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Seeker

Warlock

Level 3: Seeker Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Spells table, you thereafter always have the listed spells prepared.  
Warlock LevelSpells
3rdAugury, Bless, Find Traps, Identify, Locate Object
5thGlyph of Warding, Sending
7thArcane Eye, Greater Invisibility
9thLegend Lore, Wall of Force
 

Level 3: Chain of Stars

Your patron gifts you a mote of its power that takes the shape of a collar, a ring or other type of wearable jewelry, traditionally with a star or cosmic motif, but otherwise up to your interpretation. As a Bonus Action on your turn, you can use it to create the following effects:   Acquire Knowledge. You gain Proficiency with a skill you don’t have Proficiency in for the next hour or until you use this option again.   Learner of Secrets. You choose a creature within 60 ft. You learn whether the creature has any Resistances, Immunities or Vulnerabilities, and what they are.   Tactical Acumen. You add a bonus equal to your Charisma modifier to the attack rolls you make against one creature of your choice within 60 ft. This effect lasts until the start of your next turn.   You have a number of uses of this feature equal to your Charisma modifier. You regain one use after a Short Rest and all uses after a Long Rest. If you would lose the gift or if it is destroyed, you can make another one as a ritual that lasts for 1 hour and can be done during a Short or Long Rest. If you already have a gift and make a new one, the old one disappears in thin air.  

Level 6: Astral Refuge

You can vanish into a benign, timeless pocket of unreality. As an action, you disappear from the world for a brief moment and enter the Astral Sea. While in your Astral Refuge, you can take up to two actions to cast spells, activate features, or use items that target only you. After taking those actions, you return to the space you occupied, and your turn ends.  

Level 10: Impart Knowledge

When you use your Chain of Stars feature, you can choose another creature within 30 ft. The next attack roll, saving throw, or ability check the creature makes within the next minute adds an extra d8 to the roll.  

Level 14: Far Wanderer

You can cast the Plane Shift spell without expending a spell slot without requiring material components. After you use this feature, you must take a Long Rest to use it again.  

Level 14: Overwhelm Comprehension

As a Magic Action on your turn, you can choose any number of creatures within 30 ft, pouring vast amounts of information in their brains. The targets must make an Intelligence saving throw, suffering 5d10 psychic damage on a fail or half as much on a success. A creature that fails the saving throw also can only take an Action or a Bonus Action, but not both, and has its speed halved until the end of its next turn.   After you use this feature, you must take a Short or Long Rest to use it again.  
 


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