Playtest Material

This class is currently being previewed for the Castaway's Guide to Yneslea.


An ancient order of paladins who defend the Echmer from the constant threat of the Nether Realm, Deepseekers are considered an elite fighting force that few would dare trifle with. Often seen as the defending force of the Portentous Whelm, some Deepseeker successor groups (like the Deepfinders and/or the Deepmongers) are tasked with traversing the land to hunt down those who would threaten the archipelago in major capacity, especially if they have ties to Har-Gaun.

Deepstalker Features
Level Feature
3rd Bonus Proficiency, Bulwark, Detect Heresy, Profession Spells
7th Defy the Odds
15th Intimidating Presence
20th Strength Before Death

Bonus Proficiency

3rd-level Deepstalker feature

You gain proficiency with heavy armor.


3rd-level Deepstalker feature

You’ve learned that the best offense is a great defense. While it is within 5 feet of you, a creature designated by your Familiarity of the Beast feature has disadvantage on any attack roll that doesn't target you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks until the start of your next turn.

Detect Heresy

3rd-level Deepstalker feature

You gain the ability to magically sense the presence of daemons of Har-Gaun. As an action, you detect the distance and direction of any fiend or portal within 1 mile of you. If the fiend (daemon) is within 30 feet of you, you know where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically desecrated by daemons of Har-Gaun. Once you use this feature, you can't use it again until you finish a short or long rest. While you have no uses available, you can spend 2 magicka points to use this feature again.

See chapter 7 of this book for examples of daemons of Har-Gaun.

Profession Spells

3rd-level Deepstalker feature

You learn an additional spell when you reach certain levels in this class, as shown in the Deepseeker Spells table. Each spell counts as a votary spell for you, but it doesn't count against the number of votary spells you know.

Deepstalker Spells
Level Spell
3rd detect life (LGtC)
5th locate object
9th clairvoyance
13th locate creature
17th flame strike

Defy the Odds

7th-level Deepstalker feature

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Intimidating Presence

15th-level Deepstalker feature

You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you (no action required). If the creature can see or hear you, it must succeed on a Willpower saving throw against your spellcasting save DC or be frightened of you until the end of your next turn. A target automatically succeeds on this saving throw if it can't be frightened. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 5 magicka points to use this feature again.

Strength Before Death

20th-level Deepstalker feature

Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. If you take the Attack action on this turn, you make one additional weapon attack as part of the attack. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures will still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.