Investigator - Reworked

by Cosaur

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Investigator

A collage of diagrams, maps, and small items litters the wall, pinned with nails and connected by a spiderweb of colorful strings. An elf stands nearby, contemplating the mystery splayed out in front of her and readying her crossbow for work.

A half-orc wearing a wide-brimmed hat leafs through a thick tome, double-checking the preparations: a sturdy net trap, holy symbols on the doors, cloves of garlic, and several dozen wooden stakes. The preparations made, the half-orc slinks into the shadows and readies himself for the bloodshed. Hastily tracing symbols in chalk, a human wearing a long coat whirls about in a wide arc, completing a rough magic circle in mere seconds. A monstrously fat demon, blood dripping with its drool, lunges at him, but instead impacts off an invisible magical barrier, a cylinder raised from the circle’s edge. The fiend howls with rage, and the inquisitor breathes a sigh of relief.

Supernatural detectives and monster slayers, investigators are always on the hunt for malevolent outsiders. Whenever evil seeps into the world—be it fiends, undead, or strange abominations from beyond the stars—investigators will be the first to locate them and banish their foul corruption from the mortal plane.

Paranormal Investigators

There are forces more ancient than time, foes more sinister than the foulest men, and beings more titanic than gods. The world stands at a precipice of woe and terror, being threatened nightly by dark agents and hordes of monsters. At risk to their own lives and sanities, investigators penetrate the evil that creeps in the shadows and banish it from the world. Their battles are never-ending, for victory only delays doomsday another night.

Investigators track supernatural threats ranging from incorporeal spirits, to nefarious vampires and lycanthropes, to incursions of demons and devils. Often in their investigations, they often uncover secret cults and maligned individuals who bring these supernatural threats to bear. It is always their goal to impede these evildoers by any means necessary, resorting to trickery, guile, magic, and bloodshed when necessary. To an investigator, no tactic is unthinkable when the world is at stake.

Exorcists and Occultists

Even as they strive to contain its influence from the world at large, investigators dabble in forbidden magic to give themselves an edge against supernatural threats. Prepared investigators keep a well-stocked grimoire of magical secrets, containing rituals, incantations, notes on monsters’ powers and weaknesses, recipes for poisons, and arcane diagrams—everything needed to confront their foes on an even footing. Even so, an investigator’s occupation is perilous. An arcane manifesto might spell out a vampire’s fear of sunlight and aversion to silver, but it does little to hinder their fangs.

Creating an Investigator

As you build your investigator, consider what sort of supernatural threat first drove you to investigating and combating the occult. Did one of your family members strike a bargain with a fiend? Were you kidnapped by a cabal of vampires or a pack of lycanthropes? Did you stumble across evidence of an eldritch abomination, such as a Great Old One? The type of creature you first did battle with likely shaped your tools and methods later on.

Did you apprentice under a seasoned monster hunter, learning the ropes of tracking a threat, uncovering its weaknesses, and setting a trap for it? Or did you strike out on your own, compiling your own arcane manifesto from hard-earned research? Perhaps you learned everything about monster hunting from someone else’s, a masterwork containing an abridged library of occult knowledge and a lifetime of experience. It’s even possible that you signed a contract with a minor fiend and turned to supernatural investigation in a last-ditch effort to save your soul.

Quick Build

Follow these suggestions to build an investigator quickly: Intelligence should be your highest ability score, followed by Dexterity or Strength. Choose any background. Then, select the rituals clue, comprehend languages, detect magic, and transient bulwark to add to your arcane manifesto.

Class Features

As an investigator, you have the following class features.

Hit Points


  • Hit Dice: 1d8 per investigator level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per investigator level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, heavy crossbows, longswords, nets, rapiers, shortswords
  • Tools: Choose one type of gaming set
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Stealth, Sleight of Hand, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor and a dagger
  • (a) a spear or (b) any simple weapon
  • (a) a light crossbow and 20 bolts or (b) a hand crossbow and 20 bolts
  • (a) dungeoneer’s pack or (b) an explorer's pack
  • An arcane manifesto and a material component pouch

Expertise

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

You maintain an arcane manifesto brimming with magical rituals, your most potent tools to defeat supernatural threats.

Cantrips

At 1st level, you know four cantrips of your choice from the Investigator spell list. You learn additional investigator cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Investigator table.

Arcane Manifesto

At 1st level, you have an arcane manifesto containing four 1st-level investigator spells of your choice.

The Investigator
Level Proficiency Bonus Features Ritual Level Cantrips Known
1st +2 Expertise, Ritualist 1st 4
2nd +2 Myths and Legends, Rushed Incantation 1st 4
3rd +2 Occult Specialization 2nd 4
4th +2 Ability Score Improvement 2nd 5
5th +3 Exploit Vulnerability 3rd 5
6th +3 Expertise, Occult Specialization feature 3rd 5
7th +3 Opportunistic Piety 4th 5
8th +3 Ability Score Improvement 4th 5
9th +4 Supernatural Resolve 5th 5
10th +4 Occult Specialization feature 5th 6
11th +4 Finisher 6th 6
12th +4 Ability Score Improvement 6th 6
13th +5 Enigma Arcane 6th 6
14th +5 Occult Specialization feature 6th 6
15th +5 Enigma Arcane Improvement 6th 6
16th +5 Ability Score Improvement 6th 6
17th +6 Enigma Arcane Improvement 6th 6
18th +6 Exorcist, Occult Specialization feature 6th 6
19th +6 Ability Score Improvement 6th 6
20th +6 Spellbinder 6th 6

The spells that you add to your arcane manifesto as you gain levels reflect the tricks of the trade that you pick up from your peers and your network of contacts, as well as lucky breaks as you stumble upon greatness.

Copying a Spell into the Manifesto. When you find an investigator spell of 1st level or higher, you can add it to your arcane manifesto if it is of a level equal to or lower than your potential highest level of ritual, as listed in the Ritual Level column of the Investigator table, and if you can spare the time to decipher and copy it.

Copying a spell into your arcane manifesto involves reproducing the basic form of the spell, then deciphering the scrawled notes and ciphers used by the caster who wrote it. You must practice the ritual until you understand the sounds or gestures required, then transcribe it into your arcane manifesto using your own complex system.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can cast the spell your other rituals.

Replacing the Book. You can copy a spell from your own arcane manifesto into another book-for example, if you want to make a backup copy of your manifesto. This is just like copying a new spell into your arcane manifesto, but faster and easier, since you understand your own notation and 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 arcane manifesto, you can use the same procedure to transcribe the last ritual spell that you cast into a new arcane manifesto. Filling out the remainder of your manifesto requires you to find new spells to do so, as normal. For this reason, many investigators keep backup manifestos in a safe place.

The Manifesto's Appearance. Your arcane manifesto is a unique compilation of rituals, with its own scribbled notes and appendixes pinned together. It might be a jam-packed leather journal that you inherited from an investigator before you, a finely maintained volume that you keep in pristine condition, or even an ominous tome that drew your eye in a backwater bookshop.

Casting Rituals

So long as you have your arcane manifesto on your person, you can cast all spells contained within it at will. You can't cast spells in your arcane manifesto except as rituals, unless you’ve learned them by some other means.

Bonus Rituals

As an investigator, you can treat specific spells as if they had the ritual tag, allowing you to add them to your arcane manifesto and cast them as rituals. All spells of 1st level or higher on the Investigator spell list count as having the ritual tag for you once they are copied into your arcane manifesto.

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 Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Learning Rituals of 1st Level and Higher

Each time you gain an investigator level, you can add one investigator spell of your choice to your arcane manifesto. This spell must be of a level equal to or lower than your potential highest level of ritual, as listed in the Ritual Level column of the Investigator table. On your adventures, you might find other ritual spells that you can add to your arcane manifesto.

Myths and Legends

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

Beginning at 2nd level, you can hastily perform any ritual spell in your arcane manifesto that has a casting time of 1 action. You cast the spell as an action without expending a spell slot. You can use this feature a number of times equal to your Intelligence modifier + your Proficiency Bonus (minimum of 1 use), and regain the ability to do so when you finish a long rest.

Occult Specialization

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, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Exploit Weakness

Most creatures, supernatural or otherwise, have some form of weakness - a chink in their armor that allows them to be defeated. Starting at 5th level, as a bonus action you can choose a creature you can see and roll a d20. The next time you would make an attack roll against that creature before the start of your next turn, you must replace the attack roll with the result of the d20 you rolled. Additionally, all attacks made against the creature until the start of your next turn are considered magical for the purposes of bypassing damage resistance and immunity.

Opportunistic Piety

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. You can use your Opportunistic Piety to fuel any of the following abilities:

Banish. You cast the banishment spell 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 investigator level.

Miracle Healing. As an action, divine light from your hands knit the wounds of a 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 have disadvantage on attack rolls against the target creature, and the creature has advantage on saving throws against spells and effects created by such creatures.

Once you use your Opportunistic Piety, you can’t use it again until you finish a short or long rest.

Supernatural Resolve

At 9th level, you gain an extreme resilience to the attacks and effects of the creatures you regularly investigate. You can’t be charmed or possessed, and you gain resistance to both necrotic and psychic damage.

Finisher

Beginning at 11th level, you know exactly how to bring a monster down. Once on each of your turns when you deal damage to a creature, you can deal an additional 2d8 damage to the creature.

If the creature has less than half its hit points remaining, you can instead deal an additional 4d8 damage to the creature.

Enigma Arcane

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: dream of the blue veil, etherealness, mirage arcane, mordenkainen's magnificent mansion, plane shift, project image, sequester, or teleport. You must finish a long rest before you can do so again.

At 15th level, you can also cast one of the following spells without expending a spell slot: antimagic field, antipathy/sympathy, maze, mind blank, or telepathy. You must finish a long rest before you can do so again.

At 17th level, you can also cast one of the following spells without expending a spell slot: astral projection, gate, imprisonment, invulnerability, or time stop. You must finish a long rest before you can do so again.

Exorcist

Beginning at 18th level, you can cast the spell protection from evil and good at will without using a spell slot or spell components.

Spellbinder

By 20th level, many rituals you perform have become second nature to you. Select five ritual spells in your arcane manifesto 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 arcane manifesto on hand. If the ritual requires spell components worth 100 gp or less, you cast it without using spell components.

If you lose your arcane manifesto, you can copy these spells into a new one by spending only 1 hour and 10 gp for each level of the spell.

Occult Specialisations

Investigators of all stripes share the broad goal of combating the occult, but their methods vary wildly. Some emphasize cutting down monsters and banishing demons, while others believe that uncovering secrets and compiling critical information is the surest method for eliminating supernatural threats. When an investigator gains enough experience, they can steer their approach, including their specific techniques they employ and the trinkets they carry, into an occult specialization, a school of thought for handling eldritch threats.

Antiquarian

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 arcane manifesto and never require material components to cast it.

Additionally, you gain proficiency in the History 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 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. As a bonus action, you can cast the spell cure wounds or inflict wounds once without using a spell slot or spell components.

You cast each of these spells at the level shown in the Ritual Level column of the Investigator table.

Once you use one of your trinkets, you can’t use another one 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).

Relics

By 6th level, you’ve secured a handful of priceless relics with rare and delicate enchantments. You can use the following relics:

Antediluvian Dynamo. You can cast the spell Melf's minute meteors 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.

Once you use one of your relics, you can’t use another one until you finish a short or long rest. You can use them once more when you reach 11th level.

Magic Item Hunter

Starting at 10th level, your instincts are finely tuned when it comes to magic items. you can cast the detect magic spell at will, and when you cast identify on an item, you learn any curses affecting the item.

Additionally, you ignore alignment requirements on the use of magic items.

Antique

By 14th level, you’ve secured the crown jewel of your collection: an exceedingly rare item that you've hunted a long time to find. The item is always attuned to you and doesn't count against your total number of attuned magic items. No other creatures can attune to the magic item, due to its obscure, obtuse nature.

Antique

Wonderous item, requires attunement

Your antique has the following mystical properties:

Charges. The antique has 5 charges, and regains all expended charges daily at dawn. You can expend one or more of these charges to use the following abilities:


  • 1 Charge: You can use your bonus action to regain an expended use of your Trinkets.
  • 1 Charge: As an action, you curse a creature within 60 feet of you that you can see. The creature can't regain hit points until the start of your next turn.
  • 2 Charges: As a reaction when you drop to 0 hit points, you can drop to 1 hit point instead.
  • 2 Charges: You cast the enemies abound spell without expending a spell slot.
  • 3 Charges: As a reaction when you suffer a critical hit you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

Returns Policy. If you die, this item counts as your entire body for the purpose of spells that would restore you to life. Using this item to revive you creates a new body.

Alternative Facts. You can use an action to break your antique over your knee or against a solid surface, causing the energy within to erupt outwards. Every creature in the area must make a Dexterity saving throw against your Spell Save DC. A target takes a number of d8s of force damage equal to your Investigator level on a failed saving throw, or half as much damage on a successful one. You automatically fail this saving throw.

If you lose the item, as part of a long rest you can pull strings with your sources or scrounge around to get a replacement antique, or locate the lost one. If you break the item using the Alternative Facts property, you instead need to spend a cumulative 24 hours work instead, as your contacts are far more hesitant to trust you with their obscure finds, given your track record.

18th Level

Archivist

Though most investigators fill their arcane manifesto 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.

Advanced Ritualism

Starting when you choose this specialty at 3rd level, your unending research has lent you a wealth of arcane insight. You can use your Rushed Incantation feature a number of times equal to your Intelligence modifier + half of your Investigator level (rounded up; minimum of 1 use), unless that would be lower than using your Intelligence modifier + your Proficiency Bonus.

Additionally you gain proficiency in the Arcana skill and add double your proficiency bonus to checks you make with it.

Thesis

Also at 3rd level, you choose in which fields you would like to specialise. Choose two of the following subject areas for your thesis: Corpus, Elementa, Illusio, Mortis, Protego, or Regis. For both of your choices, you gain a list of associated thesis spells. Once you gain access to a thesis spell, you learn the spell. It counts as an investigator spell for you, but cannot be added to your arcane manifesto unless you gain access to it through some other means. You can expend a use of your Rushed Incantation feature to cast one of your thesis spells, instead of using a spell slot.

Corpus
Investigator Level Spells
3rd featherfall, zephyr strike
5th enlarge/reduce, kinetic jaunt
9th gaseous form, nondetection
11th freedom of movement, stoneskin
Elementa
Investigator Level Spells
3rd absorb elements, thunderwave
5th Melf's acid arrow, shatter
9th call lightning, Melf's minute meteors
11th ice storm, wall of fire
Illusio
Investigator Level Spells
3rd color spray, silent image
5th invisibility, mirror image
9th feign death, major image
11th hallucinatory terrain, phantasmal killer
Mortis
Investigator Level Spells
3rd bane, hex
5th blindness/deafness, darkness
9th fear, stinking cloud
11th confusion, gravity sinkhole
Protego
Investigator Level Spells
3rd shield, shield of faith
5th protection from poison, warding bond
9th counterspell, intellect fortress
11th aura of purity, fire shield
Regis
Investigator Level Spells
3rd charm person, command
5th calm emotions, suggestion
9th hypnotic pattern, sending
11th charm monster, compulsion

Erudite Spell

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.

You can use this feature twice, and regain all expended uses upon finishing a short or long rest.

Encyclopedic Expertise

Starting at 10th level, your diligent research lets you identify any arcane effect from memory. Whenever you witness a spell being cast, you can always identify the spell (no action required). However, this ability fails to identify spells which are utterly unique or are otherwise not recorded in arcane texts.

Additionally, you have advantage on saving throws against spells and other magical effects.

Eidetic Memory

At 14th level, you can effortlessly duplicate spells you see in the world. You can copy any spell on the investigator spell list you have seen being cast within the last day into your arcane manifesto. You must still spend the time and gold to copy the spell.

Moreover, you can precisely copy the exact motions of a spell’s casting to duplicate its effect. After you see a spell of 5th level or lower being cast, you can cast the spell at its lowest level without expending a spell slot. The spell counts as an investigator spell for you when you cast it in this way.

To be able to cast a spell in this way, the spell must not require a material component with a listed gold cost, and you must have seen it being cast since you finished your last long rest.

Once you cast a spell in this way, you can’t do so again until you finish a long rest.

18th Level

Conspiracy Theorist

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 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.

Always Prepared

Starting when you choose this specialization at 3rd level, you have advantage on initiative rolls.

Additionally, you gain proficiency in the Investigation 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 uncover mysteries that They don’t want you to oust. You can use the following trinkets:

Cinnabar Compass. As a bonus action, you can cast the spell locate object once without using a spell slot or spell components.

Electro-Magic Field Sensor. Over the course of 1 minute, you can detect the presence of one creature type out of Abberations, Celestials, Fey, or Fiends within 5 miles of you. You learn whether the chosen creature type present within the radius, but not how many or where they are. You can exempt creatures that you are aware of from this detection, so as not to give false positives.

Three-Headed Coin. As a bonus action when you make an attack roll or ability check or as a reaction you can reroll a saving throw. You can choose to use this feature after you roll the die, but before the outcome is determined. You choose which result to take afterwards.

Once you use one of your trinkets, you can’t use another one 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).

Prepper

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

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.

Paranoid Insight

At 10th level, you are always on the lookout for anything out of place amongst your peers. 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.

Off the Grid

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, your movement speed increases by 15 feet, and you are always under the effects of the nondetection spell. You can still be affected by divination spells if you are conscious of them and allow it.

18th Level

Inquisitor

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.

Exorcist’s Doctrines

Starting when you choose this specialization at 3rd level, you gain proficiency with medium armor, heavy armor, shields, and martial weapons.

Additionally, 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:

Gilded Dragon Scale. As a bonus action, you gain resistance to one damage type of your choice for a minute.

Hallowed Chalice. As an action, you can cast the ceremony spell.

Reliquary of Doubt. As a bonus action, you can cast the detect thoughts spell 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.

Once you use one of your trinkets, you can’t use another one 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).

Zealous Strike

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 damage to the target. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

When you reach 14th level, the extra damage increases to 2d6.

Rote Piety

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

At 14th level, as an action, you can emblazon a creature you can see within 60 feet of you with a mark of religious condemnation. For 1 minute, the creature can't regain hit points and has disadvantage on attack rolls against you and your allies. Additionally, whenever the creature takes an action, it takes 2d6 radiant damage as the mark burns with radiant light.

At the end of its turn, an excommunicated creature can make a Wisdom saving throw against your spell save DC at disadvantage, ending the effect on a success.

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

18th Level

Scoundrel

[REDO THIS FLAVOR] 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.

Scoundrel's Friend

Starting when you choose this specialty at 3rd level, your benefactors snip your shadow from your body, allowing it to move independently. Once per round, on your turn, you can command your shadow (no action required) to perform one of the following: move up to your movement speed, return to you no matter the distance, or take the Use an Object action.

As a bonus action, you can command your shadow to take the help action, though your shadow can only aid you in attacking another creature, intimidating somebody, or remaining unseen by other creatures.

Due to its nature as a shadow, it must travel via a flat surface and can slip through small spaces. When interacting with objects, the shadow must share a space with the object, and can carry and manipulate objects up to 10 lbs in weight. This increases by 10 lbs when you reach 5th level (20 lbs), 11th level (30 lbs), and 17th level (40 lbs).

If you are within an area of light created by a spell of 3rd level or higher, you cannot command your shadow and it instantly returns to you.

Additionally, you gain proficiency in the Stealth skill and add double your proficiency bonus to checks you make with it.

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:

Book of Faces. As a bonus action, you can cast the disguise self spell.

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 2d6 necrotic or radiant damage (your choice) to the creature.

This spell's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Glass Devil’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.

Once you use one of your trinkets, you can’t use another one 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).

Kick ‘em While They’re Down

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.

When you reach 14th level, the extra damage increases to 4d6.

A Simple Trick

Starting at 10th level, when a creature hits you with a melee a attack, you can use your reaction to cause your shadow to harry the attacker. They must reroll the attack, and use the new result. You cannot use this reaction if you are within an area of light created by a spell of 3rd level or higher.

You can use this a number of times equal to your Intelligence modifier, and regain all uses upon finishing a long rest.

Hide the Body

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

By 14th level, you can set up the perfect crime by planning out its every detail. You must spend four days and 50 gp to formulate a plan and acquire any necessary materials. If you enact your crime within the next four days after your preparation is complete, you and your allies have advantage on all attack rolls, saving throws, and ability checks that further the completion of your plan for the duration of the crime.

If, during the crime's enaction, anything should go so terribly wrong as to invalidate your plan, you lose these benefits.

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.

18th Level

Spells

This chapter details spells and magic ephemera known to investigators and other arcanists. It begins with spells lists, detailing which classes learn which new spells, and concludes with new spell descriptions.

Investigator Spells

Cantrips


  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Primal Savagery
  • Ray of Frost
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Spare the Dying
  • Thunderclap
  • True Strike

1st Level


  • Alarm
  • Blood Print
  • Clue
  • Comprehend Languages
  • Create or Destroy Water
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Find Familiar
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Memorize
  • Purify Food and Drink
  • Rumor
  • Silent Image
  • Snare
  • Speak with Animals
  • Tenser's Floating Disk
  • Transient Bulwark
  • Unseen Servant

2nd Level


  • Animal Messenger
  • Arcane Lock
  • Augury
  • Beast Sense
  • Continual Flame
  • Darkvision
  • Distort Gravity
  • Enthrall
  • Gentle Repose
  • Knock
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Nystul’s Magic Aura
  • Protect Threshold
  • Pyrotechnics
  • Rope Trick
  • See Invisibility
  • Silence
  • Skywrite
  • Spider Climb
  • Zone of Truth

3rd Level


  • After Image
  • Benign Dismemberment
  • Clairvoyance
  • Fly
  • Leommund's Tiny Hut
  • Magic Circle
  • Meld into Stone
  • Nondescript
  • Phantom Steed
  • Remove Curse
  • Séance
  • Tiny Servant
  • Water Breathing
  • Water Walk

4th Level


  • Divination
  • Hallucinatory Terrain
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Private Sanctum

5th Level


  • Commune
  • Commune with Nature
  • Contact Other Plane
  • Dream
  • Legend Lore
  • Mislead
  • Rary's Telepathic Bond
  • Seeming

6th Level


  • Create Homunculus
  • Drawmij's Instant Summons
  • Find the Path
  • Forbiddance
  • Programmed Illusion
  • Retroactive Continuity
Spells
Level Spell School Conc. Ritual Class
1st Blood Print Necromancy No Yes Investigator, Paladin, Ranger, Sorcerer, Warlock, Wizard
1st Clue Divination No Yes Artificer, Investigator, Paladin, Ranger, Sorcerer, Warlock, Wizard
1st Memorise Enchantment No Yes Artificer, Bard, Investigator, Wizard
1st Rumor Enchantment No Yes Bard, Investigator, Sorcerer, Wizard
1st Transient Bulwark Abjuration No Yes Artificer, Investigator, Paladin, Wizard
2nd Distort Gravity Transmutation Yes Yes Investigator, Sorcerer, Wizard
2nd Protect Threshold Abjuration No Yes Artificer, Investigator, Paladin, Sorcerer, Warlock, Wizard
3rd After Image Illusion No No Investigator, Sorcerer, Warlock, Wizard
3rd Benign Dismemberment Necromancy No Yes Investigator, Warlock, Wizard
3rd Nondescript Illusion No No Bard, Investigator, Ranger, Sorcerer, Warlock, Wizard
3rd Séance Divination No Yes Cleric, Investigator, Warlock, Wizard
6th Retroactive Continuity Transmutation No No Bard, Investigator, Wizard

New Spells

These spells are new to the investigator class and are listed in alphabetical order.

After Image

3rd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a silver hand mirror worth 50 gp)
  • Duration: 10 minutes

You create an illusory duplicate of yourself in your space which follows your every movement and lasts for the duration of the spell. When you are hit by an attack while your duplicate is present, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal.

Benign Dismemberment

3rd-level necromancy (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

For the duration, a willing target’s body parts (fingers, legs, tail, and even its head) can be harmlessly severed from its body. It takes no damage from such dismemberment, as long as the cut removing the body part is swift and leaves a clean cut. The target’s head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but do not begin decomposition for the spell’s duration. Any of the target’s severed body parts that are removed during this spell’s duration can be held back to the stump, which instantly causes the part to knit to the stump, restoring the body part.

At the end of the duration, severed body parts become permanent, and the target dies if vital organs have not been reattached to its head.

Blood Print

1st-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an ounce or more of blood)
  • Duration: Instantaneous

At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against the it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.

Clue

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a magnifying glass and pipe)
  • Duration: 10 minutes

When you cast this spell, all footprints and fingerprints within a 45-foot radius of a point you touch become highlighted and glow faintly for the duration. At the time of casting, choose any period of time up to the last 10 days to the present; only footprints and fingerprints left within that time will be highlighted. Each creature whose footprints or fingerprints are detected by the spell is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects in the area will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.

Distort Gravity

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a gyroscope)
  • Duration: Concentration, up to 8 hours

This spell changes the direction of gravity within a 60-foot square area on surface you touch. The affected area can wrap around a surface, if its geometry permits. For the duration, creatures and objects within 15 feet of the surface fall toward it as if it were the ground. A creature can walk on this surface as if it were level ground, even if the surface is perpendicular to the ground or upside down.

When the duration ends, all creatures and objects fall from the surface.

Memorize

1st-level enchantment (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a page of written text and a length of silver string worth 10 gp, tied in a knot, which the spell consumes)
  • Duration: Instantaneous

While casting this spell, your eyes pass over the words on the page, which are committed to your memory. For the next year, you exactly remember the details of all information on this page. After that time, you have advantage on all Intelligence checks you make to recall this information.

Nondescript

3rd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

This spell makes you seem ordinary and nondescript to others, though it does not change your actual appearance. Creatures who see you while you were under the influence of this spell are unable to recall specific details of your appearance upon being asked if they had seen you or someone matching your description, though their memory of actions you undertook or events they experienced is unaffected.

Protect Threshold

2nd-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (an ounce of salt for each foot of the ward's perimeter)
  • Duration: 1 hour

You trace arcane sigils in a flat plane on the air, creating an invisible screen within range to ward others from entry. The screen is a panel up to 10-foot on either side. It does not extend into solid objects present when you cast the spell.

For the duration, creatures and objects are lightly repelled from the screen when they get close. Spells and other magical effects can freely pass through the screen, but projectiles are reflected.

A creature can attempt to force themselves through the screen along with any objects that they are wearing and carrying, as an action. They take 4d6 force damage and must make a Strength saving throw. On a successful saving throw, they pass through the screen. On a failure, they cannot pass through.

When you cast the spell, you can designate any number of creatures that you can see to be able to pass through the screen freely, without taking damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Retroactive Continuity

6th-level transmutation


Casting Time: 1 minute
Range: Self
Components: V, S, M (an intricately carved golden gear, with 309 teeth, worth at least 300 gp)
Duration: Instantaneous


You revert the state of all non-magical objects and structures that are not being worn or carried within a 300-foot-radius, 100-foot-high cylinder centered on you. All affected objects and structures revert to the state that they were in 1 hour before you started casting this spell. Any damage they sustained in that time is undone and objects teleport back to the location they were in.

If their location is outside of the spell's area or currently occupied by a creature, then the object teleports as close as possible to its prior location.

Any creatures inside of the area that you do not designate must make a Wisdom saving throw, unless it is immune to being charmed. On a failed save, the creature forgets the events that have occurred since you started casting the spell, and is left with a gap in their memory that they will try to rationalize and fill in however they can. Within the next 10 minutes after being affected by this spell, they will be much more receptive to believing what they are told about the hour's events, giving them disadvantage on Wisdom (Insight) checks to detect falsehoods about that period of time.

A creature that notices something off about their rationalizations or the stories that they are told can make an Intelligence (Investigation) check against your spell save DC. On a success, they notice that whatever narrative they previously believed is false, and the hour appears to them only as missing time.

A remove curse or greater restoration spell cast on an affected creature restores their memory and dispels any incorrect belief they had about the the missing period of time.

Rumor

1st-level enchantment (ritual)


  • Casting Time: 1 action
  • Range: Self (100-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You magically spread a rumor of 10 words or less. Any intelligent creature within range that is near 3 or more other creatures which speak the same language as them believes that they hear the rumor being repeated by someone nearby. Different creatures hear the rumor from different people, so a concrete origin point is impossible to discern. Generally, creatures will not be outright hostile upon hearing even the most vicious rumors, but hearing a rumor can affect their disposition positively or negatively.

Séance

3rd-level divination (ritual)


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a crystal ball, deck of tarot cards, or ouija board)
  • Duration: 10 minutes

You and at least three willing creatures lock hands in moment of meditation to conjure a spirit from the afterlife to answer your questions. Describe or name a creature that is familiar to at least one creature in the séance. This could be any creature that they met often or had a particular connection to. If the creature’s soul is free and willing, it manifests as a ghostly specter.

Until the spell ends, any creature in the séance can ask questions of the specter. Your group can ask a number of questions equal to the number of creatures in the séance that were familiar with the specter. Once you ask all of your questions, the spell ends.

The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy.

If the spirit was the target of this spell within the last 10 days you contact the wrong spirit, which will answer questions untruthfully or ambiguously.

Transient Bulwark

1st-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pearl worth 10 gp, which the spell consumes)
  • Duration: 8 hours

The next attack made against you within the duration has a -10 penalty to hit.


Credits

Design


  • Original class designed by Mage Hand Press
  • Revised and reworked by Cosaur#3730 and Grell#3342

Art

  • [Page 1] Rudy Indra A

Changelog

Version Rework 1

Base Class

Misc

  • Gave them net proficiency
  • Added another subclass feature at 18th level

Ritualist

  • Gave them cantrips with sorcerer scaling
  • Gutted and rewrote the entire feature because it was written horribly

Rushed Incantation

  • Reworded some stuff
  • It is now Int+Prof, which does give an extra 2 uses

Exploit Weakness

  • Reworked to make it a mark feature on a contested check, instead of just damage vulnerability

Opportunistic Piety

  • Warding was replaced with super-protection fron evil and good

Finisher

  • The damage now works on any damage you do, even spells, but only one guy

Enigma Arcane

  • Added Dream of the Blue Veil, Etherealness, and Project Image to 13th level
  • Removed Reverse Gravity from 13th level
  • Added Antipathy/Sympathy and Telepathy to 15th level
  • Removed Glibness from 15th level
  • Added Imprisonment, Invulnerability, and Time Stop to 17th level
  • Removed Weird from 17th level

Antiquarian

  • Gave History expertise
  • Removed the ability to steal a trinket at 5th level
  • Complete yeet of Magic Item Collection
  • Replaced Magic Item Collection with a new feature: Magic Item Hunter
  • Phylactery was renamed to Antique to make it more general
  • Antique regains all charges at dawn, and has many of the features changed around

Archivist

  • Dropped the add 3 rituals thing
  • Gave arcana expertise
  • Reworded Thesis and let them choose two lists
  • Erudite spell is now twice per short rest, instead of once
  • Encyclopedic Expertise only works on spells
  • Eidetic memory was completely reworded, because thanks Kobold Press

Conspiracy Theorist

  • Added wording to allow you to be targetted by divination spells that you want, to Off The Grid

Spells

  • Removed all of the truenaming spells, Game of Fate, and Soul Bond
  • Distort Gravity was lowered to 2nd level and had its duration extended to 8 hours
  • Seance was mostly reworked
  • Rumor is now instantaneous
  • Nondecript was raised to 3rd level
  • Protect Threshold was mostly reworked and raised to 1 hour
  • Fixed the wording of After Image slightly so that the duplicate can't be targeted after it vanishes
  • Added Create or Destroy Water, Jump, Longstrider, SIlent Image, and Snare to 1st level
  • Added Beast Sense, Continual Flame, Darkvision, Enthrall, Levitate, Magic Weapon, Pyrotechnics, Rope Trick, and Skywrite to 2nd level
  • Added Tiny Servant to 3rd level
  • Added Hallucinatory Terrain and Leomund's Secret Chest to 4th level
  • Added Contact Other Plane, Mislead, and Seeming to 5th level
  • Added Create Homunculus and Programmed Illusion to 6th level
  • Removed Sending and Heroism from their spell list
  • Gave Paladin and Cleric Protect Threshold
  • Gave Cleric Seance

Concerns

  • Should there be at least 1 investigator spell that wizard doesn't get?
  • Name a spell or feature 'Citation Needed'. Fuck knows what it'll do