A Khajiit seeker pours over lost legends


Seekers search for knowledge, traveling through the world, collecting lore, and unlocking ancient magic lost to the ages. They use enshrouding darkness and gain access to shadowy pocket realms to protect themselves and their allies from the harms of the Mundas.

While most seekers uncover the secrets of the gloam through study and discovery of the arcane, these powers can be fast-tracked with the aid of more powerful beings. Seekers may be worshipers of the Daedra Princes whose spheres are of knowledge and shadow. Hermaeus Mora and Nocturnal are sometimes willing to sponsor acolytes and students who can prove their potential.

Seeker Features
Level Feature
1st Path Spells, Shielding Aura
6th Shadow Refuge
10th Far Wanderer
14th Umbral Sequestration

Path Spells

The path of shadow that you follow grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to path spells.

Once you gain access to a path spell, you always know it, and it doesn't count against the number of spells you know. If you gain access to a spell that doesn't appear on the nightblade spell list, the spell is nonetheless a nightblade spell for you.

Seeker Spells
Nightblade Level Path Spells
1st feather fall, jump
3rd levitate, locate object
5th clairvoyance, sending
7th arcane eye, locate creature
9th legend lore, paswall

Shielding Aura

Starting at 1st level, you can invoke shadow magic to protect you from harm. As a bonus action, you create a whirling aura of dark energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes necrotic damage equal to your nightblade level + your Personality modifier.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Shadow Refuge

At 6th level, you gain the ability to step into a shadow refuge. As an action, you disappear from the world for a brief moment and enter the Shadow Realm, taking advantage of its timeless nature. While in your shadow refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends. Once you use this feature, you can’t use it again until you finish a long rest.

Far Wanderer

At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.

Umbral Sequestration

Starting at 14th level, you gain the ability to sequester yourself and your allies in the Shadow Realm

By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Shadow Realm. You and those creatures gain the benefits of a short rest while sequestered on the Shadow Realm. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.

During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.

Once you use this ability, you cannot use it again until you complete a long rest.