Seidr Seer

A mystic who weaves the threads of fate, cursing foes and glimpsing the future through the ancient Norse art of seidr.

Class Features

Hit Die d6
Primary Ability Wisdom
Saving Throws Wisdom, Charisma
Archetype Spellcaster
Ability Categories spellcasting
Caster Progression Full

Proficiencies

Armor Light armor
Weapons Simple weapons
Tools Weaver's tools
Skills Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Religion

Class Resources

Wyrd Threads

Max 2

You hold a number of fate-threads equal to your proficiency bonus. You can spend them to alter the threads of fate around you.

Reset
long rest
Spending
As a reaction when a creature within 60 feet makes a d20 Test, before the outcome is known, you can expend 1 Wyrd Thread to roll 1d20 and choose whether the creature uses its roll or your roll.
Recovery
You regain all expended Wyrd Threads when you finish a long rest. At 10th level, you regain 1 expended Wyrd Thread when you finish a short rest. At 18th level, your maximum Wyrd Threads increases by 2, and you regain 1 Wyrd Thread on a short rest.

Class Abilities

Spellcasting

Spellcasting Ability Wisdom
Cantrips Known 3
Fate's Nudge
Cantrip Enchantment
Casting Time: 1 action
Range: 30 feet
Target: One creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Wisdom saving throw
Defense: None

A whisper of imminent failure distracts a foe.

Rules Text:

The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Damage
Damage: 1d6 psychic (2d6 at 5th level, 3d6 at 11th level, 4d6 at 17th level)
Effect
Conditions: disadvantage on next attack roll
Duration: 1 round
Thread Pull
Cantrip Transmutation
Casting Time: 1 action
Range: 60 feet
Target: One object up to 10 pounds or one creature
Components: V, S
Duration: Instantaneous
Movement: Object moves 10 feet toward you; creature moves 5 feet toward you
Attack / Save: Strength saving throw
Defense: None

You yank a distant thread to draw something closer.

Rules Text:

If targeting an object, you pull it 10 feet toward you. If targeting a creature, it must succeed on a Strength saving throw or be pulled 5 feet toward you.

Forced_Movement
Duration: Instantaneous
Movement: 10 feet object, 5 feet creature
Seidr Spark
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Target: One creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack
Defense: None

A mote of fate-fire streaks toward a foe.

Rules Text:

Make a ranged spell attack. On a hit, the target takes 1d8 radiant damage.

Damage
Damage: 1d8 radiant (2d8 at 5th level, 3d8 at 11th level, 4d8 at 17th level)
Mending Weave
Cantrip Transmutation
Casting Time: 1 minute
Range: Touch
Target: One object
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You reweave a small tear in the material world.

Rules Text:

You repair a single break or tear in an object you touch, such as a broken chain link, a torn cloak, or a cracked jar. The repair leaves no trace of the former damage.

Utility
Duration: Instantaneous
Threadbind
Level 1 Enchantment
Casting Time: 1 action
Range: 30 feet
Target: One creature
Components: V, S
Duration: 1 round
Movement: None
Attack / Save: Wisdom saving throw
Defense: None

You bind a foe's limbs with invisible threads.

Rules Text:

The target must succeed on a Wisdom saving throw or have its speed reduced to 0 and be unable to take reactions until the end of its next turn.

Condition
Conditions: speed 0, no reactions
Duration: 1 round
Ill Omen
Level 1 Divination
Casting Time: 1 bonus action
Range: 30 feet
Target: One creature
Components: V, S
Duration: 1 minute
Movement: None
Attack / Save: Wisdom saving throw
Defense: None

You whisper a foreboding omen that frays a foe's aim.

Rules Text:

The target must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the spell ends.

Effect
Conditions: disadvantage on next attack roll
Duration: 1 minute
Shield of Wyrd
Level 1 Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack
Range: Self
Target: Self
Components: V, S
Duration: 1 round
Movement: None
Attack / Save: None
Defense: +2 AC against that attack and until the start of your next turn

You weave a shield of fate-thread against an incoming blow.

Rules Text:

You gain a +2 bonus to AC against the triggering attack and until the start of your next turn.

Defense
Defense: +2 AC
Resource: None
Read Fate
Level 1 Divination
Casting Time: 1 action
Range: Self
Target: Self
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You glimpse a single thread of the near future.

Rules Text:

You ask one question about the next 10 minutes. The GM gives a truthful answer that is a simple yes or no.

Utility
Duration: Instantaneous
Curse of Clumsiness
Level 1 Enchantment
Casting Time: 1 action
Range: 60 feet
Target: One creature
Components: V, S
Duration: 1 minute
Movement: None
Attack / Save: Wisdom saving throw
Defense: None

You tangle a foe's fate with clumsiness.

Rules Text:

The target must succeed on a Wisdom saving throw or have disadvantage on Dexterity checks and Dexterity saving throws for the duration.

Effect
Conditions: disadvantage on Dexterity checks and saving throws
Duration: 1 minute
Tangled Fate
Level 2 Enchantment
Casting Time: 1 action
Range: 60 feet
Target: One creature
Components: V, S
Duration: 1 minute
Movement: None
Attack / Save: Wisdom saving throw
Defense: None

You knot a foe's fate so its strikes go awry.

Rules Text:

The target must succeed on a Wisdom saving throw or whenever it makes an attack roll, it must subtract 1d4 from the roll.

Effect
Conditions: subtract 1d4 from attack rolls
Duration: 1 minute
Fateful Step
Level 2 Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V, S
Duration: 1 minute
Movement: Your speed increases by 10 feet
Attack / Save: None
Defense: Opportunity attacks against you have disadvantage

You step between threads of fate to move swiftly and safely.

Rules Text:

Your speed increases by 10 feet, and opportunity attacks against you have disadvantage for the duration.

Movement
Duration: 1 minute
Movement: +10 feet
Raven's Sight
Level 2 Divination
Casting Time: 1 action
Range: Self
Target: Self
Components: V, S
Duration: 10 minutes
Movement: None
Attack / Save: None
Defense: None

You borrow the keen sight of a raven to pierce darkness and invisibility.

Rules Text:

You gain darkvision out to 120 feet and can see invisible creatures within 30 feet for the duration.

Sense
Conditions: darkvision 120 ft, see invisible 30 ft
Duration: 10 minutes
Weave of Warning
Level 2 Abjuration
Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures
Components: V, S
Duration: 1 hour
Movement: None
Attack / Save: None
Defense: +1 AC

You spin a protective warning into your allies' fate-threads.

Rules Text:

Each target gains a +1 bonus to AC for the duration.

Defense
Defense: +1 AC
Resource: None
Curse of Misfortune
Level 3 Enchantment
Casting Time: 1 action
Range: 60 feet
Target: One creature
Components: V, S
Duration: 1 minute
Movement: None
Attack / Save: Wisdom saving throw
Defense: None

You lay a heavy curse of misfortune upon a foe.

Rules Text:

The target must succeed on a Wisdom saving throw or whenever it makes a d20 Test, it must subtract 1d6 from the roll.

Effect
Conditions: subtract 1d6 from d20 Tests
Duration: 1 minute
Fate's Rebuke
Level 3 Abjuration
Casting Time: 1 reaction, which you take when a creature within 60 feet hits with an attack
Range: 60 feet
Target: The attacking creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Wisdom saving throw
Defense: Attack deals half damage on a failed save

You rebuke a foe by showing it the consequences of its strike.

Rules Text:

The attacker must succeed on a Wisdom saving throw or the triggering attack deals half damage, and the attacker takes 2d8 psychic damage.

Damage
Damage: 2d8 psychic (+1d8 per spell slot level above 3)
Defense
Defense: half damage from triggering attack
Resource: None
Seidr Veil
Level 3 Illusion
Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures
Components: V, S
Duration: 10 minutes
Movement: None
Attack / Save: None
Defense: None

You pull a veil of unwoven fate over your allies.

Rules Text:

Each target becomes invisible for the duration. The spell ends for a target if it attacks or casts a spell.

Condition
Conditions: invisible
Duration: 10 minutes
Doom Weave
Level 4 Necromancy
Casting Time: 1 action
Range: 60 feet
Target: One creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw
Defense: Half damage on a successful save

You weave a dark doom that gnaws at a foe's vitality.

Rules Text:

The target must make a Constitution saving throw, taking 6d6 necrotic damage on a failed save, or half as much on a successful one. On a failed save, it also has disadvantage on the next saving throw it makes before the end of its next turn.

Damage
Damage: 6d6 necrotic (+1d6 per spell slot level above 4)
Effect
Conditions: disadvantage on next saving throw
Duration: 1 round
Foreseen Strike
Level 4 Divination
Casting Time: 1 action
Range: 60 feet
Target: One creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack
Defense: None

You strike along a path you have already foreseen.

Rules Text:

Make a ranged spell attack. On a hit, the target takes 5d10 force damage. If you miss, you can reroll the attack roll once, but must use the new result.

Damage
Damage: 5d10 force (+1d10 per spell slot level above 4)
Unravel Curse
Level 4 Abjuration
Casting Time: 1 action
Range: Touch
Target: One creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You cut away a malign thread bound to a creature.

Rules Text:

You end one curse, charm, fear, or possession affecting the target. If the effect was created by a spell of 4th level or lower, it is removed automatically. If it was created by a higher-level spell, make a Wisdom check against the caster's spell save DC to remove it.

Utility
Conditions: end one curse, charm, fear, or possession
Duration: Instantaneous
Grand Weave
Level 5 Enchantment
Casting Time: 1 action
Range: 60 feet
Target: Up to five creatures
Components: V, S
Duration: 1 minute
Movement: None
Attack / Save: Wisdom saving throw
Defense: None

You weave a grand pattern of misfortune over many foes.

Rules Text:

Each target must succeed on a Wisdom saving throw or have disadvantage on attack rolls and saving throws for the duration.

Effect
Conditions: disadvantage on attack rolls and saving throws
Duration: 1 minute
Fate's Edict
Level 5 Divination
Casting Time: 1 action
Range: 60 feet
Target: One creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Wisdom saving throw
Defense: Half damage on a successful save

You pronounce a fateful edict that staggers a foe's mind.

Rules Text:

The target must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much on a successful one. On a failed save, it also can't take actions or reactions until the end of its next turn.

Damage
Damage: 8d8 psychic (+1d8 per spell slot level above 5)
Condition
Conditions: can't take actions or reactions
Duration: 1 round
Threads of Oblivion
Level 6 Necromancy
Casting Time: 1 action
Range: 120 feet
Target: One creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw
Defense: Half damage on a successful save

You sever a creature's thread of vitality.

Rules Text:

The target must make a Constitution saving throw, taking 10d8 necrotic damage on a failed save, or half as much on a successful one. On a failed save, its hit point maximum is reduced by the damage taken until it finishes a long rest.

Damage
Damage: 10d8 necrotic (+1d8 per spell slot level above 6)
Effect
Conditions: hit point maximum reduced
Duration: until long rest
Loom of Fate
Level 7 Divination
Casting Time: 1 action
Range: Self
Target: Self
Components: V, S
Duration: 1 minute
Movement: None
Attack / Save: None
Defense: None

You become a living loom, controlling the threads of fate around you.

Rules Text:

For the duration, when a creature within 60 feet makes a d20 Test, you can use your reaction to replace the roll with a roll of your choice, without expending a Wyrd Thread.

Utility
Conditions: replace d20 Tests within 60 ft
Duration: 1 minute
Wyrdstorm
Level 8 Evocation
Casting Time: 1 action
Range: 150 feet
Target: 30-foot-radius sphere
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Wisdom saving throw
Defense: Half damage on a successful save

You unleash a storm of raw fate that ravages minds.

Rules Text:

Each creature in the area must make a Wisdom saving throw, taking 10d10 psychic damage and being stunned until the end of its next turn on a failed save, or half as much damage and no stun on a successful one.

Damage
Damage: 10d10 psychic (None)
Condition
Conditions: stunned
Duration: 1 round
Final Cut of Wyrd
Level 9 Necromancy
Casting Time: 1 action
Range: 120 feet
Target: One creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Wisdom saving throw
Defense: Half damage on a successful save

You cut the final thread of a creature's destiny.

Rules Text:

The target must make a Wisdom saving throw, taking 12d12 psychic damage on a failed save, or half as much on a successful one. If the target is reduced to 0 hit points by this damage, its soul is severed and it can't be revived by any means short of a wish spell.

Damage
Damage: 12d12 psychic (None)
Effect
Conditions: soul severed on death
Duration: Instantaneous

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2
Balance Notes The Seidr Seer is a full spellcaster with a custom fate-altering resource. Its power is comparable to a cleric or wizard, with slightly stronger save-or-suck effects but fewer raw damage options and limited armor. Wyrd Threads are limited by proficiency bonus and regain slowly, preventing constant use. Subclasses focus on curses, divination, and support, matching the class's theme.
Level Prof. Features Resources Spell Slots
1 +2 Spellcasting, Wyrd Threads, Cantrips (3) - L1: 2
2 +2 Seidr Sight - L1: 3
3 +2 Seidr Tradition - L1: 4 L2: 2
4 +2 Ability Score Improvement - L1: 4 L2: 3
5 +3 Fate's Favor - L1: 4 L2: 3 L3: 2
6 +3 Seidr Tradition feature - L1: 4 L2: 3 L3: 3
7 +3 Foretelling - L1: 4 L2: 3 L3: 3 L4: 1
8 +3 Ability Score Improvement - L1: 4 L2: 3 L3: 3 L4: 2
9 +4 5th-level spells - L1: 4 L2: 3 L3: 3 L4: 3 L5: 1
10 +4 Unraveling, Seidr Tradition feature - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
11 +4 6th-level spells - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
12 +4 Ability Score Improvement - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
13 +5 7th-level spells - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
14 +5 Rewoven Fate, Seidr Tradition feature - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
15 +5 8th-level spells - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
16 +5 Ability Score Improvement - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
17 +6 9th-level spells - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1 L9: 1
18 +6 Grand Seidr - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1 L9: 1
19 +6 Ability Score Improvement - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1 L9: 1
20 +6 Avatar of Wyrd - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1 L9: 1

Class Features

Spellcasting (Level 1)

You cast seidr spells by weaving fate-threads through a focus.

Resource Cost: None

Prerequisite: None

Wyrd Threads (Level 1)

You hold threads of fate that let you alter d20 Tests.

Resource Cost: 1 Wyrd Thread

Prerequisite: Spellcasting

Seidr Sight (Level 2)

You open your inner eye to glimpse unseen truths.

Resource Cost: None

Prerequisite: Wyrd Threads

Seidr Tradition (Level 3)

You choose a seidr tradition.

Resource Cost: None

Prerequisite: Seidr Sight

Fate's Favor (Level 5)

Your Wyrd Threads can be woven more precisely.

Resource Cost: None

Prerequisite: Seidr Tradition

Foretelling (Level 7)

You can read omens without expending spell slots.

Resource Cost: None

Prerequisite: Fate's Favor

Unraveling (Level 10)

You can cut away curses and controlling magic.

Resource Cost: 2 Wyrd Threads

Prerequisite: Foretelling

Rewoven Fate (Level 14)

You can rewrite a moment of failure.

Resource Cost: 3 Wyrd Threads

Prerequisite: Unraveling

Grand Seidr (Level 18)

Your mastery of fate-threads deepens.

Resource Cost: None

Prerequisite: Rewoven Fate

Avatar of Wyrd (Level 20)

You become a living loom of destiny.

Resource Cost: None

Prerequisite: Grand Seidr

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