Rogue: Seeker

Original Source: Original Homebrew

Spellcasting

When you reach 3rd level, your pious devotion to your purpose grants you the ability to cast spells.

Table: Seeker Spellcasting
Rogue LevelCantripsSpells KnownMana PoolMax Spell Level
3rd2321st
4th2441st
5th2451st
6th2461st
7th2582nd
8th2692nd
9th26102nd
10th37122nd
11th38132nd
12th38142nd
13th39153rd
14th310163rd
15th310173rd
16th311193rd
17th311203rd
18th311213rd
19th312234th
20th313254th

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Mana

The Seeker Spellcasting table shows how much mana you have to cast your spells, in addition to the maximum level of spell you can cast. To cast one of these spells, you must spend mana equivalent to the cost of that spell. You regain all expended mana when you finish a long rest.

Spells Known of 1st Level and Higher

When you gain this feature, choose two spell schools from the following list: Abjuration, Divination, Necromancy, Transmutation. Cleric spells of these schools, as well as enchantment and illusion spells, are seeker spells in addition to being cleric spells. You know three 1st-level cleric spells of your choice, two of which you must choose from the your Seeker spells on the cleric spell list.

The Spells Known column of the Seeker Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be Seeker spells and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

One of the spells you learn at 3rd level, and the spells you learn at 8th, 14th, and 20th, level can come from any school of magic, regardless of if it would normally qualify as a Seeker spell.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you can cast, and it must be a Seeker spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

When you gain this class feature, choose Intelligence, Wisdom, or Charisma. This is your spellcasting ability for your cleric spells, representing the various ways you approach the duties you must perform and the faith you keep. You use your this attribute whenever a spell refers to your spellcasting ability. In addition, you use your that attribute's modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Divine Foe

At 3rd level, your dedication to your faith manifests in your ability to strike at the enemies of your beliefs. Choose two types of creatures to be enemies of your faith: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs), which count as a single type of creature as an enemy of your faith. Fiends and undead are common choices for good seekers.

Whenever you deal sneak attack damage to an enemy of your faith, you deal radiant damage or necrotic damage (your choice, cannot change once this decision is made) with your sneak attack instead of the damage type of your weapon, and the damage dice of your sneak attack becomes d8 instead of d6.

Additionally, you have advantage on Wisdom (Survival) checks to track the enemies of your faith, as well as on Intelligence checks to recall information about them. You learn 2 languages, typically one spoken by the enemies of your faith or creatures associated with it. However, you are free to pick any language you wish to learn.

Sacred Skill

At 9th level, whenever you make an ability check using your Dexterity or your Spellcasting Ability, you may beseech your deity or the powers you worship to grant you their blessing. For the next minute, you gain a +5 bonus to any ability checks you make with the chosen ability. If this ability check is an opposed check with an enemy of your faith, you gain a +10 bonus instead.

Examples of opposed checks involving an enemy of your faith would include using Dexterity (Stealth) to hide from them, using Wisdom (Insight) to detect a lie, or using Charisma (Intimidation) to coerce, but not on an initiative check during combat with an enemy of your faith, or while scaling a wall in pursuit of them.

You may use this ability a number of times equal to your spellcasting ability modifier (minimum 1). You regain your uses of this ability after a long rest.

Blessed Agent

At 13th level, your faith has armed you for the tasks you must perform for your god. Choose a 1st-level cleric spell that you know with a duration of at least 1 minute. When you cast that spell targeting only yourself, it no longer requires concentration, and its duration becomes "Until dispelled."

When you gain a level in this class, you may choose a new spell with this ability. If you do, the previous spell ends.

Sanctified Sense

At 17th level, your senses have been honed to supernatural levels. You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision. Additionally, you can see into the ethereal plane out to a distance of 30 feet. Additionally, if a creature is an enemy of your faith, you can see them if they are invisible, you can see their true form if they are a Shapechanger, and you can see if they are concealed by Illusion or Transmutation magic while the creature is within 30 feet of you and within line of sight.