Punti Ferita
Competenze
Investigator
| Livello | Bonus di Competenza | Caratteristiche | Ritual Level |
|---|---|---|---|
| 1 | + 2 | Expertise Ritualist | 1st |
| 2 | + 2 | Expertise Ritualist | 1st |
| 3 | + 2 | Expertise Ritualist | 2nd |
| 4 | + 2 | Expertise Ritualist | 2nd |
| 5 | + 3 | Expertise Ritualist | 3rd |
| 6 | + 3 | Expertise Ritualist | 3rd |
| 7 | + 3 | Expertise Ritualist | 4th |
| 8 | + 3 | Expertise Ritualist | 4th |
| 9 | + 4 | Expertise Ritualist | 5th |
| 10 | + 4 | Expertise Ritualist | 5th |
| 11 | + 4 | Expertise Ritualist | 6th |
| 12 | + 4 | Expertise Ritualist | 6th |
| 13 | + 5 | Expertise Ritualist | 6th |
| 14 | + 5 | Expertise Ritualist | 6th |
| 15 | + 5 | Expertise Ritualist | 6th |
| 16 | + 5 | Expertise Ritualist | 6th |
| 17 | + 6 | Expertise Ritualist | 6th |
| 18 | + 6 | Expertise Ritualist | 6th |
| 19 | + 6 | Expertise Ritualist | 6th |
| 20 | + 6 | Expertise Ritualist | 6th |
Incantesimi di Classe
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 13
Livello 14
Livello 15
Livello 16
Livello 17
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Livello 9
Competenze
light
simple
hand crossbows
heavy crossbows
longswords
rapiers
shortswords
Equipaggiamento Iniziale
Caratteristiche di Classe
Expertise (Level 1)
At 1st level, choose two of your skill proficiencies; your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies to gain this benefit.
Ritualist (Level 1)
You maintain a grimoire brimming with magical rituals, your most potent tools to defeat supernatural threats.
Grimoire
At 1st level, you have a grimoire containing four 1st-level spells of your choice that have the ritual tag from any class's spell list (the spells needn't be from the same list). You can't cast spells in your grimoire except as rituals, unless you've learned them by some other means.
Whenever you gain a level in this class, you can add an additional ritual spell from the Investigator Rituals list to your grimoire at no cost. The Ritual Level column on the Investigator table shows the maximum spell level you can add to your grimoire.
Additionally, whenever you find a ritual spell on your adventures, you can add it to your grimoire if it is on the Investigator Rituals list of a level you can add to your grimoire. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Bonus Rituals
As an investigator, you can treat specific spells as if they had the ritual tag, allowing you to add them to your grimoire and cast them as rituals. These spells are listed on the Investigator Rituals table to the right.
Spellcasting Ability
Intelligence is your spellcasting ability for your ritual spells, since you master your spells through deduction and cunning. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, when you cast an investigator ritual or a spell offered to you by a feature in this class, you use your Intelligence modifier when setting the saving throw DC and making an attack roll.
Spell
Spell
Myths and Legends (Level 2)
At 2nd level, you are extremely adept at uncovering knowledge which pertains to eldritch threats and forgotten legends. You have advantage on Intelligence checks related to researching creatures, spells, and other ancient or secret lore.
Rushed Incantation (Level 2)
Beginning at 2nd level, you can hastily perform any ritual spell in your grimoire that has a casting time of 1 action, completing the ritual as a bonus action. If the ritual requires spell components worth 100 gp or less, you cast it without using spell components. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and regain the ability to do so when you finish a long rest.
As you gain higher levels in this class, you can use this feature additional times. You can use it once more at 5th level (Intelligence modifier + 1), 9th level (Intelligence modifier + 2), 13th level (Intelligence modifier + 3), and 17th level (Intelligence modifier + 4).
Occult Specialization (Level 3)
At 3rd level, you choose a specialization, an area of expertise in handling eldritch threats. Your specialization choices are detailed at the end of the class description. Your specialization choice grants you features at 3rd level and then again at 6th, 10th, and 14th level.
Trinkets
Investigators of each specialization also collect a number of supernatural trinkets. Once you use one of your trinkets, you can't this feature again until you finish a short or long rest. As you gain higher levels in this class, you can use your trinkets additional times: You can use them once more at 5th level (2 uses), 11th level (3 uses), and 17th level (4 uses).
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Exploit Vulnerability (Level 5)
Most supernatural creatures have some form of weakness, a gap in their armor that allows them to be defeated. Starting at 5th level, once on each of your turns when you hit a creature with a weapon attack, it is treated as if it has vulnerability to the weapon's damage. Vulnerability from this feature only doubles your weapon damage dice and your ability modifier; do not double additional sources of damage, such as spells and other class features.
Additionally, the attack, as well as all other attacks made against the creature until the start of your next turn, are considered magical for the purposes of bypassing damage resistance and immunity.
Expertise (Level 6)
At 6th level, you can choose two more of your proficiencies to gain this benefit.
Occult Specialization feature (Level 6)
At 6th level, you gain a feature from your Occult Specialization.
Opportunistic Piety (Level 7)
By 7th level, you always keep a wide array of holy symbols and blessed items on your person, even if you aren't particularly pious. When you use your Opportunistic Piety, you choose which effect to create from the list below. You must then finish a short or long rest to use your Opportunistic Piety again.
Banish
You cast the spell banishment without using a spell slot. If the target is a fey, fiend, or undead and fails its saving throw against this spell, it also takes radiant damage equal to your level.
Miracle Healing
As an action, divine light from your hands knit the wounds of a willing creature you touch. That creature regains a number of hit points equal to twice your investigator level. This ability has no effect on undead or constructs.
Warding
As an action, you trace a holy symbol on a creature within 5 feet of you, warding it from harm. For the next minute, aberrations, celestials, fey, fiends, and undead which touch the target creature or hit it with a melee attack take 1d12 radiant damage.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Supernatural Resolve (Level 9)
Occult Specialization feature (Level 10)
At 10th level, you gain a feature from your Occult Specialization.
Finisher (Level 11)
Beginning at 11th level, you know exactly how to bring a monster down. When you take the Attack action and hit a creature with a weapon attack, you can deal an extra 2d8 damage to the creature. If the creature has less than half its hit points remaining, you can instead deal an extra 4d8 damage to the creature.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Enigma Arcane (Level 13)
At 13th level, you uncover a magical secret connected to a wellspring of potent magic. You can cast one of the following spells once without expending a spell slot: mirage arcane, plane shift, reverse gravity, sequester, or teleport. You must finish a long rest before you can do so again.
Occult Specialization feature (Level 14)
At 14th level, you gain a feature from your Occult Specialization.
Enigma Arcane Improvement (Level 15)
At 15th level, you can also cast one of the following spells without expending a spell slot: antimagic field, glibness, maze, or mind blank. You must finish a long rest before you can do so again.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Enigma Arcane Improvement (Level 17)
At 17th level, you can also cast one of the following spells without expending a spell slot: astral projection, gate, or weird. You must finish a long rest before you can do so again.
Exorcist (Level 18)
Beginning at 18th level, you can cast the spell protection from evil and good without using a spell slot or spell components.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Spellbinder (Level 20)
By 20th level, many rituals you perform have become second nature to you. Select five ritual spells in your grimoire with a casting time of 1 action. You can cast these spells as a bonus action without using a use of Rushed Incantation, and you can do so without your grimoire on hand. If the ritual requires spell components worth 100 gp or less, you cast it without using spell components.
Multiclasse
Requisiti Multiclasse
{"int":13}
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Antiquarian
Antiquarian (Level 3)
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 story of every magic item their care, as well how to use them in dire situations.
Artifact Historian
Starting when you choose this specialty at 3rd level, you add the spell identify to your grimoire and never require material components to cast it.
Trinkets
By 3rd level, you've collected a number of magical trinkets to help you collect and unravel profound arcane secrets. You can use the following trinkets:
Hateful Arrowhead
You can cast the spell scorching ray or ray of enfeeblement once without using a spell slot or spell components.
Mirrored Prism
You can cast the spell blur or mirror image, targeting yourself only, once without using a spell slot or spell components.
Razortooth Bandages
You can cast the spell cure wounds or inflict wounds once without using a spell slot or spell components. This spell is cast as if using a spell slot of the level shown in the Ritual Level column of the Investigator table.
Relics (Level 6)
By 6th level, you've secured a handful of priceless relics with rare and delicate enchantments. You can use one of the following relics, and regain the ability to use this feature when you finish a short or long rest.
Antediluvian Dynamo
You can cast the spell fireball or lightning bolt once without using a spell slot or spell components.
Lich's Deathmask
You can cast the spell counterspell or dispel magic once without using a spell slot or spell components.
Mortal Coil
You can cast the spell animate dead or revivify once without using a spell slot or spell components. Casting animate dead using this trinket causes all undead servants created by previous castings of the spell to revert to lifeless corpses.
Magical Item Collection (Level 10)
Starting at 10th level, you maintain a vault of magic items, secured in an extradimensional space with an elaborate locking mechanism. You can produce one of these items, and change your selection each day when you finish a long rest.
The item is your choice of the following: 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.
Phylactery (Level 14)
By 14th level, you've secured the crown jewel of your collection: a lich's phylactery. Though the original owner's soul has been expelled from this accursed artifact, it retains many of its unique 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. You can expend one or more of these charges to use the following abilities:
1 Charge:
You can cast the spell false life as a second level spell without expending spell slots or spell components.
1 Charge:
You can use your bonus action to regain an expended use of your Trinkets.
2 Charges:
As a reaction when you drop to 0 hit points, you can drop to 1 hit point instead.
3 Charges:
Make a melee spell attack against creature within your reach. On a hit, the target takes 5d6 necrotic damage and you regain hit points equal to the total amount of necrotic damage dealt.
Archivist
Archivist (Level 3)
Though most investigators fill their grimoires with hard-won knowledge borne from encounters with the supernatural threats, some prefer to do bookkeeping instead. Such archivists accrue knowledge, not trinkets, by spending untold hours digging through disparate tomes of occult knowledge and compiling them into encyclopedic texts on the supernatural. Through their research, archivists become academic masters of the arcane, and priceless reservoirs of obscure knowledge.
Trinket
Starting when you choose this specialization at 3rd level, you've collected a powerful trinket to enhance your ritual magic:
Archaic Scroll
You can perform a ritual spell with your Rushed Incantation feature without expending one of the feature's uses.
Thesis
Also at 3rd level, you gain access to certain spells associated with your thesis. Pick one of the following subject areas for your thesis: Corpus, Ignis, Mortis, or Regis. You gain a list of associated thesis spells. Once you gain access to a thesis spell, it is added to your grimoire. If you gain access to a spell that doesn't appear on the investigator ritual list, the spell is nonetheless an investigator spell for you. You can use your action and expend a use of your Rushed Incantation feature to cast one of your thesis spells.
| Investigator Level | Spells |
|---|---|
1st | |
2nd | |
3th |
| Investigator Level | Spells |
|---|---|
1st | |
2nd | |
3th |
| Investigator Level | Spells |
|---|---|
1st | |
2nd | |
3th |
| Investigator Level | Spells |
|---|---|
1st | |
2nd | |
3th |
Erudite Spell (Level 6)
By 6th level, you've mastered the difficult theory behind arcane propagation. When you cast a spell which forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw against the spell.
Once you use this ability, you can't use it again until you finish a short or long rest.
Encyclopedic Expertise (Level 10)
Starting at 10th level, you can identify any arcane effect from memory. Whenever you witness a spell being cast or investigate a magical effect, you can always identify the spell that was cast, the magic item responsible, or the monster which produced the effect. However, this ability fails to identify spells, magic items, and monsters which are utterly unique or are otherwise not recorded in arcane texts.
Eidetic Memory (Level 14)
At 14th level, you can effortlessly duplicate spells you see in the world. You can copy any ritual spell you see being cast into your grimoire.
Moreover, you can precisely copy the exact motions of a spell's casting to duplicate its effect. When you see a spell of 5th level or lower being cast, you can use your action and spend 1 use of your Rushed Incantation feature as an action to cast the spell yourself without spending a spell slot. The spell must have a casting time of 1 action, must not have expensive spell components, and must have taken place within the last minute to use this ability.
Once you duplicate a spell in this way, you can't duplicate it again until you finish a long rest.
Conspiracy Theorist
Conspiracy Theorist (Level 3)
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 seem to be lurking behind every corner. It's one big coincidence after another. But when you ask the right questions and pull on the most innocuous threads, you start uncovering the biggest mysteries: the ones They don't want you knowing about.
It's hard to tell who They even are, apart from the fact 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 Insight
Starting when you choose this specialization at 3rd level, you have advantage on initiative rolls.
Trinkets
By 3rd level, you've collected a number of magical trinkets to help you uncover mysteries that They don't want you to oust. You can use the following trinkets:
Masonic Charm
As a bonus action, you can attach this charm to a weapon you are holding. When you do so, pick a number from 2 to 19. For the next minute, the weapon scores a critical hit on attack rolls when you roll that number on a d20, in addition to a 20.
Three-Headed Coin
As a bonus action, you can reroll one of your attack rolls or ability checks, or as a reaction you can reroll a saving throw you make. You choose which of the d20s is used for the roll.
Unfathomable Metal
As a bonus action, you reveal the metal to a creature within 5 feet of you. The target creature takes 1d6 radiant damage and must succeed a Constitution saving throw. On a failed save, it takes 1d6 radiant damage at the start of each of its turns for up to 1 minute. The creature can reattempt the saving throw at the end of each of its turns, ending the effect on a success.
Prepper (Level 6)
Starting at 6th level, your manic predictions of the future pay off in conventionally dangerous situations. Whenever you ready an attack, you have advantage on the attack roll.
Probably Aliens (Level 10)
Beginning at 10th level, you can predict never- before-witnessed phenomena. Any time the GM would disallow other characters to make an Intelligence check to understand something because the knowledge in question has no precedent, is too obscure, or is simply unsupported by the available information, they can allow you to make an Intelligence check to understand it anyway.
Off the Grid (Level 14)
By 14th level, you're so adept at avoiding people that you can always keep them at arm's length. Whenever a hostile creature enters your reach, you can use your reaction to move up to half your movement speed without provoking opportunity attacks. Additionally, you are always under the effects of the nondetection spell.
Containment Specialist
Containment Specialist (Level 3)
Though the study of magic is diverse and wonderous, it contains innumerable 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 quantamancy are among the few graced with names at all. When a sinister (or merely curious) arcanist pulls on one of these volatile threads of knowledge, they open a Pandora's box of unpredictable effects; the results are usually catastrophic. Using such dangerous arcana leaves lasting scars on people and objects, metaphysical reverberations from 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 usually coordinate in clandestine groups to triangulate new threats and ensure isolated ones are contained indefinitely. With some luck, these organizations can remain obscure footnotes for generations, further sheltering their secrets from curious eyes.
Black Suit
Starting when you choose this specialization at 3rd level, you can invoke a certain unspoken authority invested in your black suit. You gain proficiency in the Persuasion skill and add double your proficiency bonus to checks you make with it.
Trinkets
By 3rd level, you've collected a handful of safe magical items which aid in your search and containment of far more dangerous artifacts. You can use the following trinkets:
Antibell
As a bonus action, you can cast the silence spell once without using a spell slot or spell components.
Black Bag
As a bonus action, you can speak a secret command word to open your black bag, an item linked to numerous extradimensional spaces. Once the command word is spoken, you can place items in the bag or retrieve them for up to 1 minute.
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 the locate object spell once without using a spell slot or spell components.
Concussive Strike (Level 6)
Starting at 6th level, whenever you score a critical hit on a melee attack against a creature, the target is stunned until the beginning of your next turn.
Nothing to See Here (Level 10)
At 10th level, with a blinding flash, you can overwrite the memories of those around you. You can cast the modify memory spell once as an action, targeting 3 creatures within range, without using a spell slot or spell components. You must modify the memories of each creature affected by the spell in the same way.
Once you use this ability, you can't use it again until you finish a long rest.
Containment Dimension (Level 14)
By 14th level, you can leverage a powerful quarantine procedure to keep others safe from dangerous artifacts. As an action, you can create a pocket dimension that is an exact duplicate of your surroundings at the moment of using this ability—complete with duplicates of all the structures and 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.
The pocket dimension lasts for 10 minutes, and ends early if it no longer contains living creatures or you use your action to end it. All creatures and objects inside the pocket dimension are deposited as near as possible to their corresponding locations in the real world when this effect ends.
Once you use this ability, you can't use it again until you finish a long rest.
Detective
Detective (Level 3)
Prowling at the edge of darkness, detectives chase down clues and pull on threads to unravel conspiracies which 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 man's last moments at a murder scene, but no matter what the mystery, you know that there is always an explanation.
Investigator's Hunch
Starting when you choose this specialization at 3rd level, you can unravel even the toughest of mysteries. If you spend at least 10 minutes combing through documents and arranging clues, you can make an Intelligence check with advantage.
Trinkets
By 3rd level, you've collected a number of magical trinkets to aid you in tracking supernatural creatures and unraveling mysteries. You can use the following trinkets:
Glass Medalion
As a bonus action, you can cast the spell invisibility, targeting yourself only, once without using a spell slot or spell components.
Fogstone Periapt
As a bonus action, you can cast the spell misty step once without using a spell slot or spell components.
Skeleton's Key
As a bonus action, you can cast the spell knock once without using a spell slot or spellcomponents.
Predictive Intuition (Level 6)
By 6th level, you can turn your skills at reconstructing events towards anticipating the next likely moment of a fight. As a bonus action, you can examine the movements of a creature you can see within 30 feet. You can choose to add 1d4 to your next attack roll targeting that creature before the start of your next turn, or you can choose to subtract 1d4 from the creature's next attack roll against you before the start of your next turn.
Interrogator's Instinct (Level 10)
At 10th level, you are so accustomed to uncovering the truth that you can sense the intents behind someone's voice. You can tell if a creature that you can hear speaking is charmed, possessed, or otherwise enchanted to speak against their will, and you have advantage on any ability check you make to determine if you hear a lie.
Power of Deduction (Level 14)
Starting at 14th level, you can use your action to examine a creature you can see within 30 feet, taking note of innumerable details and making a lengthy string of logical deductions. For the next minute, you have advantage on Intelligence and Charisma checks you make to interact with this creature, and you have advantage on attack rolls against them.
Once you use this ability, you can't use it again until you finish a short or long rest.
Exterminator
Exterminator (Level 3)
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 those 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.
Bonus Proficiencies
Starting when you choose this specialization at 3rd level, you gain proficiency with martial weapons and medium armor.
Trinkets
By 3rd level, you've collected a number of magical trinkets to aid you in the elimination of monsters and other fiendish threats. You can use the following trinkets:
Concecrated Whetstone
As a bonus action, you can cast the spell magic weapon once without using a spell slot or spell components.
Gilded Dragon Scale
As a bonus action, you gain resistance to one damage type of your choice for a minute.
Wyverntooth Necklace
When you hit a creature with a melee weapon attack, you can use your bonus action to activate this trinket, dealing an additional 2d6 acid damage to the creature.
Monster Slayer (Level 6)
Beginning at 6th level, when you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and regain all expended uses when you finish a short or long rest.
Silvered Edge (Level 10)
Starting at 10th level, whenever you deal damage to a creature with a weapon attack, it can't regain hit points until the start of your next turn. Additionally, when you reduce a creature to 0 hit points, it can't be raised as an undead creature nor be returned to life for 7 days.
Killer Instinct (Level 14)
Starting at 14th level, you can use your Exploit Vulnerability feature twice on your turn, but can't use it against the same target more than once.
Infernal Agent
Infernal Agent (Level 3)
Just as noble investigators shield the world from sinister supernatural forces, infernal agents prowl the darkness enacting schemes to further supernatural goals. Though actual devils oversee many infernal agents, just as many count themselves as operatives of vampires, lycanthropes, ominous eldritch forces, and chaos itself. Their rationale and motives might vary, but all infernal agents seek to disrupt the status quo that other investigators protect, casting them in stark contrast and as bitter enemies.
Sinister Emblem
Starting when you choose this specialty at 3rd level, you manifest a sign of your benefactors, marking you as one of their number. Choose the Fist, Horns, or Shadow. Your mark's appearance reflects the nature of your benefactors: your Horns might be the devilish horns of a ram, or appear as vampire's fangs, or even eldritch, unblinking eyes.
Fist
One of your arms grows weighty with stone or scales, becoming a natural melee weapon with which you can make slam attacks. You have proficiency in your slam attack. On a hit, it deals 1d10 + your Strength modifier bludgeoning damage, and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, incoming attacks simply bounce off your arm. As a result, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
Horns
You grow a pair of horns, a direct connection to your benefactor's malevolent power. You can cast the following spells without using a spell slot or spell components: burning hands, charm person, hellish rebuke, inflict wounds.
This spell is cast at the level shown in the Ritual Level column of the Investigator table for your level. You can use this ability to cast a spell twice, and regain all expended uses when you finish a long rest.
Shadow
Your benefactors snip your shadow from your body, allowing it to move independently. Your shadow is a flat creature with 1 HP and 10 AC occupying a 5-foot square. On your turn, you can command your shadow to move up to your movement speed (no action required). You can use your bonus action to command your shadow to make a melee spell attack. This attack uses your spell attack bonus to hit and deals 1d6 necrotic damage on a hit.
Additionally, you can use your bonus action to command your shadow to take the Help action. It can take this action three times, and regain all expended uses when you finish a long rest.
Your shadow vanishes if it enters an area of light created by a spell of 3rd level or higher or if it takes any damage. Once your shadow vanishes, you can resummon it at your heels as a bonus action.
Trinkets
By 3rd level, you've assembled a collection of cursed and baneful trinkets to help you achieve your malevolent goals. You can use the following trinkets:
Broken Ankh
When you hit a celestial, elemental, or fiend with a melee weapon attack, you can use your bonus action to activate this trinket, dealing an additional 2d10 necrotic or radiant damage (your choice) to the creature.
Diabolical Bubble Gum
As a bonus action, you can chew on this fiendish treat. Until the beginning of your next turn, whenever you take damage from a creature within 5 feet of you, you can deal 2d6 fire damage to that creature.
Glass Demon's Eye
You can use your bonus action to activate this trinket, allowing you to see normally in darkness, both magical and nonmagical, to a distance of 120 feet for the next minute.
Kick 'em While They're Down (Level 6)
Starting at 6th level, you can capitalize on your foes' setbacks. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
Hide the Body (Level 10)
By 10th level, you can flawlessly conceal the evidence of your misdeeds. Whenever you commit a murder, robbery, vandalism, or similar crime, you can spend 10 minutes hiding evidence at the scene. You can choose to remove all evidence connecting you to the crime, attempt to conceal the crime itself, or compose the crime scene to imply a specific conclusion.
Master Plan (Level 14)
By 14th level, you can set up the perfect crime by planning out its every detail. On your turn, you can choose a creature or object you can see within 60 feet and use your action to plan. The next attack roll or ability check you make to enact this plan has advantage. If you spend 1 minute planning a course of action, you have advantage on the next three attack rolls or ability checks you make enacting your plan.
Inquisitor
Inquisitor (Level 3)
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 of the faith, you are tasked with rooting out heresy, exorcising demons, and stamping out any sign of the occult, and 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.
Bonus Proficiencies
Starting when you choose this specialization at 3rd level, you gain proficiency with medium armor
Exorcist's Doctrines
Also at 3rd level, you gain proficiency in the Religion skill and add double your proficiency bonus to checks you make with it.
Trinkets
By 3rd level, you've collected a number of magical trinkets to help you banish restless spirits and foul demonic forces. You can use the following trinkets:
Alabaster Balm
As a bonus action, you can cast the spell lesser restoration once without using a spell slot or spell components.
Hallowed Chalice
As a bonus action, you can utter a prayer and produce a volume of holy water from this cup sufficient to fill one flask. After 24 hours, this holy water becomes ordinary water. You can use this trinket 5 times before its power is expended.
Reliquary of Doubt
As a bonus action, you can cast the spell detect thoughts once without using a spell slot or spell components. When casting the spell in this way, it can only detect thoughts which are associated with negative emotions, such as guilt, apprehension, regret, or melancholy.
Divine Strike (Level 6)
At 6th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant damage to the target.
Rote Piety (Level 10)
Starting at 10th level, you command a mastery of divine magic seldom seen among the clergy. You can use your Opportunistic Piety feature three times, and regain all expended uses when you finish a short or long rest.
Excommunication (Level 14)
By 14th level, as an action, you can emblazon a creature you can see within 60 feet with a mark of religious condemnation. The target must succeed on your choice of a Constitution or Wisdom saving throw or be marked for the next minute. While marked, the creature can't regain hit points or have advantage on any attack roll or ability check. Additionally, whenever the creature takes an action, it takes 2d6 radiant damage as the mark burns with radiant light.
Once you use this feature, you can't use it again until you finish a long rest.
Kid Sleuth
Kid Sleuth (Level 3)
Though not all kid sleuths are literally juvenile, they are all amateur detectives with a knack for solving tricky crimes. Assisted by their ubiquitous talking 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 it 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.
Trinkets
By 3rd level, you've gotten your hands on a number of useful detective items for solving crimes, mysteries, and other hijinks. You can use the following trinkets:
Dooby Snack
You produce a tasty meat-cracker snack as a bonus action. A creature which eats it on their turn (no action required) is bolstered for an hour. For this duration, the creature's hit point maximum and current hit points increase by 5.
Magnifying Glass
As a bonus action, you can cast the clue spell once without using a spell slot or spell components. Additionally, when you cast this spell, you can determine the type of each creature that leaves footprints or fingerprints.
Monster Mask
You can use your bonus action to activate this item, which reveals the true face of each creature you can see within 60 feet. A creature which is concealing its identity using a physical disguise or mask has this disguise magically tossed away, while a creature that is magically transformed or disguised has this magical effect suppressed until the end of your next turn.
Talking Animal Sidekick
Also at 3rd level, you gain a kid sleuth's constant companion: a talking animal sidekick. Your animal sidekick can be any of the following animals: cat, crab, deer, goat, lizard, mastiff, owl, rat, raven, or weasel. This animal can speak Common and has Intelligence, Wisdom, and Charisma 10.
Your animal sidekick acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. An animal sidekick can't attack, but it can take other actions as normal. It can also use its action to sniff out clues, making an Investigation check with advantage to find any relevant information you missed.
If your animal sidekick drops to 0 hit points, it is knocked out instead of being killed. Your animal sidekick regains all its hit points when you finish a long rest, and makes its way back to you if it is ever separated from you.
If you drop to 0 hit points, your animal sidekick will do its best to protect you from harm.
Run Away (Level 6)
Starting at 6th level, you prefer to flee from monsters and bad guys until you can pin down their methods, identities, and motives. Attacks of opportunity against you have disadvantage.
Split Up, Gang (Level 10)
By 10th level, you've discovered that you can cover a lot more ground if you split up. If you are further than 60 feet from your allies (excluding your animal sidekick), you can't be surprised. Furthermore, if you drop to 0 hit points while further than 60 feet from your allies, you drop to 1 hit point instead and can use your reaction to move up to your movement speed.
Once you use this feature to avoid dropping to 0 hit points, you can't use it again until you finish a long rest.
Meddling Kids (Level 14)
At 14th level, as a reaction when you see a hostile creature within 15 feet attack one of your allies, you can impose disadvantage on the attack roll.
Medium
Medium (Level 3)
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 with the living or and assist ongoing investigations. This information, however cryptic, can point an interested party toward clues or evidence which only the deceased might be able to provide.
Fortelling
Starting when you choose this specialization at 3rd level, you can receive glimpses of the future. When you finish a long rest, roll two d20s and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretold roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
As an action, you can use a use of your Rushed Incantation ability to make an additional fortelling roll. You can have up to 3 foretold rolls at one time. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Trinkets
By 3rd level, you've collected a number of objects which help you attune to the afterlife. You can use the following trinkets:
Dead Ringer
As an action, you can ring this bell to cast the spell speak with dead once without using a spell slot or spell components. When you cast this spell using this trinket, you can ask only one question of the corpse.
Heptagonal Spectacles
As a bonus action, you can cast the spell see invisibility once without using a spell slot or spell components.
Lucent Mirror
You can use your bonus action to activate this trinket, causing you to phase partially into the Ethereal Plane for up to 1 minute. For the duration, you can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your movement inside a creature or object. Additionally, you have resistance to all damage. This effect ends early after you take damage.
Forewarning Presence (Level 6)
By 6th level, the spirits of the dead guide your hand when you would falter. You can reroll an attack roll or ability check you make, and must use the new roll.
Once you use this ability, you can't use it again until you finish a short or long rest.
Whispers From Beyond (Level 10)
Starting at 10th level, you can open your perceptions to receive a hint from beyond the pale. The GM answers with 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 ability, you can't use it again until you finish a long rest.
Third Eye (Level 14)
By 14th level, your connection to the afterlife allows you to see all. You can use your bonus action to cast the spell true seeing without using a spell slot or spell components.
Once you use this ability, you can't use it again until you finish a long rest.
Occultist
Occultist (Level 3)
Vampires, demons, lycanthropes, and aberrations all have one thing in common: they are all magical threats, best combated through magical means. To meet these foes on a level playing field, occultists indulge in arcana, filling their grimoires with magical secrets and mastering a handful of spells. Occultists are the most likely investigators to cavort with warlocks, borrow tricks from wizards and magicians, and dabble in dark magic to defeat their foes.
Trinket
Starting when you choose this specialization at 3rd level, you've acquired a trinket to assist in your collection of eldritch lore:
Rune Keeper Eyeglass
As a bonus action, for the next hour, you can read all writing.
Pact Magic
Starting when you choose this specialization at 3rd level, you augment your investigative skills with complex magicks.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Occultist Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.
To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Occultist table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace is with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. Use your investigator spell save DC and spell attack bonus for your warlock spells.
Spell
Spell
Eldritch Ruin (Level 6)
Starting at 6th level, you can use your magical cunning to rip your foes asunder. You can cast a cantrip as a bonus action instead of dealing additional damage with your Exploit Vulnerability feature.
Eyes of Another World (Level 10)
Starting at 10th level, supernatural creatures can no longer escape your detection. You can see creatures and objects that are invisible or ethereal, and you can see the original form of shapechangers or creatures whose form has been altered by magic. Additionally, you can immediately detect if a creature you can see is possessed.
Maleficium (Level 14)
Starting at 14th level, when you use your Exploit Weakness feature against a creature, you can cast the spell bestow curse on that creature as a bonus action, without using a spell slot or spell components; the targeted creature has disadvantage on its saving throw against this spell.
Once you use this ability, you can't use it again until you finish a short or long rest.
Spy
Spy (Level 3)
Infiltration, disguise, and lying through their teeth: these are the principle skills of a spy. A talented spy rarely ever 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 decisively and without warning. Such skills are invaluable for governments and organizations of all varieties, for stealing confidential information, sabotage, monitoring persons of interest, and everything in between.
Bravado
Starting when you choose this specialization at 3rd level, your knowing smile and infectious confidence inspires trust in most people you meet, even when you're not telling the truth. You gain proficiency in the Deception skill and add double your proficiency bonus to checks you make with it.
Trinkets
By 3rd level, you have a collection of trinkets which aid your espionage. You can use the following trinkets:
Glass Dust
As a bonus action, you can throw this dust in the air, becoming invisible until the beginning of your next turn. This effect ends early if you take damage.
Horn-Rimmed Glasses
As a bonus action, you can cast the spell disguise self once without using a spell slot or spell components.
Martini Glass
As a bonus action, you can cast the spell charm person once without using a spell slot or spell components.
Cloak and Dagger (Level 6)
By 6th level, you always endeavor to kill your target in one strike. When you make an attack roll against a creature that is surprised or hasn't taken a turn in combat yet, you can maximize your weapon's damage die.
Shaken Not Stirred (Level 10)
Starting at 10th level, your roguish smile grants you incredible leeway. Whenever you fail a Charisma (Deception) or Charisma (Persuasion) check, you can reroll the check, and must use the results of the new roll.
Once you use this ability, you can't use it again until you finish a long rest.
Body Double (Level 14)
By 14th level, you can rapidly exchange identities with a corpse. When you reduce a humanoid creature to 0 hit points, you can assume the creature's appearance, as per the disguise self spell. The creature's body, as well as its blood, clothing, and other physical evidence of its death, become invisible for 8 hours. You can also use this ability as an action to touch the corpse of a humanoid creature which has been dead no longer than 1 day, assuming its appearance and causing the body to become invisible.
Once you use this ability, you can't use it again until you finish a long rest.
Time Operative
Time Operative (Level 3)
The end of all things has been foretold: soon, a horrific event will claim millions of lives. When such a disaster looms, a special pocketwatch is delivered from the future, promoting whoever receives it to an operative—one dedicated to preventing it. The pocketwatch is suffused with chronomantic energies, empowering anyone who holds it.
To avoid paradoxes, no clues can be sent backwards in time with the pocketwatch. Only a short message detailing the gravity of the situation can be sent. Therefore, it is inherent upon the time operative to solve the mystery and save the future from certain doom.
Trinket
Starting when you choose this specialization at 3rd level, you gain a powerful trinket which allows you to walk through time. Unlike other trinkets, you only regain uses of this ability once you take a long rest.
Chronomancer's Pocketwatch
As a bonus action on your turn, you activate the watch and magically return to the beginning of your turn. Any events which have happened over the course of your turn are undone, and you recover any actions and resources you expended over the course of your turn, except for your bonus action and the use of this feature.
Temporal Reverb (Level 6)
By 6th level, you can use other timelines as a backup when yours isn't optimal. Whenever you roll damage for a weapon attack, you can choose to reroll the damage, replacing the damage die with a die one step smaller (a d10 becomes a d8, a d8 becomes a d6, etc.). You can't use this ability to reroll a weapon with a d4 damage die.
Echo of Yesterday (Level 10)
Starting at 10th level, you can use your action to cast your senses backward in time, viewing your location as it was 24 hours prior. While viewing the past, you are blind and deaf with regard to your own senses. The past appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal.
While perceiving the past, you can look in any direction, but you cannot move or speak and are unable to sense your present surroundings. You can end this effect on your turn (no action required).
Steal Time (Level 14)
Beginning at 14th level, when you use your Exploit Weakness feature against a creature, you can use your pocketwatch to steal moments from the target, which must make a Constitution saving throw against your spell save DC. On a failed save, the creature freezes in place until the end of its next turn. For the duration, time doesn't pass for the creature: it is stunned and can't speak.
Once you use this ability, you can't use it again until you finish a long rest.