Seer

***Drawing upon the very essence of the arcane, the seer is able to inscribe paper talismans with great power and flexibility.***

*You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.*

## 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 per seer level after 1st

### Proficiencies

* **Armor**: Light armor, Shields
* **Weapons**: Simple Weapons, Rapier, Scimitar, Shortsword, Whip
* **Tools**: Calligrapher's Supplies
* **Saving Throws**: Dexterity, Wisdom
* **Skills**: Choose two from Arcana, Insight, Investigation, Nature, and Persuasion.

### Equipment

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

* (a) a simple weapon and a shield or (b) a martial weapon with the Finesse property (if you are proficient)
* (a) a light crossbow and 20 bolts or (b) two weapons with the thrown property
* (a) a talisman satchel or (b) an arcane focus
* Leather armor, and (a) a scholar's pack or (b) a explorer's back

## Paper Charm Expertise

As a seer, you're capable of writing down spells that you know onto paper charms called talismans. These talismans act as your spell slots and your spell focus, possessing unique properties:

* As a seer, you have the ability to transfer self-ranged spells onto other creatures as if the spell had the range of touch. The creature must use the spell before the end of their next turn or lose the spell.
* Cantrip or Spell talismans that require a somatic component only need to be touched as part of their casting requirements.
* Spell talismans of 1st level and higher must be prepared individually during a short rest, as these talismans evaporate into mist after use. Due to this, you have a limited number times that you may cast a particular spell, given that you have talismans prepared for it. Each talisman takes approximately 10 minutes to prepare fully during a short rest.
* Cantrip talismans do not evaporate on use, however you can only have a certain amount of cantrip talismans active at a time based on the Cantrips Known column of the seer table.

## Throwing Weapon Expert

Through both spellcasting and training, you've mastered the art of ranged weapon attacks with thrown weapons, such as daggers, darts, and javelins. You gain the following benefits:

* You can use either Strength or Dexterity to make attack rolls with weapons that possess the thrown property, regardless if they have the finesse property.
* Thrown weapons in your possession now have a range of 60/120, at minimum.
* You may double your proficiency bonus to attack rolls, and add your proficiency bonus to damage rolls made with thrown weapons.
* When you miss with a thrown weapon attack with a weapon that has both the thrown and light properties, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.

## Spellcasting

Studying through many occult practices and mysticism, you're able to harness the the essence of the arcane to cast magic from your talismans.

### Cantrips

At 1st level, you know two cantrips of your choice from the sorcerer or warlock spell list. You learn additional sorcerer or warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the seer table.

### Preparing and Casting Spells

The Seer table shows how many spell slots you have to cast your spells. To cast one of your seer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short rest.

You prepare the list of seer spells that are available for you to cast, choosing from the sorcerer or warlock spell list. When you do so, choose a number of spells equal to your Wisdom modifier + the Base Spells Known column on the table (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 14 (+2), your list of prepared spells can include eight spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Hex, you can cast it using a 1st-level or a 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 short rest. Preparing a new list of seer spells requires time spent in contemplation: at least 1 minute per spell level for each spell on your list.

### Spellcasting Ability

Wisdom is your spellcasting ability for your seer spells. You use your Wisdom whenever a 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

### Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your seer spells, such as the talismans used to prepare the spells.

## Seer Adaptation

At 2nd level, you can inscribe a talisman with a symbol that will alter the spell's properties, with the following options. You can inscribe a spell with a symbol during a short rest, and a spell can only have one symbol at a time. At 9th level, you learn to inscribe a spell with up to 2 symbols, but only during a long rest.

* **Distant:** When you cast a spell that has either a range of 5 feet or greater, you can double the range of the spell and any associated effects.
* **Encompass:** When you cast a spell that has a saving throw, creatures affected by the spell must subtract an amount equal to your spellcasting modifier from their saving throw.
* **Empower:** When you roll damage for a spell, you can reroll the lowest result of the damage dice rolled. You must use the new roll.
* **Hazard:** When you cast a spell that has an area of 5 feet or greater, you can double the area of the spell.
* **Permeate:** When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
* **Quick:** When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action.
* **Track:** When you cast a spell that has an attack roll, you may double your attack roll's spellcasting modifier, potentially turning a miss into a hit.
* **Transmute:** You can change the damage type of the spell to any other damage type except force damage or physical damage types.

## Alteration

At 3rd level, you're able to choose which path you would like to follow, studying the inner workings of your chosen path. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.

* Fortune
* Undeath
* Ward

## Expanded Alteration

Also at 3rd level, during a short rest you can expend charges from your Alteration's first rite (Rite of Favor, Rite of Rising, or Rite of Healing) and instead inscribe a spell that you know into the talisman: this spell does not require components to be cast except for a new verbal or somatic component which you must provide, and also expends a spell slot you wish you inscribe the spell as. This talisman counts towards the amount of active talismans you may have at any one time, and can be dispelled as an action. Any roll the spell requires is performed with your statistics at the time of inscribing. When the spell is successfully cast, the talisman evaporates into mist.

## 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.

## Specialty Talisman

At 6th level, you can now prepare a Specialty talisman, once per long rest. You can prepare an additional Specialty Talisman at 14th level.

* **Repentance:** You prepare a talisman imbued with wrathful magic. You can use your reaction to imbue yourself or a creature within 30ft of you with the talisman's arcane energies. The creature can replace their attack rolls for that turn with Critical Hits, and all damage rolls deal their maximum amount possible. The talisman then evaporates into mist.
* **Penance:** You prepare a talisman imbued with protective magic. You can use your reaction to imbue yourself or a creature within 30ft of you with the talisman's arcane energies. The creature ignores the damage from the attack roll. The talisman then evaporates into mist.
* **Purity:** You prepare a talisman imbued with curative magic. You can use your reaction to imbue yourself or a creature within 30ft of you with the talisman's arcane energies. If a creature were to be affected by a disease or condition, whether natural or magical, the creature is instead not affected by it and cured of any other diseases and conditions the creature currently has. Additionally, they are immune to any disease and condition until the end of their next turn. The talisman then evaporates into mist.
* **Endurance:** You prepare a talisman imbued with steadfast magic. You can use your reaction to imbue yourself or a creature within 30ft of you with the talisman's arcane energies. The creature is paralyzed until the start of their next turn. At the start of their next turn, they gain health equal to half of the amount of the creature's missing health as well as gain temporary hit points equal to the same amount healed. The talisman then evaporates into mist.

## Rite of Sealing

At 10th level, you can imbue a creature within 60ft of you with a talisman inscribed with a suppressive symbol as an action, equal to half of your proficiency bonus (minimum 1) per short rest. The creature gains one of the following sealing magical effects:

* **Chi (Earth):** The creature must make a Strength or Dexterity Save against your Spell save DC or be paralyzed for 1 minute. They can remake the save at the end of their turns.
* **Jin (Body):** The creature must succeed on a Constitution or Charisma Save against your Spell save DC or be blinded and deafened for 1 minute. They can remake the save at the end of their turns.
* **Ten (Heaven):** The creature must make either a Wisdom or Intelligence roll against your Spell save DC or become unable to cast any kind of spells (known or from scrolls) on a failed save for 1 minute. They can remake the save at the end of their turns.

Additionally, you can suppress the magic within magical items when using talismans by rolling a d20 + your Wisdom Modifier against an item's given DC. Common magic items start with a DC of 10, increasing +2 DC for each additional rarity. On a success, magical items are considered mundane, cannot use their magical effects, cannot be attuned or unattuned to, and become hard to be detected by magical means while the talismans remain on the item. You can use this ability twice per short rest.

## Rite of Cursing

At 14th level, you can imbue a creature within 60ft of you with a talisman inscribed with a vile symbol as a reaction, equal to half of your proficiency bonus (minimum 1) per short rest. The creature gains one of the following cursing magical effects:

* **Noroi (Hex):** If the creature has been hit with a spell that deals either Psychic or Necrotic damage, they must make a Wisdom saving throw against your Spell save DC or gain the Curse (Strong) condition. The damage type the condition inflicts is the same as the cast spell.
* **Heta (Fumble):** If the target succeeds a saving throw against a spell, they must remake the roll and take the lowest result.
* **Osen (Taint):** If the creature is targeted by a healing spell or is affected by a healing effect, they must make a Constitution saving throw against your Spell save DC, on a failure negating the healing and take necrotic damage equal to the same amount as it would have healed for. Creatures cannot die from damage dealt as a result from this ability, but instead drop unconscious. Unconscious creatures damaged as a result from ability cannot be healed through magical means for 1 minute.

Additionally, you can suppress unique magical effects of magical item, such as curses or sentience from an evil-aligned item, using the same method as the Rite of Sealing. The starting DC for this check starts at 15 at common magical items. If you are suppressing sentience within a magic item, the item must be left within the prepared zone, and any attunement and bonds with an item that has been suppressed will be lost on a success. You can use this ability twice per short rest.

## Rite of Fury

At 20th level, you can imbue a creature or a location within 60ft of you with a talisman inscribed with absolute power as a bonus action, once per long rest. The creature or location gains the following furious magical effects:

* **Arahi (Storm)**: The talisman creates a magical lightning storm above the chosen point for 1 minute; if the talisman is used indoors, the lightning storm forms at the highest point in the area. If placed on a location, nearby creatures within a 60ft radius of the talisman's location to become struck with lightning as if by a 5th level Call Lightning spell at the start of their turns. If placed on a creature, they additionally fail the lightning storm's dexterity saving throw and the lightning storm is centered on them, following the creature for the remainder of the duration.
* **Kowai (Frighten)**: The talisman allows souls bound to the mortal plane to become visible within a 60ft radius of its position for 1 minute. If placed on a location, creatures within the radius must make a Wisdom saving throw at the start of their turns or be Frightened for 1 minute. If placed on a creature, they additionally fail the saving throw and the 60ft radius is centered on them, following the creature for the remainder of the duration.
* **Yokuze (Suppress)**: The talisman creates magical instability within a 60ft radius of its position for 1 minute. If placed on a location, creatures that cast spells within its radius must make a Saving throw based on their spellcasting ability modifier with a DC of 15; on a fail the spell they cast fizzles into nothingness, and any resources or spell slots used to cast the spell are wasted. If placed on a creature, they additionally fail the saving throw and the 60ft radius is centered on them, following the creature for the remainder of the duration.