Clueseeker Ranger
art copyright Hanna Barbera
Clueseeker
A bespectacled tinker gnome studies the glowing paint residue left on the stair railing in the abandoned house. "Jinkies!" she cries, understanding the secrets of the supposed monster that has been terrorizing the villagers.
A tall tiefling removes his pipe, recognizing that the specific clay left in the shoe tracks of the bullywug raiders is only found in the highlands where the local halfling tribe live. When his portly companion asks how he knew where to find them, he simply responds, "An elementary deduction, my dear fellow."
There are those who fight. There are those who protect. And there are those who find. Clueseekers are all three.
Clues
3rd level Clueseeker feature
Starting at 3rd level, when you or an ally makes a successful Investigation d20 Check related to a creature that you are aware of, you may declare that information to be a clue. You may have any number of clues up to your proficiency bonus. In addition, you may add your Wisdom modifier to your Intelligence (Investigation) checks.
Follow the Clues
3rd level Clueseeker feature
Also beginning at 3rd level, you may spend one of the clues you gathered to give yourself advantage on D20 Tests related to tracking the creature the clue was related to, or an object formerly in that creature's possession.
Putting the Clues Together
7th level Clueseeker feature
At 7th level, you gain an additional way to utilize the clues you have gathered. You may spend up to your proficiency bonus in clues when the creature those clues are related to is within 100 feet. If you do so, the armor class of you and up to five creatures of your choice increases by 1d4 against attacks from that creature for one minute. You and your chosen creatures may also roll an extra 1d4 on saving throws caused by that creature.
These bonuses increase by a d4 for each clue spent beyond the first.
Unmasking the Culprit
11th level Clueseeker feature
Beginning at 11th level, you may spend an Action studying a creature or item. If you are studying a creature, you may ask the DM one of the following pieces of information: the creature's species, class, background what spells are affecting them, or a place they have lived. If you are studying an item, you may identify that item as if you had cast the Identify spell.
Case Closed
15th level Clueseeker feature
At 15th level, you gain the following ability. As an action, you may spend a clue to cast Banishment on the creature that the clue relates to.
Your Spell save DC for this spell is 8 + your proficiency bonus + your Intelligence modifier + your Wisdom modifier.
If the creature is from a different plane of existence than the one you are currently on, it is returned to its plane of origin. If the creature has an Intelligence score of 4 or less from the same plane you are on, it is banished to a wilderness area of an appropriate climate on this plane. If the creature has an Intelligence score of 5 or higher and is from the plane you are on, it is banished to the nearest dungeon capable of holding it, along with a scroll listing a record of any crimes it may have committed.