SIGNING IN

Points de Vie

Dés de Vie 1d8 par niveau

Maîtrises

DEX , INT

Investigator

Niveau Bonus de Maîtrise Capacités Ritual Level Rushed Incantation
1 + 2 Ritualist Weapon Mastery 1 -
2 + 2 Ritualist Weapon Mastery 1 3
3 + 2 Ritualist Weapon Mastery 2 4
4 + 2 Ritualist Weapon Mastery 2 4
5 + 3 Ritualist Weapon Mastery 3 5
6 + 3 Ritualist Weapon Mastery 3 5
7 + 3 Ritualist Weapon Mastery 4 6
8 + 3 Ritualist Weapon Mastery 4 6
9 + 4 Ritualist Weapon Mastery 5 7
10 + 4 Ritualist Weapon Mastery 5 7
11 + 4 Ritualist Weapon Mastery 6 7
12 + 4 Ritualist Weapon Mastery 6 8
13 + 5 Ritualist Weapon Mastery 6 8
14 + 5 Ritualist Weapon Mastery 6 8
15 + 5 Ritualist Weapon Mastery 6 9
16 + 5 Ritualist Weapon Mastery 6 9
17 + 6 Ritualist Weapon Mastery 6 9
18 + 6 Ritualist Weapon Mastery 6 10
19 + 6 Ritualist Weapon Mastery 6 10
20 + 6 Ritualist Weapon Mastery 6 10
Niveau Bonus de Maîtrise Capacités Finisher Trinkets
1 + 2 Ritualist Weapon Mastery 0 0
2 + 2 Ritualist Weapon Mastery {@dice 1d8} 0
3 + 2 Ritualist Weapon Mastery {@dice 1d8} 2
4 + 2 Ritualist Weapon Mastery {@dice 1d8} 2
5 + 3 Ritualist Weapon Mastery {@dice 1d8} 3
6 + 3 Ritualist Weapon Mastery {@dice 1d8} 3
7 + 3 Ritualist Weapon Mastery {@dice 1d8} 3
8 + 3 Ritualist Weapon Mastery {@dice 1d8} 3
9 + 4 Ritualist Weapon Mastery {@dice 1d8} 4
10 + 4 Ritualist Weapon Mastery {@dice 1d8} 4
11 + 4 Ritualist Weapon Mastery {@dice 2d8} 4
12 + 4 Ritualist Weapon Mastery {@dice 2d8} 4
13 + 5 Ritualist Weapon Mastery {@dice 2d8} 5
14 + 5 Ritualist Weapon Mastery {@dice 2d8} 5
15 + 5 Ritualist Weapon Mastery {@dice 2d8} 5
16 + 5 Ritualist Weapon Mastery {@dice 2d8} 5
17 + 6 Ritualist Weapon Mastery {@dice 3d8} 6
18 + 6 Ritualist Weapon Mastery {@dice 3d8} 6
19 + 6 Ritualist Weapon Mastery {@dice 3d8} 6
20 + 6 Ritualist Weapon Mastery {@dice 3d8} 6

Sorts de Classe

Alarm Comprehend Languages Detect Evil and Good Detect Magic Detect Poison and Disease Disguise Self Find Familiar Tenser's Floating Disk Fog Cloud Heroism Identify Illusory Script Protection from Evil and Good Purify Food and Drink Speak with Animals Unseen Servant Animal Messenger Arcane Lock Nystul's Magic Aura Augury Darkness Darkvision Gentle Repose Knock Locate Animals or Plants Locate Object Magic Mouth Protection from Poison See Invisibility Silence Spider Climb Zone of Truth Clairvoyance Create Food and Water Daylight Dispel Magic Fly Magic Circle Meld into Stone Nondetection Phantom Steed Remove Curse Sending Speak with Dead Speak with Plants Tongues Water Breathing Water Walk Arcane Eye Divination Locate Creature Mordenkainen's Private Sanctum Leomund's Secret Chest Commune Commune with Nature Contact Other Plane Dream Geas Legend Lore Planar Binding Rary's Telepathic Bond Find the Path Forbiddance Drawmij's Instant Summons alarm|xphb comprehend languages|xphb detect evil and good|xphb detect magic|xphb detect poison and disease|xphb disguise self|xphb find familiar|xphb tenser's floating disk|xphb fog cloud|xphb heroism|xphb identify|xphb illusory script|xphb protection from evil and good|xphb purify food and drink|xphb speak with animals|xphb unseen servant|xphb animal messenger|xphb arcane lock|xphb nystul's magic aura|xphb augury|xphb darkness|xphb darkvision|xphb gentle repose|xphb knock|xphb locate animals or plants|xphb locate object|xphb magic mouth|xphb protection from poison|xphb see invisibility|xphb silence|xphb spider climb|xphb zone of truth|xphb clairvoyance|xphb create food and water|xphb daylight|xphb dispel magic|xphb fly|xphb magic circle|xphb meld into stone|xphb nondetection|xphb phantom steed|xphb remove curse|xphb sending|xphb speak with dead|xphb speak with plants|xphb tongues|xphb water breathing|xphb water walk|xphb arcane eye|xphb divination|xphb locate creature|xphb mordenkainen's private sanctum|xphb leomund's secret chest|xphb commune|xphb commune with nature|xphb contact other plane|xphb dream|xphb geas|xphb legend lore|xphb planar binding|xphb rary's telepathic bond|xphb find the path|xphb forbiddance|xphb drawmij's instant summons|xphb

Capacités de Classe

Niveau 1

Ritualist
Weapon Mastery

Niveau 10

Subclass Feature

Niveau 11

Improved Finisher

Niveau 12

Ability Score Improvement

Niveau 13

Enigma Arcane

Niveau 14

Subclass Feature

Niveau 15

Enigma Arcane

Niveau 16

Ability Score Improvement

Niveau 17

Enigma Arcane

Niveau 18

Supernatural Resolve

Niveau 19

Epic Boon

Niveau 2

Expertise
Finisher
Rushed Incantation

Niveau 20

Spellbinder

Niveau 3

Investigator Subclass
Trinkets

Niveau 4

Ability Score Improvement

Niveau 5

Exploit Weakness

Niveau 6

Subclass Feature

Niveau 7

Holy Trinkets

Niveau 8

Ability Score Improvement

Niveau 9

Expertise

Maîtrises

Armor

light

Weapons

simple

martial

Skills

Équipement de Départ

Capacités de Classe

Ritualist (Level 1)

You have learned to cast Rituals to overcome supernatural threats.

Grimoire

Your Rituals are recorded in a grimoire, a Tiny object that weighs 3 pounds and contains 100 pages. You determine the grimoire's appearance and materials.

The grimoire starts with four level 1 Investigator spells of your choice. Detect Magic, Heroism, Memorize, and Transient Bulwark are recommended.

Whenever you gain an Investigator level, you can add two Investigator spells of your choice to your grimoire. The Ritual Level column on the Investigator Feature table shows the maximum level of a spell you can add to your grimoire.

Ritual Casting

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your grimoire. You must read from the book to cast a spell in this way. You can't cast spells that are in your grimoire except as Rituals, unless you've learned them by other means.

Bonus Rituals

You can treat specific spells as if they have the Ritual tag, allowing you to add them to your grimoire and cast them as Rituals. These spells are marked in the Investigator Spells list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Investigator spells.

Expanding and Replacing a Grimoire

The spells you add to your grimoire represent research into occult and supernatural threats, but you might find other spells during your adventures that you can add to your grimoire.

Copying a Spell into the Grimoire

When you find a level 1+ Investigator spell, you can copy it into your grimoire if it's of an eligible level and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP.

Copying the Grimoire

You can copy a spell from your grimoire into another book. This is like copying a new spell into your grimoire but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

If you lose your grimoire, you can recall from memory a number of spells equal to your Investigator level and use the same procedure to transcribe the spells into a new grimoire. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many Investigators keep a backup grimoire.

Weapon Mastery (Level 1)

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Rapiers and Heavy Crossbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Expertise (Level 2)

You gain Expertise in two of your skill proficiencies of your choice. Arcana and Investigation are recommended if you have proficiency in them.

At Investigator level 9, you gain Expertise in two more of your skill proficiencies of your choice.

Finisher (Level 2)

Once per turn when you deal damage with a weapon to a creature that is Bloodied, you can deal an extra 1d8 damage to the target. The damage is the same type as the damage dealt by the weapon.

This damage increases as you gain Investigator levels, as shown in the Finisher column of the Investigator Features table.

Rushed Incantation (Level 2)

You can hastily perform any spell in your grimoire that has a casting time of an action or Bonus Action, casting the spell as a Bonus Action. You can cast it without Material components unless the components have a cost of 100+ GP specified by the spell.

You can use this feature three times. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Investigator levels, as shown in the Rushed Incantation column of the Investigator Features table.

Investigator Subclass (Level 3)

You gain a Investigator subclass of your choice. A subclass is a specialization that grants you features at certain Investigator levels. For the rest of your career, you gain each of your subclass's features that are of your Investigator level or lower.

Trinkets (Level 3)

Your subclass grants you a number of supernatural trinkets to aid you in defeating supernatural threats and unraveling mysteries. You can use this feature twice, activating one of your trinket options each time you use it. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Investigator levels, as shown in the Trinkets column of the Investigator Features table.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Exploit Weakness (Level 5)

Once per turn when you deal damage to a creature with an attack using a weapon, you can target the creature where it is most vulnerable to gain the following benefits.

Damage Vulnerability

Choose one damage type dealt by the attack. The target has Vulnerability to the chosen damage type for this attack. Vulnerability from this feature doesn't double extra damage from spells (such as Hunter's Mark) or features from other classes (such as the Rogue's Sneak Attack). The Vulnerability doesn't apply to this attack if the target has Immunity to the chosen damage type.

Disrupt Resistance

If the target has Resistance to one or more damage types, it loses these Resistances until the start of your next turn, including against the damage of the triggering attack.

Subclass Feature (Level 6)

You gain a feature from your Investigator Subclass.

Holy Trinkets (Level 7)

You keep a wide array of Holy Symbols and blessed items on your person, even if you aren't particularly pious. You can use the following trinkets (expending a use of your Trinkets to do so).

Amulet of Warding

As a Bonus Action, you place a divine ward on a creature of your choice within 60 feet of you. Until the start of your next turn, the warded creature gains a bonus to AC and saving throws equal to your Intelligence modifier (minimum of +1).

Restorative Ankh

As a Bonus Action, a creature of your choice within 60 feet of you regains Hit Points equal to your Investigator level plus your Intelligence modifier.

Rune of Banishment

As a Bonus Action, choose one creature you can see within 60 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or be banished to a harmless location in the Ethereal Plane. While banished, the target has the Incapacitated condition and its Speed is 0. At the start of your next turn, the creature reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Expertise (Level 9)

At Investigator level 9, you gain Expertise in two more of your skill proficiencies of your choice.

Subclass Feature (Level 10)

You gain a feature from your Investigator Subclass.

Improved Finisher (Level 11)

When you take the Attack action on your turn, you can use your Finisher on a creature that isn't Bloodied, dealing only an extra 1d8 damage to the target.

At Investigator level 17, this damage increases to 2d8.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Enigma Arcane (Level 13)

You learn a secret that unlocks potent arcane magic. You gain the ability to cast a level 7 spell, and discover additional secrets when you reach certain Investigator levels.

Level 7 Spell

You can cast one of the following spells without a spell slot and regain the ability to do so when you finish a Long Rest: Mirage Arcane, Plane Shift, Reverse Gravity, Sequester, or Teleport.

Subclass Feature (Level 14)

You gain a feature from your Investigator Subclass.

Enigma Arcane (Level 15)

Level 8 Spell

At Investigator level 15, you can also cast one of the following spells without a spell slot and regain the ability to do so when you finish a Long Rest: Antimagic Field, Glibness, Maze, or Mind Blank.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Enigma Arcane (Level 17)

Level 9 Spell

At Investigator level 17, you can also cast one of the following spells without a spell slot and regain the ability to do so when you finish a Long Rest: Astral Projection, Gate, or Weird.

Supernatural Resolve (Level 18)

You have Advantage on saving throws against spells and other magical effects unless you have the Incapacitated condition.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Spellbinder (Level 20)

Choose 5 Investigator spells in your grimoire of levels 1-3 that have a casting time of an action or Bonus Action. You can use Rushed Incantation to cast the chosen spells without expending a use of the feature, and you don't need to read from your grimoire to cast them.

Whenever you finish a Long Rest, you can replace one of those spells with another spell in your grimoire.

Multiclassage

Sous-classes

Antiquarian
ValdaSpire24
Archivist
ValdaSpire24
Conspiracy Theorist
ValdaSpire24Extras
Containment Specialist
ValdaSpire24Extras
Decommissioner
DarkMatter24
Detective
ValdaSpire24
Exterminator
ValdaSpire24
Infernum
ValdaSpire24Extras
Inquisitor
ValdaSpire24
Kid Sleuth
ValdaSpire24Extras
Medium
ValdaSpire24
Spy
ValdaSpire24
Time Operative
ValdaSpire24Extras

Capacités de Sous-classe

Antiquarian

Antiquarian (Level 3)

Wield a Museum's Worth of Powerful Arcane Trinkets

Festooned with magical trinkets from every corner of the globe, Antiquarians have a tool for every occasion: silver arrowheads for lycanthropes, heartwood stakes for vampires, blessed relics for fiends, and so on. As they expand their collections from piles of trinkets to veritable museums, they become adept historians and arcanists, familiar with the stories of every magic item in their care, as well as how to use them in dire situations.

Artifact Hoarder

You gain one additional use of your Trinkets before a Long Rest.

Trinkets

You can use the following trinkets.

Hateful Arrowhead

You can cast Ray of Enfeeblement or Scorching Ray spell without a spell slot or components.

Warped Prism

You can cast Blur or Shield without a spell slot or components.

Razortooth Bandages

You can cast Cure Wounds or Inflict Wounds without a spell slot or components. When you restore Hit Points or deal damage using one of these spells using this trinket, you can add your Investigator level to the healing or damage dealt.

Arcane Relics (Level 6)

You've secured a handful of priceless relics with rare and delicate enchantments. Once you use one of the following relics, you can't use this feature again until you finish a Short or Long Rest.

Antediluvian Dynamo

You can cast Fireball or Lightning Bolt without a spell slot or components.

Lich's Deathmask

You can cast Counterspell or Dispel Magic without a spell slot or components.

Mortal Coil

You can cast Animate Dead or Revivify without a spell slot or components. When you cast Animate Dead using this relic, all previous Undead created using this relic crumble into dust.

Magic Item Collection (Level 10)

When you finish a Long Rest, you can magically produce a magic item. When you do so, all magic items previously created by this feature vanish. If a magic item you produce requires Attunement, you can attune yourself to it the instant you produce it. You can produce the following magic items: a Carpet of Flying, a Cloak of the Bat, a Flame Tongue, Gauntlets of Ogre Power, an Instant Fortress, a Ring of Regeneration, a Ring of Telekinesis, a Sun Blade, or a Wand of Wonder.

Soul Jar (Level 14)

You've secured the crown jewel of your collection: a lich's soul jar, or "phylactery." Though the original owner's soul has been expelled from this accursed artifact, it retains many of its magical properties.

This magic item is always attuned to you and doesn't count against your total number of attuned magic items. It has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the soul jar, you can expend one or more charges to use the following abilities.

Temporary Hit Points

You can expend 1 charge as a Bonus Action to gain Temporary Hit Points equal to your Investigator level.

Trinket Recharge

You can expend 1 charge as a Bonus Action to regain one expended use of your Trinkets.

Undead Fortitude

When you are reduced to 0 Hit Points and not killed outright, you can expend 2 charges to drop to 1 Hit Point instead. You can use this benefit only once per turn.

Draining Touch

As a Magic action, you can expend 3 charges to make a melee spell attack. On a hit, the target takes 8d8 Necrotic damage and you regain Hit Points equal to the Necrotic damage dealt. If the spell attack misses, these charges aren't expended.

Archivist

Archivist (Level 3)

Expand Your Rituals Through Ancient Lore

Though most Investigators fill their grimoires with hard-won knowledge borne from encounters with supernatural threats, some prefer to do bookkeeping instead. Such Archivists seek to accumulate knowledge, more so than trinkets, by spending untold hours digging through disparate tomes of occult secrets and compiling them into encyclopedic texts. Through their research, Archivists become academic masters of the arcane and priceless reservoirs of obscure knowledge.

Thesis

You gain access to certain spells associated with your thesis. Choose one of the following subject areas for your thesis: Corpus, Mentis, Mortis, or Oculus. Consult the table below that corresponds to the chosen thesis; you add the listed spells for your Investigator level to your grimoire for free. The listed spells count as Investigator spells for you and you treat them if they have the Ritual tag.

Whenever you gain an Investigator level, you can replace your thesis with another one. The spells in your grimoire corresponding to your thesis are magically replaced with those of the new thesis for your Investigator level.

Trinkets

You can use the following trinkets.

Aura Lenses

You can cast Detect Magic without a spell slot or components.

Mnemonic Script

You can cast Memorize without a spell slot or components.

Tongue Stone

You can cast Comprehend Languages without a spell slot or components.

Erudite Spell (Level 6)

When you cast a spell that forces a creature to make a saving throw, you can give one target of the spell Disadvantage on saves against the spell.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).

Encyclopedic Expertise (Level 10)

You can identify any arcane effect from memory. Whenever you see or hear a spell being cast or investigate a magical effect, you can identify the spell that was cast, the magic item responsible, or the creature that produced the effect without an ability check. This feature fails to identify spells, magic items, and creatures that are utterly unique or are otherwise not recorded in arcane texts.

Eidetic Memory (Level 14)

You can effortlessly duplicate spells you see or hear, granting you the following benefits.

Ritual Recall

If you see or hear an Investigator spell being cast, you can thereafter copy it into your grimoire.

Spell Duplication

When you see or hear a spell of level 5 or lower being cast, you can fix the spell in your mind. Within the next minute, you can expend a use of your Rushed Incantation to cast the spell without a spell slot. Once you use this benefit to cast a spell, you can't do so again until you finish a Long Rest.

Conspiracy Theorist

Conspiracy Theorist (Level 3)

Unravel Far-Reaching, Incredulous Conspiracies

The world is full of stuff that doesn't add up. A natural disaster strikes and they talk about theoretical weather patterns. People forget days at a time and they say some medical jargon about their brains. And nobody seems to notice the folks dressed in black who lurk behind every corner. It's one big coincidence after another. But when you ask the right questions and pull on the right threads, you start uncovering the biggest mysteries: the ones They don't want you to know about.

It's hard to tell who They even are, apart from the fact that They're massively influential and have deep pockets. They have agents everywhere, watching and waiting. What are their goals? What are they working so hard to keep secret? You can't be totally sure, but you have a few good theories.

Paranoid Instincts

You have Advantage on Initiative rolls.

Trinkets

You can use the following trinkets.

Masonic Charm

As a Bonus Action, you attach this charm to a weapon you are holding. When you do so, choose a number from 10-19. For 1 minute, your attacks using the weapon score a Critical Hit on a roll of that number or a 20 on the d20.

Three-Headed Coin

You give yourself Advantage on one D20 Test before you roll the d20.

Unfathomable Metal

As a Bonus Action, you reveal this trinket to a creature within 5 feet of you. At the start of each of its turns for 1 minute, the target takes 2d6 Radiant damage and then makes a Constitution saving throw against your spell save DC. On a failed save, the effect continues. On a successful save, the effect ends.

Arcane Relics (Level 6)

When you take the Ready action, you have Advantage on D20 Tests you make for the Reaction. You can only use this feature when the trigger is in response to another creature's action or movement after the end of your turn.

Connect the Dots (Level 10)

When you finish a Short or Long Rest, choose one skill. You gain proficiency in that skill if you lacked it and Expertise with it. This proficiency and Expertise lasts until you use this feature to choose a different skill.

Off the Grid (Level 14)

Your ability to avoid others grants you the following benefits.

Escape Plan

Whenever you take damage, you can take a Reaction to have the Invisible condition until the start of your next turn.

Nondetection

You can cast Nondetection on yourself without a spell slot.

Containment Specialist

Containment Specialist (Level 3)

Contain and Conceal Anomalous Magic Artifacts

Though the study of magic is diverse and wonderous, it contains mysteries better left unexplored. Such topics in magic are seldom studied, for their very existence poses an existential threat to the multiverse itself: chronomancy, protomancy, and quantumancy are among the few graced with names at all. When a sinister (or merely curious) arcanist pulls on one of these threads of knowledge, they open a Pandora's box of unpredictable effects. The results are usually catastrophic. Such dangerous arcana leaves lasting scars on people and objects, metaphysical reverberations of the terrible secrets at their source.

As their title implies, Containment Specialists are tasked with tracking, isolating, and containing exotic magic and its artifacts. Their job is hazardous and challenging, but is of critical importance to the multiverse at large. Containment Specialists often coordinate in clandestine groups to triangulate new threats and ensure isolated ones remain indefinitely contained. With some luck, these organizations can remain obscure footnotes for generations, further sheltering their secrets from curious eyes.

Cover Story

When you fail a Charisma (Deception) check or a creature catches you in a lie, you can reattempt the check to reassure the listener with another quick lie. On a success, the listener believes you. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.

Trinkets

You can use the following trinkets.

Antibell

As a Bonus Action, you can cast Silence without a spell slot or components.

Black Bag

As a Bonus Action, you can activate your Black Bag, an item linked to numerous extradimensional spaces, for 1 minute. While the bag is active, you can take a Utilize action to place an item in the bag or retrieve one from the bag. Any item placed within the bag is stored in its own extradimensional space, which is suffused by an Antimagic Field. The bag's mouth is 2 feet in diameter. It can hold up to 12 items, each weighing no more than 50 pounds, and weighs as much as the heaviest object stored within it. When you retrieve an item from the bag, you always grab the item you intended.

Cinnabar Compass

As a Bonus Action, you can cast Locate Object without using a spell slot or components.

Arcane Disruption (Level 6)

When you use your Exploit Weakness and the target has the Magic Resistance trait, that trait doesn't function until the start of your next turn.

Nothing to See Here (Level 10)

With a blinding flash, you can overwrite the memories of those around you. You can cast Modify Memory as an action targeting up to 3 creatures within range without a spell slot or components. You must modify the memories of each creature affected by the spell in the same way.

Once you use this feature, you can't do so again until you finish a Long Rest.

Containment Dimension (Level 14)

You can leverage a powerful quarantine procedure to keep others safe from dangerous artifacts. As a Magic action, you can create a pocket dimension that is an exact duplicate of your surroundings at the moment you use this feature—complete with duplicates of all the structures and nonmagical items therein—and transport creatures you choose within its area to the dimension. You decide the exact area of the duplicate dimension, as long as its total space fits within a 150-foot Cube.

While in the pocket dimension, you can only affect and be affected by other creatures in that dimension. You can't see creatures and objects outside the pocket dimension. Objects taken from the pocket dimension vanish upon leaving it.

If a creature leaves the bounds of the pocket dimension it appears in the corresponding space on the plane it left. If it appears in an occupied space, it is shunted to the nearest unoccupied space and takes 4d6 Force damage.

The pocket dimension lasts for 10 minutes, and ends early if you have the Incapacitated condition, the pocket dimension contains no creatures, or you dismiss it (no action required). When the pocket dimension ends, all creatures and objects are returned to the plane they left in their corresponding locations.

Once you use this feature to create a pocket dimension, you can't do so until you finish a Long Rest.

Decommissioner

Decommissioner (Level 3)

Investigate and Hunt Down Rogue Constructs

Blaster in hand and badge in pocket, your job is to hunt down renegade androids—especially the troublesome Version 13 units—that prowl through human megacities wearing perfect human facades. Your best tools are reliable detection, high firepower, and a knack for unpicking mysteries, which has made you a foremost expert in killing Constructs of all stripes. Whenever an N-Virus outbreak threatens a world, a few Decommissioners are pulled from their gumshoe duties to stem the tide and take down the most lethal units in the wave. And whenever a rogue AI gets its virtual hands on a superweapon, your Datapad starts to buzz.

System Cracker

Your experience breaking secure systems grants you the following benefits.

Bonus Proficiencies

You gain proficiency in Data and one of the following skills of your choice: Insight, Investigation, or Technology.

Quick Hack

You can attempt to hack a device as a Utilize action, rather than over the course of one minute.

Trinkets

You can use the following trinkets.

Biodynamic Quadcorder

As a Bonus Action, you can direct this device at a creature you can see within 30 feet of you. You learn the creature's type and the Resistances it has, if any.

Electric Sheep Generator

As a Bonus Action, you can cast Technical Difficulties without a spell slot or components. When you cast the spell using this trinket, you can attempt to target a Construct with it, which must succeed on a Wisdom saving throw against your spell save DC or have the Stunned condition until the start of your next turn, even if it would otherwise be immune to the Stunned condition. A creature with a Challenge Rating greater than your Investigator level automatically succeeds on this save.

Interrogation Field

You can cast Zone of Truth without a spell slot.

Non-Regulation Blaster (Level 6)

You can spend 10 minutes modifying a weapon with the Blaster property with aftermarket components to improve its stopping power. This blaster remains improved until you use this feature to modify a different blaster. The blaster's damage dice each increase by one step (d4d6d8d10d12, to a maximum of 1d12).

Reprogrammer (Level 10)

You can take an action to hack a Construct within 5 feet of you. The Construct makes a Wisdom saving throw against your spell save DC. A Construct with a Challenge Rating greater than your Investigator level automatically succeeds on this save. If it fails, you can perform one of the following operations.

Learn Directives

You learn the explicit instructions given to a simple Construct, such as an automaton, or the surface thoughts of an advanced Construct, such as an artificial intelligence. You also learn if the Construct is infected with the N-Virus or if its programming is otherwise corrupted.

Override Directives

You can modify the explicit instructions given to a simple Construct, such as an automaton, causing it to abandon its current objective, become Indifferent to one or more creatures, or to pursue a simple directive of your choosing. The GM decides if a Construct is too sophisticated to override or if a directive is too complex for a Construct to follow.

Sleep Mode

The Construct drops into a low-power mode and gains the Unconscious condition for 1 minute, even if it would otherwise have Immunity to the Unconscious condition. This condition ends early on the Construct if it takes damage. Once you perform this operation on a Construct, you can't use it again on that Construct again for 24 hours.

Finishing Shot (Level 14)

When you use your Finisher with a blaster against an enemy that is Bloodied, you may kill it instantly with a well-placed shot. If the enemy has fewer Hit Points than three times your Investigator level after taking damage, it drops to 0 Hit Points.

Detective

Detective (Level 3)

Chase Down Clues and Crack the Mystery

Prowling at the edge of darkness, Detectives chase down clues and pull on threads to unravel conspiracies that bring darkness into the world. Sometimes, this requires that you infiltrate a cult's secret meetings, other times it calls on you to reconstruct a person's last moments at a murder scene. No matter what the mystery, however, you know that there is always an explanation.

Uncanny Hunch

Whenever you make an Intelligence check or a Wisdom (Insight) check, you can gain a bonus to the check equal to your Investigator level.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Trinkets

You can use the following trinkets.

Fogstone Periapt

You can cast Misty Step without a spell slot or components.

Glass Medallion

As a Bonus Action, you can cast Invisibility on yourself without a spell slot or components.

Skeleton's Key

As a Bonus Action, you can cast Knock without a spell slot or components. When you cast the spell using this trinket, its casting is silent.

Predictive Intuition (Level 6)

As a Bonus Action, you can examine the movements of a creature you can see within 30 feet of yourself. Until the start of your next turn, you can add 1d6 to attack rolls you make against the target, and the target subtracts 1d6 from all its attack rolls against you. Once you use this Bonus Action on a target, you can't use it on that target again until you finish a Short or Long Rest.

Interrogator's Instinct (Level 10)

Your sleuthing experience grants you the following benefits.

Enchantment Detection

You can discern if a creature is cursed, possessed, or has the Charmed or Frightened conditions.

Illusion Detection

You have Advantage on any ability check you make to discern an illusion.

Lie Detection

You have Advantage on any ability check you make to determine if you hear a deliberate lie.

Power of Deduction (Level 14)

You can use your Predictive Intuition on a target an unlimited number of times.

Exterminator

Exterminator (Level 3)

Slay Vampires, Werewolves, and Other Terrible Creatures

An Exterminator suffers no monster to live. Trained in the art of slaying Aberrations, Fiends, and Undead, you stand against evil where others falter, and draw your blade before others recognize a threat. Grand schemes and plots are less important than retribution against monsters which stalk the night, and your thirst for such retribution is unquenchable. There is always another werewolf to be slain, another vampire to be staked, another demon to be banished; people rarely thank you, but you find satisfaction enough in your work.

Silvered Shield

Your monster hunting experience grants you the following benefits.

Armor Training

You have training with Medium armor and Shields.

Intelligent Defense

While wearing Medium armor, you can add your Intelligence, instead of Dexterity, to your Armor Class.

Trinkets

You can use the following trinkets.

Consecrated Whetstone

As a Bonus Action, you can cast Magic Weapon once without a spell slot or components.

Gilded Dragon Scale

As a Bonus Action, choose Acid, Cold, Fire, Force, Lightning, Poison, or Thunder damage. You gain Resistance to the chosen damage type for 1 minute.

Mimic-Tooth Necklace

When you hit a creature with an attack using a weapon, you can take a Bonus Action to deal an extra 2d8 Acid damage to the creature.

Monster Slayer (Level 6)

As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Silvered Edge (Level 10)

Your monster-killing expertise grants you the following benefits.

Flexible Mastery

When you attack with a weapon whose mastery property you can use, you can replace that property with the Sap or Vex property for that attack.

Supernatural Strikes

Whenever you deal damage with a weapon, it can deal your choice of Force damage or its normal damage type.

Killer Instinct (Level 14)

You can use your Exploit Weakness twice on your turn, but can't use it against the same target more than once.

Infernum

Infernum (Level 3)

Bargain with Fiends for Infernal Powers

The Infernum are Investigators in league with Fiends, either willingly to pursue nefarious ends or unwillingly as the result of an infernal bargain. Each is given a set of enigmatic goals and a fiendish overseer (often an Imp), then left entirely to their own devices. Many search and scrounge for a solution to their fiendish bargain or opt for malicious compliance, delivering upon their infernal directives while undermining their broader schemes. Others, however, revel in their dark alliance, gleefully hoping to climb the fiendish ranks.

Fiendish Familiar

Your infernal masters have assigned a lesser fiend to supervise and assist you. You add Find Familiar to your grimoire for free. You can use Rushed Incantation to cast the spell without expending a use of the feature, and you don't need to read from your grimoire to cast it. The spell is improved in the following ways when you cast it.

Fiendish Options

You can choose only the following options for your familiar: Imp, Quasit, or Pseudodragon. A pseudodragon summoned with this spell knows Common and is a Fiend.

Spiteful Distraction

As a Bonus Action, you can command the familiar to disrupt an enemy within 5 feet of it. The target has Disadvantage on the next attack roll it makes before the start of your next turn.

Trinkets

You can use the following trinkets.

Demon's Eye

As a Bonus Action, you gain the ability to see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself for 1 minute.

Diabolical Barb

You can cast Hellish Rebuke without a spell slot or components.

Hexagram Pendant

You can cast Hex without a spell slot or components.

Infernal Bargain (Level 6)

When you finish a Long Rest, you can strike one of the following bargains with your infernal masters. You can also discuss new bargains with your GM. The bargain lasts until you finish a Long Rest.

Blindsight and Blindness

You have Blindsight with a range of 30 feet. Beyond this range, you have the Blinded condition.

Damage and Actions

Once on each of your turns, you can choose to take Necrotic damage equal to twice your Investigator level to take an additional action. This action can only be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.

Resistance and Vulnerability

Choose two of the following damage types: Acid, Cold, Fire, Lightning, Poison, Psychic, and Thunder. You have Resistance to the chosen damage types. The GM chooses another type from the list; you have Vulnerability to that damage type.

Binding Contract (Level 10)

You add Geas to your grimoire for free. When you cast the spell using this feature, you can modify its casting to draft a binding contract. Instead of giving a verbal command, you write a legal contract that can contain up to 10 commands and conditions. You can include clauses that end the spell early or extend its duration to a maximum of 90 days. Instead of targeting a creature that you can see within range, the spell targets any creature that signs the contract within the duration.

A creature that willingly signs the contract as a Utilize action automatically fails its saving throw against the spell, whether or not the creature understands the nature of the contract.

Fiendish Transformation (Level 14)

You can take a Magic action to shape-shift your Fiendish Familiar into one of the following forms: Barbed Devil, Incubus, Succubus, or Vrock. It remains transformed for 1 minute or until you end it (no action required). While transformed, your familiar can attack.

Once you use this feature, you can't do so again until you finish a Long Rest.

Inquisitor

Inquisitor (Level 3)

Drive Out Fiends and Root out Heresy

The church has long been the first line of defense against the tide of impending darkness. Yet, the clergy's stubborn devotion to righteousness impedes them where it counts: you must sometimes be willing to do evil to counter evil. That's where the inquisition comes in.

As a righteous Inquisitor, you are tasked with rooting out heresy, exorcising demons, and stamping out any sign of the occult, and you are offered clemency for any action you take in the defense of the greater good. You may investigate anyone or anything you deem to be in line with the forces of evil, for you alone are a holy blade in the dark, the arbiter of your church.

Exorcist's Doctrines

Your training as an inquisitor grants you the following benefits.

Consecrated Armor

You add Consecrated Armor to your grimoire for free. When you cast it, your base AC becomes 13 plus your Dexterity modifier.

Dogma

Whenever you make an Intelligence (Religion) check, you can treat a d20 roll of 9 or lower as a 10.

Trinkets

You can use the following trinkets.

Alabaster Balm

As a Bonus Action, you can cast Lesser Restoration without a spell slot or components.

Hallowed Chalice

As a Bonus Action, you can enchant a container, such as a cup, that you touch to produce a flask of Holy Water. You can produce one such flask when you use this trinket. For the next hour, you can use a Bonus Action to produce another flask of Holy Water, until you have created a total of five flasks. Once created, these flasks and Holy Water vanish after 1 hour.

Reliquary of Doubt

As a Bonus Action, you can cast Detect Thoughts without a spell slot or components. When you cast the spell using this trinket, you can only detect thoughts associated with negative emotions, such as guilt, apprehension, regret, or melancholy.

Divine Strike (Level 6)

Once on each of your turns when you take the Attack action and hit a creature with a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).

Rote Piety (Level 10)

You can use your Holy Trinkets three times without expending a use of your Trinkets. You regain these uses when you finish a Long Rest.

Excommunication (Level 14)

As a Bonus Action, you can emblazon a mark of condemnation upon a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or be marked for 1 minute. While marked, the target takes 6d6 Radiant damage at the start of each of its turns, can't regain Hit Points, and can't have Advantage on D20 Tests. A marked target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you mark a creature using this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).

Kid Sleuth

Kid Sleuth (Level 3)

Solve Mysteries with Your Talking Animal Sidekick

Though Kid Sleuths are not all literally youths, they are all amateur detectives with a knack for solving tricky crimes. Assisted by their ubiquitous animal sidekicks, Kid Sleuths will happily dive into the details of a grim crime scene to emerge with a handful of clues and a lead on the bad guy. These sleuths generally prefer to run away from trouble, rather than engage head-on, since mysteries only get harder to solve with more dead bodies, but they are more than capable of defending themselves if backed into a corner.

Animal Sidekick

You gain a Kid Sleuth's constant companion: a talking animal sidekick. You add Find Familiar to your grimoire for free. You can use Rushed Incantation to cast the spell without expending a use of the feature, and you don't need to read from your grimoire to cast it. The spell is improved in the following ways when you cast it.

Expanded Options

You can choose one of the normal forms for your familiar or one of the following special forms: Goat, Mastiff, or Weasel.

Awakened

The animal gains an Intelligence of 10 and the ability to speak one language you know.

Skillful

Your familiar gains proficiency in any combination of two skills or tools of your choice. You can change this selection when you summon your familiar.

Trinkets

You can use the following trinkets.

Bag of Traps

As a Bonus Action, you can magically produce and take the Utilize action to use one of the following items: Ball Bearings, Caltrops, Chain, Hunting Trap, Manacles, or Oil (which you can only use to douse a space). If the item requires a saving throw, it uses your spell save DC. For the next minute, you can use a Bonus Action to produce and use another such item, until you have created a total of five items. Once created, these items vanish after 1 hour.

Dooby Snack

As a Bonus Action, you produce a tasty treat that lasts for 1 hour. A creature can use a Bonus Action to eat this treat to gain a number of Temporary Hit Points equal to your Intelligence modifier (minimum of 1). Until the start of its next turn, the creature has Advantage on the next D20 Test it makes.

Magnifying Glass

As a Bonus Action, you can cast Clue without a spell slot or components. Additionally, when you cast this spell using this trinket, you can determine each type of creature that leaves footprints or fingerprints.

Split Up, Gang (Level 6)

When you use your Exploit Weakness, you can immediately move up to half your Speed without provoking Opportunity Attacks. Alternatively, you can choose one ally you can see within 30 feet of you who can see or hear you. The ally can take a Reaction to move up to half its Speed without provoking Opportunity Attacks.

Cunning Companion (Level 10)

When your familiar takes the Dash, Disengage, or Hide action, you gain the benefits of that action on your next turn. You must be Heavily Obscured or behind Three-Quarters Cover or Total cover, and you must be out of any enemy's line of sight to gain the benefits of the Hide action.

Meddling Kids (Level 14)

Whenever an enemy within 30 feet of yourself makes an attack roll against one of your allies, you can take a Reaction to impose Disadvantage on that roll.

Medium

Medium (Level 3)

Foretell the Future and Commune with the Dead

As conduits between the living and dead, Mediums offer an essential glimpse past the veil of mortality. Using their auguries, seances, and divinations, Mediums can retrieve morsels of information from the afterlife to settle debts between the living or dead, and to assist ongoing investigations. This information, however cryptic, can point an interested party toward clues or evidence that only the deceased are able to provide.

Fortelling

Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.

Trinkets

You can use the following trinkets.

Dead Ringer

You can ring this bell to cast Speak with Dead without a spell slot or components. When you cast the spell using this trinket, you can ask the corpse only one question.

Heptagonal Spectacles

As a Bonus Action, you can cast See Invisibility once without a spell slot or components.

Lucent Mirror

As a Bonus Action, you can partially phase into the Ethereal Plane for 1 minute or until you dismiss it (no action required). You have a Fly Speed of 10 feet and can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.

Foretold Demise (Level 6)

Once per turn when you deal damage with a weapon, you can replace one of the damage dice with a foretelling roll.

Whispers from Beyond (Level 10)

As a Magic action, you can receive a hint from beyond. The GM gives a one-word hint pertaining to your best course of action, a fruitful line of inquiry, or some other useful direction.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).

Third Eye (Level 14)

You can take a Bonus Action to cast True Seeing without a spell slot or components. When you cast the spell with this feature, you have Advantage on the first attack you make on each of your turns for the duration of this spell.

Once you use this feature, you can't do so again until you finish a Long Rest.

Spy

Spy (Level 3)

Infiltrate, Assassinate, and Lie with Aplomb

Infiltration, disguise, and lying through their teeth: these are the principal skills of a Spy. A talented Spy rarely needs to draw a dagger to silence someone, for their honeyed words and agreeable disposition are all that is needed to draw out someone's secrets. Of course, when they do strike, it is decisive and without warning. Such skills are invaluable for governments and organizations of all types, used for stealing confidential information, sabotage, monitoring persons of interest, and everything in between.

Bravado

Your infectious confidence gives you a bonus to your Charisma (Deception and Persuasion) checks equal to our Intelligence modifier (minimum of +1).

Trinkets

You can use the following trinkets.

Glass Dust

As a Bonus Action, you can throw this pouch at a point you can see within 10 feet of you, filling a 5-foot-radius Sphere centered on that point with glittering dust until the start of your next turn. A creature that enters the Sphere for the first time on a turn or ends its turn there has the Invisible condition. This condition ends early for a creature that leaves the Sphere, makes an attack roll, deals damage, or casts a spell.

Horn-Rimmed Glasses

As a Bonus Action, you can cast Disguise Self without a spell slot or components.

Martini Glass

As a Bonus Action, you can cast Charm Person without a spell slot or components.

Cloak and Dagger (Level 6)

When you deal damage during the first round of combat, you can deal extra Force damage to the target if the target hasn't taken a turn yet or if you have Advantage on the attack roll against the target. The Force damage equals your Investigator level.

Body Double (Level 10)

As a Magic action, you can assume the identity of a Humanoid or a corpse of a Humanoid that you touch that has been dead for no longer than 24 hours. An illusion causes your appearance to perfectly match the target, including clothing, armor, weapons, and other belongings. If the target is a corpse, you resemble the Humanoid as it appeared in life. Additionally, the corpse, its blood, clothing, and other physical evidence of its death, become magically invisible for 8 hours.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).

Glib (Level 14)

You can cast Glibness without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. For the spell's duration, you can take the Influence action as a Bonus Action.

Time Operative

Time Operative (Level 3)

Manipulate Time to Solve Mysteries

Time Operatives are agents from the future bestowed with a series of cryptic goals and a well of chronomantic magic. Some operatives hail from far-off utopias or crumbling apocalypses, while others simply receive a message across space and time and dedicate themselves to its mission. To prevent paradoxes, these Time Operatives receive only the barest clues pertaining to their mission. They know only the gravity of the situation, and that it is inherent upon them to change the course of history.

Borrowed Time

Once on each of your turns, you can take an additional action. This action can only be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.

You can use this feature twice, and regain all expended uses when you finish a Long Rest.

Trinkets

You can use the following trinkets.

Blank Tablet

As a Magic action, you touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned. You can't remove a condition that a creature has had for longer than 1 minute.

Quicksilver Emblem

As a Bonus Action, you can cast Longstrider without a spell slot or components.

Weightless Sphere

You can cast Feather Fall without a spell slot or components.

Rewind (Level 6)

When you make a D20 Test and fail, you can take a Bonus Action to rewind time to the moment before the attempt. Reroll the D20 Test and you must use the new roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Echo of Yesterday (Level 10)

You can take the Magic action to cast your senses up to 24 hours back in time at your current location. You can see and hear this location as if you were there, but the past appears dreamlike and shadowy. While perceiving the past, you can look in any direction, but you can't move or speak. This glimpse into the past lasts for 10 minutes, but it ends early if you dismiss it (no action required).

Steal Time (Level 14)

When you finish a Short Rest or reduce an enemy to 0 Hit Points, you regain a use of your Borrowed Time.