Seer, Homebrew Class

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, Shield
 * Weapons: Simple Weapons
 * Tools: Calligrapher's Supplies
 * Saving Throws: Wisdom, Charisma
 * 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) two simple weapons
 * (a) a light crossbow and 20 bolts or (b) a weapon with the thrown property
 * Leather armor, and 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.
 * 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.

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 warlock spell list. You learn additional 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 warlock spell list. When you do so, choose a number of warlock spells equal to your Wisdom modifier + half your seer level, rounded down (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, your list of prepared spells can include four 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 long 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

Seer Adaptation
At 2nd level, you can inscribe a talisman with a single symbol that will alter the spell's properties, with the given following options. A spell may only have a single symbol inscribed into it.
 * Distant: When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. When you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
 * 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.
 * Extend: When you cast a spell that has an effect of instantaneous duration, you can make the effect trigger again at the start of your turn. Any rolls (attack, damage, saves, etc) that the spell requires will be treated as rolled, using the first results from when the spell was initially cast.
 * Quick: When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
 * 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

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 a creature within 30ft of you with the talisman's arcane energies. The creature can replace their attack roll with a Critical Hit, 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 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 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 for 1 turn. The talisman then evaporates into mist.
 * Endurance: You prepare a talisman imbued with steadfast magic. You can use your reaction to imbue 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 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. The creature gains one of the following sealing magical effects: 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.
 * Chi (Earth): The target must make a Strength or Dexterity Save against your Spell Save or be paralyzed for 1 hour. They can remake the save at the end of their turns.
 * Jin (Body): The target must succeed on a Constitution or Charisma Save against your Spell Save or be blinded and deafened for 1 hour.
 * Ten (Heaven): The target must make either a Wisdom or Intelligence roll against your Spell Save or become unable to cast any kind of spells (known or from scrolls) on a failed save for 1 hour. They can remake the save at the end of their turns.

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. The creature gains one of the following cursing magical effects:
 * Noroi (Hex): If a spell you've cast has either Psychic or Necrotic damage, roll a d20. On a 18 or higher, the spell also inflicts the Curse (Strong) condition. The damage type the condition inflicts is the same as the cast spell.
 * Heta (Fumble): If the target succeeds a roll, they must remake the roll with disadvantage.
 * Osen (Taint): If the target performs a healing spell, they must roll a d20. On a 3 or lower, the spell instead deals necrotic damage by the same amount as it would have healed. Creatures cannot die from damage dealt as a result from this ability, but instead drop unconscious. Unconscious creatures damaged as a result from this spell cannot be healed through magical means until they are physically stabilized.

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. The creature or location gains the following furious magical effects: You can use this ability once per short rest.
 * 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. 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.
 * 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.
 * 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.

Changelog
v1.0: Introduced.