Introduction

As a GM, why should I allow this material? The seeker is a class that fills an unfulfilled niche in the current class scheme of D&D, so this is likely why your player was interested in it. If a player brings this to the table, rest assured: the mechanics have been tested and the math was made. The damage output of this class is somewhere to the south of a prototypical ranger, compensating for it with more stable damage output (while having less stamina for longer combat sessions.) The class in no way warps the 5th Edition tenets of bounded accuracy, and avoids outdated design like small bonuses that could be forgotten. The spell list was carefully chosen to provide broad utility, but limited combat impact. In summary, I recommend this material be allowed because it was made with care, love and rigorous review, and I don't believe the current content can fulfill this fantasy. See Page 13 for a comparison of DPR at different levels to get an idea of the power-level of this class in comparison to other classes. As it can be seen, the seeker is in the same ballpark as the rest.

This has changed since the last time I read it. Why? As part of playtesting and design, the class has gone through great changes. This version you are looking at in this moment is the first Stable version, as it has met the benchmarks I wanted for it. Any other version with further changes will be mechanical tweaks, expansions of subclasses, or perhaps redesigns of the illustrations. But the skeleton will remain the same.

Why create this class? I began creating this class when I found there was an unfulfilled niche in party composition, and character choice. The missing archetype, in my opinion, was the type best exemplified by investigators and explorers – those who are fueled by a desire to discover the secrets that lie beneath the surface of daily life and beyond the confines of it as well. I wanted it to be a martial class, to expand the options available. In strictly mechanical terms, the Eldritch Knight was too focused on evocation/transmutation and combat, and the Rogue had a very specific play pattern that didn't adapt to what I was looking to make. Besides, Rogue itself as a class was too focused on trickery. I wanted cunning to be a part of this class as well, but the focus I looked for was on the less mischevious aspects of intellect – curiosity, methodicalness, sagacity and ingenuity.

How can I convince my GM to allow it? Show them the Show Your Work section. It has mathematical proof the class is well-balanced against others. And tell them they are free to contact me!

What was the class inspired on? If I had to pick a single inspiration from mass media, it would be Joseph Joestar from the manga Jojo's Bizarre Adventure: Part 3. Bear with me. That arc of the show is a long quest, similar to the ones in most tabletop roleplaying games. The appealing part of Joseph Joestar's character in particular was the fact that, while he was a capable brawler, his lead role was that of party navigator – figuratively speaking. His role was to find clues and progress the plot through investigation and divination. The objective of this class is to provide a viable option to replicate the type of character who can aid the party in their quest by showing the path, guiding them forward, while also being able to tossle with any threat that appears before them.

How does this class differ from... ...a Bard? Thematically, the bard's main motivation is self-expression and realization. Meanwhile, the seeker lives for the search itself, for a truth that lies just beyond its reach. A seeker is not interested in one-upsmanship or flair. Mechanically, you won't find nearly enough party utility, healing nor disabling abilities in the seeker's kit, but you'll find more abilities relating to divination and material creation. ...a Ranger? Thematically, the ranger is intrinsically connected to the material world. They have a bond to the land, they hunt creatures, they protect the furthest reaches of their homeland. On the other hand, the seeker is a class about abstraction: the search for knowledge, unveiling mysteries. Mechanically, the ranger is extremely good at a specific set of skills, whereas the seeker opts for a broad array. Besides that, the ranger has more stamina for combat – healing spells, Hunter's Mark for a long duration ability, a few more disabling and offensive spells. ...a Rogue? Thematically, rogues have a very broad portfolio, so some overlap is to be expected. The main difference I would say is the fact that rogues are usually marked by their profession (thief, assassin, acrobat), whereas seekers are defined by their goals. Mechanically, there are several differences. Precision is not as necessary for the seeker, as it can naturally go with a more "in your face" Strength build. The rogue goes for skill mastery, the seeker goes for a versatile toolset.