The Seer The wisened dwarf rises to his feet as the concealed bandits step from the shadows of the trees to surround his companions. An arrow flies from the darkness but he tilts his head to one side, uncannily avoiding it. He taps his staff against the floor, causing it to shake and shudder violently, knocking some of the assailants to the ground. Seizing the opportunity, his allies rally and begin to hack a path to safety. Rushing into the melee, a half-orc swings her hammer into the wall of hobgoblin shields, smashing one to the ground and leaving a gap in the phalanx. Taking the opportunity, she unleashes a warcry, infusing herself with ancient power. She lifts her hammer once more, then cleaves her foes asunder with a single mighty sweep. The air is still as a tattooed half-elf lies dying on the dungeon floor. Standing above them is an ethereal form, screaming in rage as it lashes out to protect its oathsworn. With one final slash, and feeling her life failing, its form shatters with a burst of chill. The silence lengthens, then her form lurches and her eyes flicker open. Seers are truly a force unto their own, enigmas to the outside world and subject to awe, curiosity and fear in equal measure. They stand between the realms of the living and the dead, harnessing powers long forgotten to aid their allies in battle and to deliver wrath and ruin to those who oppose them. Some use this gift to alter the world around them, subtly twisting and altering the destinies of others. Some work to strike down those who would seek to upset the balance and more yet form bonds with the spirits to grant them form in battle. Despite their differences, the connection to the Beyond and the duty of protecting it is what all seers hold at the core of their being. Piercing the Veil No-one knows what marks a person to be a seer. Tribal seers train for decades to make the connection, but others, seemingly at random, hear the ancients' call and seek the means. The unprepared and the unworthy die, or are driven to madness by what they learn. Those that succeed are forever changed, returning to the world not quite as they left it and armed with some of the secrets of the bygone. Beholden to the Bygone Seers see the world very differently to others, always with one eye to the material realm, and the other into a place they call the Beyond. None but the seers know of this place, a whisper of a realm hidden away in the Ethereal Plane, and where bygone spirits reside. Seers ask these wise souls for counsel and learn from them, gaining in martial and magical power. This gift is both a blessing and a curse; the connection to the Beyond can never be broken and taking up the mantle is a duty that never ends.

The Seer Level Proficiency Bonus Features Fate Points Cantrips Known 1st 2nd 3rd 4th 5th 1st +2 Elder Presence, Spellcasting — 2 2 — — — — 2nd +2 Fate 2 2 2 — — — — 3rd +2 Spiritual Calling, Last Rites 3 2 3 — — — — 4th +2 Ability Score Improvement 4 3 3 — — — — 5th +3 Sight Beyond Sight 5 3 4 2 — — — 6th +3 Spiritual Calling Feature 6 3 4 2 — — — 7th +3 — 7 3 4 3 — — — 8th +3 Ability Score Improvement 8 3 4 3 — — — 9th +4 ─ 9 3 4 3 2 — — 10th +4 Spiritual Calling Feature 10 4 4 3 2 — — 11th +4 — 11 4 4 3 3 — — 12th +4 Ability Score Improvement 12 4 4 3 3 — — 13th +5 — 13 4 4 3 3 1 — 14th +5 Spiritual Calling Feature 14 4 4 3 3 1 — 15th +5 ─ 15 4 4 3 3 2 — 16th +5 Ability Score Improvement 16 4 4 3 3 2 — 17th +6 — 17 4 4 3 3 3 1 18th +6 Into the Beyond 18 4 4 3 3 3 1 19th +6 Ability Score Improvement 19 4 4 3 3 3 2 20th +6 Eternal Guardian 20 4 4 3 3 3 2 Quick Build You can make a seer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the outlander or hermit background. 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 + your Constitution modifier.

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for each level after 1st Proficiencies Armor: Light armor, medium armor, shields

Weapons: Simple weapons

Tools: Herbalism kit

Saving Throws: Strength, Wisdom

Skills: Choose three from Animal Handling, Athletics, Insight, Medicine, Nature, Religion, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor

(a) a spear (b) a quarterstaff

(a) a shield or (b) two handaxes

(a) a dungeoneer's pack or (b) an explorer's pack

a spirit charm and 4 sticks of incense Elder Presence As a seer, you are constantly followed and assisted by the lesser spirits of the dead. To use this ability, you must have your spirit charm in hand. As an action, they can act to affect your surroundings in a variety of ways: The spirits cause all nonmagical flames within 10 feet of you to flare and dance.

Spectral whispering can be heard and is perceivable up to 30 feet away.

An ominous wind blows, causing windows to clatter and loose objects to shift and fall.

The shadows within 10 feet of you move in accordance with your will.

The chosen property lasts until you dismiss it (no action required). You can have up to two of these effects active at any given time. Spellcasting You are a conduit for spiritual energy, and as such you can cast seer spells. See chapter 10 of the PHB for the general rules of spellcasting and the bottom of this document for the seer spell list. Preparing and Casting Spells The Seer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of seer spells that are available for you to cast, choosing from the seer spell list. When you do so, choose a number of seer spells equal to your Wisdom modifier + half your seer level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level seer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of seer spells requires time spent in quiet meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your seer spells. The power of your spells derives from your link to the spiritual realm. You use your Wisdom whenever a seer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a seer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier. Ritual Casting You can cast a seer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a spirit charm as a spellcasting focus for your seer spells. This functions in the same way as a holy symbol (page 151 of the PHB). Fate At 2nd level, you become attuned with the flow of time, gaining the ability to subtly manipulate the ebb and flow of battle. You have a number of fate points equal to your seer level, and can spend these points to fuel several features. You start knowing three such features: Elder Guidance, Ethereal Focus and Into the Mists. You learn additional fate features as you gain levels in this class. When you spend a fate point, it is unavailable until you finish a short or long rest, at the end of which you gain counsel from the spirits. You must spend at least 30 minutes of the rest communing with the ancients to regain your fate points. Elder Guidance You can spend 1 fate point as a bonus action to grant yourself or another creature within 30 feet advantage on the next Wisdom ability check they make within the next minute. Ethereal Focus Whenever you or an ally you can see within 30 feet of you takes the Attack action, you may use your reaction to spend 1 fate point. Until the end of their turn, they gain advantage on a single weapon attack. Into the Mists Whenever you or one of your allies within 30 feet is hit with a weapon attack, you can spend 1 fate point as a reaction. The damage of the attack is reduced by a number of points equal to your seer level. Spiritual Calling At 3rd level, you choose a path that will shape your growth as a seer. Answer the Call of the Oracle, the Call of the Warden or the Call of the Pale Oath, detailed at the end of the class description. This choice grants you features at 3rd level, and again at 6th, 10th, and 14th level. Calling Spells Each calling has a list of associated spells. You gain access to these spells at the levels specified in the calling description. Once you gain access to a calling spell, you always have it prepared. Calling spells don't count against the number of spells you can prepare each day. If you gain a calling spell that doesn't appear on the seer spell list, the spell is nonetheless a seer spell for you. Last Rites Starting at 3rd level, you can commune with the dead and send their souls to safety in the Beyond. You can cast Speak with Dead (page 277 of the PHB) without expending a spell slot. Once you have used this ability, you cannot use it again until you have completed a long rest. Sight Beyond Sight By 5th level, you can see clearly into the Beyond. You can see and communicate with creatures on the Ethereal Plane. In addition, you can use an action and expend a 1st level spell slot to grant the same effects to creatures of your choice within 30 feet of you. Into the Beyond By 18th level, you can transfer your body completely into the Beyond. You can cast Etherealness using using a 5th-level spell slot with this ability. Once you have used this feature, you must complete a long rest before you can use it again.

Eternal Guardian At 20th level, you transcend the bonds of age, becoming an immortal protector of the world. You can no longer die of old age. In addition, when you roll for initiative and have no fate points remaining, you regain 4 fate points. Spiritual Callings Seers are by nature an enigmatic people, usually making a point to separate themselves from society, but this is not always so. In some cultures, they are the elders of tribes or serve as sage advisors to leaders. They do commune with one another, however, and over time three distinct callings have grown from the first practitioners, hundreds of years ago. Call of the Oracle Some seers turn their attention to the skeins of fate. weaving them to the benefit of themselves and the world as a whole. These are the Oracles, tireless devotees to the responsibility of preventing and mitigating the effects of those who would seek to disturb the balance of the planes. As you answer this call, you become a steward unto endless possibilities, and it is your duty to use this knowledge to the better of yourself, your allies and the spirits. Calling Spells You gain calling spells at the seer levels listed. Call of the Oracle Spells Seer Level Spells 3rd false life, sleep 5th enhance ability, healing spirit 9th beacon of hope, counterspell 13th arcane eye, confusion 17th mass cure wounds, scrying Bonus Cantrip When you choose this calling at 3rd level, you learn one additional seer cantrip of your choice. Weave the Strands At 6th level, you gain the ability of manipulate the ebb and flow of fate. After a creature within 60 feet of you makes an attack roll or ability check, but before any effects of the roll are applied, you may spend a fate point as a reaction. Roll a second d20, which replaces the original roll. Ancestral Recall At 10th level, you gain the ability to replenish some of your mystical powers, even when a battle swirls around you. As an action, you can regain spell slots that have a combined level that is no more than one third of your seer level (rounded down), and none of the slots can be 4th level or higher. Once you use this feature, you must finish a long rest before you can use it again. Glimpse of Eternity By 14th level, you have a clear link to the past and future, allowing you to cast Foresight as a 9th-level spell (pg 244 of the PHB) and without the need for its material component. When you cast Foresight using this feature, its duration is reduced to 10 minutes. Once you have used this feature, you cannot use it again for 7 days. When you reach 20th level, you can use this feature once per long rest. Call of the Warden Wardens leverage the spirits to further empower their own physical and spiritual abilities, making them mighty warriors and great leaders. As you answer this call, be prepared to meet your foes head-on, bolstering your allies' strengths while shrugging off attacks that would be greivous to others. Calling Spells You gain calling spells at the seer levels listed. Call of the Warden Spells Seer Level Spells 3rd shield, wrathful smite 5th branding smite, flame blade 9th fear, protection from energy 13th fire shield, guardian of nature 17th banishing smite, steel wind strike Forgotten Might When you choose this calling at 3rd level, you learn the rites that allow you to more actively imbue yourself with power in battle. You gain proficiency with martial melee weapons. In addition, whenever you finish a long rest, you can touch a weapon that you are proficient with and imbue it with power. While imbued in this way, the weapon counts as magical (if it wasn't already) and you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This enhancement lasts until you finish a long rest. Battle Trance At 6th level, you enter a state of higher awareness, warding off fear or mind-altering magics. You have advantage on saving throws against being charmed or frightened. In addition, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Soulbound Cleave By 10th level, you can actively empower yourself with the energies that suffuse you. As an action, you can spend 1 fate point to make a single melee attack against any number of creatures within your weapon's reach. Make a separate attack roll against each creature. Enter the Beyond By 14th level, your connection to the Beyond becomes tangible, allowing your form to shift beyond the veil, if only temporarily. Using your action, you assume a spectral form for a number of rounds equal to your Wisdom modifier. While in this state, you gain the following benefits: You have resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.

You can move through creatures and objects. If you move through a creature, you can spend 1 fate point to force them to make a Wisdom saving throw against your spell save DC. If they fail, they take 3d8 psychic damage and are frightened of you until the end of your next turn. On a successful save, they take half as much damage and are not frightened. A creature can only be affected by this feature once. If you end your turn inside an object, you take 1d10 force damage.

Any weapon imbued with your Forgotten Might feature deals force damage instead of its usual damage type. Once you use this feature, you can't use it again until you finish a long rest. Call of the Pale Oath While all seers have connections to the spirits of the Beyond, the Pale Oath teaches of greater bonds. As you answer this call, learn of pacts forged and call forth spirits to manifest in the Material Plane and aid you directly in your endeavors. Calling Spells You gain calling spells at the seer levels listed. Call of the Pale Oath Spells Seer Level Spells 3rd ray of sickness, unseen servant 5th moonbeam, silence 9th phantom steed, spirit guardians 13th charm monster, sickening radiance 17th contact other plane, planar binding Oathsworn Ally When you choose this calling at 3rd level, you make a pact with a spirit of the Beyond. This binding agreement allows it to materialise as an action in an unoccupied space next to you. This spectral entity takes a form of your choice. It is friendly to you and your companions, and it obeys your commands. This creature's game statistics are presented in the Oathsworn Spirit stat block at the bottom of this document. The spirit obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your spirit acts on its own. The spirit cannot speak but shares a telepathic link with you, through which you can communicate. You can dismiss the spirit as a bonus action. If the spirit is slain, it returns to the Beyond. You cannot summon it again until you complete a long rest. Lastly, if your oathsworn is within 60 feet of you, you can spend a number of fate points up to your proficiency bonus as a bonus action. Doing so restores 1d4 hit points to the spirit for each fate point spent. Ethereal Conduit By 6th level, your Oathsworn Spirit gains in mystical power and can act as a conduit for your spells. When you cast a seer spell on your turn, you spend 1 fate point to cast it as if you were in the spirit's space, instead of your own, using its senses. The spirit must also use its reaction to do this. In addition, your spirit's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Sublime Bond By 10th level, the bond you have with your Oathsworn is enhanced. Your Oathsworn gains the following benefits: The spirit gains extra hit points equal to your seer level.

The spirit gains a flying speed of 30 feet and it can hover.

The spirit gains the Multiattack feature, allowing it to make two Spectral Claw attacks a turn.

The spirit gains the Soulfire attack. This attack uses the same attack roll as its Spectral Claw attack, has a range of 60 feet, and deals 2d6 fire damage. Death Denied By 14th level, your bond with your Oathsworn grows so strong that it can sacrifice itself to save you from death. If you are unconscious on the spirit's turn, it may use its action to teleport to your location. It then sacrifices its remaining hit points to revive you with that many hit points. In addition, whenever the spirit is reduced to zero hit points, it dies with a blast of energy. Creatures of your choice within 5 feet of the spirit must make a Dexterity saving throw against your spell save DC, taking 7d6 cold damage on a fail and half as much on a success. This damage increases by 1d6 at 16th (8d6), 18th (9d6) and 20th level (10d6).

Seer Spells Cantrips Castigate

Chill Touch

Control Flames

Dancing Lights

Guidance

Gust

Light

Mold Earth

Resistance

Shape Water

Spare the Dying

Thaumaturgy 1st Level Bane

Bless

Ceremony

Command

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Ensnaring Strike

Fog Cloud

Ghostflame

Healing Word

Longstrider

Protection from Evil and Good

Thunderwave

Sanctuary 2nd Level Aid

Augury

Conjure Specter

Calm Emotions

Earthshatter

Enhance Ability

Gentle Repose

Ghastly Possession

Lesser Restoration

Pass Without Trace

Spike Growth

Warding Bond 3rd Level Clairvoyance

Dispel Magic

Elemental Weapon

Protection from Energy

Sending

Soulbond

Remove Curse

Revivify

Water Walk 4th Level Banishment

Confusion

Death Ward

Freedom of Movement

Locate Creature

Soul Displacement 5th Level Commune with Nature

Dream

Geas

Greater Restoration

Raise Dead

Soulstorm Seer-Specific Spells Castigate Evocation cantrip Casting Time: 1 action

1 action Range: 60ft

60ft Components: V

V Duration: 1 round You speak a word and infuse a target within range with deathly cold. They must succeed a Constitution saving throw or take 1d8 necrotic damage and the next time the target takes damage from your spells and attacks before the spell ends, the creature takes an additional 1d4 necrotic damage. Both damage rolls increase when you reach 5th level (2d8/2d4), 11th level (3d8/3d4), and 17th level (4d8/4d4). Ghostflame 1st-level evocation Casting Time: 1 action

1 action Range: 60ft

60ft Components: V, S

V, S Duration: Instantaneous Ghostly white tendrils of flame erupt forth from your spirit charm, seeking out your enemies. Each creature within a 10-foot radius of a point you can see within range must make a Dexterity saving throw or take 3d4 necrotic damage. On a successful save, no damage is dealt. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d4 for each slot level above 1st. Conjure Specter 2nd-level necromancy Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 hour You summon the spirit of a bygone ally, who rises to assail your foes. It appears in an unoccupied space within range. It disappears when it drops to 0 hit points or when the spell ends. The summoned specter is friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions. The DM has the creature's statistics, except that the conjured specters are unaligned as opposed to chaotic evil. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional specter for each slot level above 2nd. Earthshatter 2nd-level evocation Casting Time: 1 action

1 action Range: Self (15-foot cone)

Self (15-foot cone) Components: V, S, M (your weapon)

V, S, M (your weapon) Duration: Instantaneous Slamming your weapon into the ground, you cause the ground to shake and and tremble in a 15-foot cone. Creatures caught within must make a Constitution saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range is increased by 10 feet for each slot level above 2nd. Ghastly Possession 2nd-level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (seven bone shards)

V, S, M (seven bone shards) Duration: Concentration, up to 1 minute

Choose one humanoid, fiend or undead within range. The target must succeed a Wisdom saving throw or be restrained as a spirit being wrests partial control of their body for the duration. At the end of each of its turns, the target can repeat the saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level, the targeted creature is fully possessed for the duration, and the spirit can force it to move and take the Attack action against a target of your choice during its turn. Soulbond 3rd-level evocation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 minute Both you and a creature you touch regain a number of hit points equal to 2d6 + your spellcasting modifier. In addition, whenever you or the targeted ally take damage from a hostile creature before the spell ends, you both regain 1d4 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level, you may target an additional creature with this spell. Soul Displacement 4th-level necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a small circular band of silver)

V, S, M (a small circular band of silver) Duration: Concentration, up to 1 minute Summoning a blast of ethereal force, you attempt to dislodge a creature's soul from its body. Choose one Huge or smaller creature within range. That creature must make a Constitution saving throw or take 4d8 psychic damage and be forced out of their body, leaving it paralyzed and unable to act. On a successful save, they take half damage and are not displaced. After this point, whenever the body takes damage, or at the end of each of its turns, the creature may repeat the save, ending the effect on a success. Soulstorm 5th-level evocation Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: V, S, M (diamond dust worth at least 100gp)

V, S, M (diamond dust worth at least 100gp) Duration: 1 minute You call forth a great storm of past souls that swirl around you in a 30-foot radius. When a hostile creature enters the spell's area for the first time, they must make a Wisdom saving throw. On a failed save, they take 5d10 necrotic damage and are frightened of you for 1 minute. A creature may repeat the saving throw at the end of each of its turns. On a successful save, they take half as much damage and aren't frightened. Oathsworn Spirit Medium undead, unaligned Armor Class 13

13 Hit Points equal to three times your level in this class + your Wisdom modifier + the oathsworn spirit's Constitution modifier

equal to three times your level in this class + your Wisdom modifier + the oathsworn spirit's Constitution modifier Speed 30ft. STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 14 (+2) 10 (+0) 10 (+)) 6 (-2) Skills Stealth +5

Stealth +5 Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison

necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10

darkvision 60 ft., passive Perception 10 Languages understands the languages you speak but cannot speak Pale Oath. The following numbers increase by 1 when your proficiency bonus increases by 1: the oathsworn spirit's skill bonuses, the bonuses to hit and damage of its claw and the save DC of Spectral Claw's effect. Ethereal Sight. The spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Spectral Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) necrotic damage. Any non-undead creature damaged by this ability must succeed on a DC 12 Wisdom saving throw or have its movement speed reduced to 0 until the end of its next turn. Creatures that can't be frightened are immune to this ability.