Far seers are magicians that use magic to enhance their senses. The piercing gaze of the far seer cuts through the thin veneer of reality to peer into the skeens of destiny, and the true essence of all things.
Example Backgrounds: Stolen Angel’s Eyes, Glimpse of the Far Realm, Scholar of the Eye of Soroash, Devil’s Sight, Heir to the Thousand-Eye Robe.
Level 1 Feature
Eldritch sight: You can sense magical auras around magical objects - when something is enchanted or under the effect of some magical power and within 10m of you, it is readily apparent to you that this is the case. You also have a rough idea of what kind of magic it is (eg death magic, fairy magic, prophetic magic). When the use of this power requires you to make a skill check the relevant attribute will ordinarily be awareness and you may add your proficiency bonus as though you had a relevant background. Additionally, you may perform great deeds of scrying, related to learning things about persons or places or events through magical divinations.
Level 2 Features
Eyes of the rune keeper: You have gained the ability to read all writing as though it was written in a language you understand. You may spend 1 adventure point to gain the ability to speak in any language you wish for the next hour.
Augury: You may spend 1 adventure point to perform a ritual over ten minutes that gives you insight into the future. After performing the ritual, describe a plan of action that you are considering taking. The GM my respond ‘weal’ if with what they know they expect this plan would have a good outcome, ‘woe’ if they expect it would have a bad outcome, or ‘uncertain’ if they cannot tell with any confidence from your description how things would turn out (perhaps it was not specific enough or its success is deeply contingent on matters not specified by your inquiry). If the reply is ‘uncertain’ you may ask a different question unless you have already received two ‘uncertain’s from this ritual. The GM should do their best to provide you with a useful and accurate answer.
Level 6 Feature
Third eye: You gain the ability to see in the dark with the acuity of an owl, detect invisible and/or etherial creatures by sight, and both detect and see through any illusions within 30m of you. When the use of this power requires you to make a skill check the relevant attribute will ordinarily be awareness and you may add your proficiency bonus as though you had a relevant background.
Level 10 Feature
Eternal Gaze: Your eyes have become so magically attuned that you can see through the veneers of all the material world, straight to the inner essence of things. Though your body may fade with age, your gaze is undying, and your spirit will continue to watch over the world after you pass away. While you live, you can learn a creatures true name by looking at them. After invoking a creature’s true name in conversation with them they become incapable of lying to you, and you have advantage on any check you make to persuade or intimidate them. Invoking the true name of a fiend, elemental, or fey creature, may force them to treat you hospitably at your GM’s discretion.