Seer
Seer
Hit Die: 1d8 per class level
Resolve Die: 1d5 per class level
1st-Level Hit Points: 18 + 1d8 + Constitution Modifier
1st-Level Resolve: 8 + 1d5 + Insight Modifier
Primary Attribute: Insight
Herb Reserve: 1 + Proficiency Bonus + Intelligence Modifier (minimum modifier 0)
Attribute Increase
At 4th, 8th, 12th, 16th, and 19th level, increase one Attribute Score by 2, or increase two Attribute Scores by 1 each. This feature cannot raise an Attribute Score above 20.
Active Abilities
| Level | Ability | Effect | Cost | Element | Attribute | Notes |
|---|---|---|---|---|---|---|
| 1 | Basic Attack | Class level + 1d8 damage. | Action | Physical | Strength | One target |
| 1 | Forestall Harm | Grant 5 Temporary Hit Points. | Action | Starlight | None | One target |
| 2 | Foresee the Future | Gain 2 【Foresight Eyes】. When a target makes a Check or Attack Roll, use a Reaction and spend 1 eye to roll 1d20; your natural result replaces the target's natural result. | Reaction; 1 Foresight Eye | Starlight | None | Eyes recover on a Long Rest; gain 1 additional eye every 4 Seer levels from 4th level |
| 3 | Healing | Restore class level + 5 Hit Points. | Action; 1 Herb | Physical | Intelligence | One target; physical healing |
| 3 | Soothe | Restore 2d4 Resolve. | Action; 4 Resolve | Physical | Insight | One target |
| 4 | Pierce the Future | When an ally fails a Check or Attack Roll, use a Reaction and spend 1 Foresight Eye to make the roll succeed. | Reaction; 1 Foresight Eye | Starlight | None | One ally |
| 4 | Protective Blessing | Mark up to 2 allies. Reduce damage they take by your Insight Modifier. | Action | Starlight | None | Up to 2 targets; Concentration; once per Long Rest |
| 8 | Body Check | Deal damage equal to half your current Hit Points and make the target 【Prone】 for 1 round. | Action | Physical | Constitution | One target; twice per combat; Strength or Constitution Save |
| 10 | Group Healing | Restore class level + 3d6 Hit Points to up to 3 targets. | Action; 3 Herbs | Physical | Intelligence | Up to 3 targets; once per combat |
| 12 | Reverse Life and Death | Mark one ally and choose Life or Resolve. If the target enters the corresponding danger state before your next turn, it immediately regains the ability to act and restores all Hit Points or Resolve. If it does not, the chosen resource falls to 1. | Action | Starlight | Insight | One target; twice per Long Rest |
| 15 | Bear Their Fate | When an ally would take fatal damage, use a Reaction to prevent it. You take Resolve Damage equal to half that damage minus your Insight Modifier. | Reaction | Starlight | None | One target; once per Long Rest |
Passive Abilities
| Level | Ability | Effect |
|---|---|---|
| 1 | Medicine Cat Training | Gain +2 on Medicine Checks. |
| 2 | Sense Misfortune | Gain 1 【Ward Die】. When an ally fails a Check or Attack Roll, spend the die to roll 1d20; your natural result replaces the ally's natural result. The Ward Die recovers on a Long Rest. |
| 5 | Gifted Healer | Whenever you restore a target's Hit Points, it regains an additional 1d4. |
| 10 | Protective Care | Whenever you restore a target's Hit Points, it also gains 1 Temporary Hit Point. |
| 12 | Safety First | While at Maximum Hit Points, your damage rolls gain a 1d8 bonus. |