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Patron The Seeker

Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. The Seeker’s power allows you to create small pockets in the Astral Plane to grant you sanctuary, or trap your foes.

Expanded Spell List

Spell LevelSpells
1stcomprehend languages, detect magic
2ndlevitate, locate object
3rdclairvoyance, sending
4tharcane eye, locate creature
5thlegend lore, passwall

Astral Conjuration

Starting at 1st level, you can invoke the Seeker’s power to mold astral energy into objects on your plane. As an action, you can concentrate (like a spell) to conjure astral energy to create a solid, translucent staircase or bridge that lasts 1 minute or until your concentration ends.   The stairs form a spiral that fills a 10-foot-by10-foot area and reaches upward 20 feet. The bridge is flat, 10 feet wide, and up to 40 feet long. You can expend a spell slot to extend the height of the stairs or the length of the bridge by up to 20 feet per level of the spell slot expended.   One you use this feature you cannot do so again until you finish a short or long rest.

Shielding Aurora

Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain a number of temporary hit points equal to half your warlock level + your Charisma modifier (minimum 1). If a creature within 10 feet of you hits you with an attack while any of these hit points remain, the attacker takes radiant damage equal to the damage dealt to the temporary hit points gained by using this feature.   You can use this feature a number of times equal to your Charisma modifier (minimum 1) and you regain all expended uses when you finish a long rest.

Refuge Beyond Time

Starting at 6th level, the Seeker grants you the ability to step into an astral refuge. Whenever a creature makes an attack against you, as a reaction, you vanish from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take an action to cast a spell that targets only you. After using the action, you return to the space you occupied, no time having passed in the world, and the attack continues.   You can use this feature a number of times equal to your Charisma modifier (minimum 1) and you regain all expended uses when you finish a long rest.

Far Wanderer

At 10th level, your patron bestows upon you a wanderer’s blessing with the following benefits.   You can move as though you are under the effects of the spider climb spell. You no longer need to breathe. You have resistance to cold damage and are adapted to cold environments. You can switch this resistance to fire damage, and your adaptation to hot environments during a long rest. The effects last until you switch your resistances again.

Temporal Sequestration

Starting at 14th level, as an action you can open a temporal rift around a creature of your choice. The target must succeed on a Wisdom saving throw against your spell save DC or move l round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. Once you use this feature you cannot do so again until you finish a short or long rest.
DM's Guild: Mordenkainen's Codex of Allies

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