvantage on attacks on any creature within five feet of you. Flame Hammer 1d8 bludgeoning, 10 lb. Trick, Versatile (1d10) A large hammer with a furnace in the head. Can be struck to light the furnace as a bonus action, adding 1d10 of fire damage to your next attack. While the furnace is lit, you can use your action to cast a 3rd level Burning Hands using your spell casing ability once per rest.