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Seer

Any race is capable of becoming a seer, some believe its a divine blessing from the Sisters of Fate while others see it as a birth defect that causes them to have a third eye within their forehead. Regardless this eye gives the seer the ablity to see into the future and change fate, the eye changes into a deep red when they use this ablitity, a symbol that what they are doing is wrong in the eyes of the world's rule.   The appearance of a seer is determined by the race they are born as, however because of the toll placed onto them by their eye, they are unable to do much with their racial traits.

Basic Information

Anatomy

Ancestral Legacy: Choose one race, you can keep the following elements of that race: the size of the race, any skill proficiencies you gained from it and any walking, climbing, flying, or swimming speed you gained from it.   Eye of the Divine Seer: Your third eye allows you to see more than a creature with two eyes, you have advantage on perception checks to see, and you have a blindsight up to 10ft; if you already have blindsight then the range increases by 10ft.   Change the Future's Tale: When you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). You can use this trait once per long rest.   Change ones Destiny: Whenever you finish a long rest, roll a d20. Keep a note of that d20, and as a reaction you can change an attack roll, saving throw, or ablity check you make with the stored number. You cannot do this again until a long rest.   Fate Magics: You know the Guidance or Resistance cantrip (Your choice). Starting at 3rd level, you can cast the bless spell with this trait, without requiring a material component. Starting 5th level, you can also cast the Invoke the Amaranthine spell with this trait, without requiring a material component. Once you cast bless or Invoke the Amaranthine with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.   Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Locations; Any Environment as any race is capable of being born a seer.   Ability scores Options;
  • WIS +6; STR -3
  • Any +1; Any +2
  • Any +1; Any +1; Any +1
Language: Common and one other of a player's choice
Lifespan
Your origin race plus an additional 100 years.
Average Height
Determined on Origin Race

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