November 25, 2020

Investigator

Base Class
Comments from the Finger: A co-creation of the Palm and myself (with the Pinky lending plenty of help on the most recent revision), this class bundles up Constantine, the Winchester Brothers, Scooby Doo, and Hellboy into a single mystery-solving, supernatural-killing package! As always, we design our classes around a single keyword, so I present to you "Ritual, the Class!"


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. A grimoire 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 grimoire from hard-earned research? Perhaps you learned everything about monster hunting from someone else’s grimoire, 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 grimoire.

The Investigator
Level
Proficiency
Bonus
Features
Ritual
Level
1st+2Expertise, Ritualist1st
2nd+2Myths and Legends, Rushed Incantation1st
3rd+2Occult Specialization2nd
4th+2Ability Score Improvement2nd
5th+3Exploit Vulnerability3rd
6th+3Expertise, Occult Specialization feature3rd
7th+3Opportunistic Piety4th
8th+3Ability Score Improvement4th
9th+4Supernatural Resolve5th
10th+4Occult Specialization feature5th
11th+4Finisher6th
12th+4Ability Score Improvement6th
13th+5Enigma Arcane6th
14th+5Occult Specialization feature6th
15th+5Enigma Arcane improvement6th
16th+5Ability Score Improvement6th
17th+6Enigma Arcane improvement6th
18th+6Exorcist6th
19th+6Ability Score Improvement6th
20th+6Spellbinder6th

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, rapiers, shortswords
Tools: One gaming set

Saving Throws: Intelligence, Dexterity
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
  • A dagger and (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) one kit you’re proficient with
  • A grimoire 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 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 save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

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 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 1), 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 (Int mod + 1), 9th level (Int mod + 2), 13th level (Int mod + 3), and 17th level (Int mod + 4). 

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, 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 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).

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 supernatural creatures have some form of weakness, a chink 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. Additional weapon damage added by spells and class features such as hunter’s mark, Sneak Attack, and Finisher are not doubled by this effect. Moreover, 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. 

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. 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.

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 possessed or charmed, and you gain resistance to both psychic and necrotic damage.

Finisher
Beginning at 11th level, you know exactly how to bring a monster down. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 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: mirage arcane, plane shift, reverse gravity, 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, glibness, maze, or mind blank. 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, or weird. 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 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 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.


Occult Specializations
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.

Detective
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 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 aid you in tracking supernatural creatures and unraveling mysteries. You can use the following trinkets:
     Glass Medallion. 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 spell components.

Predictive Intuition
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
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
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
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:
     Consecrated 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
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
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
Starting at 14th level, you can use your Exploit Weakness feature twice on your turn, but can’t use it against the same target more than once. 

Occultist
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.

Occultist Spellcasting 
Investigator
Level
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
3rd2211st
4th2211st
5th2321st
6th2321st
7th2422nd
8th2422nd
9th2522nd
10th3522nd
11th3622nd
12th3622nd
13th3723rd
14th3723rd
15th3823rd
16th3823rd
17th3923rd
18th3923rd
19th31024th
20th31124th

Eldritch Ruin
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
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
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.


Investigator Rituals 
Investigators can add the following spells to their grimoires. Spells marked with an asterisk (*) are new to this class and are included in Chapter 2 of the Investigator PDF. Spells marked with a dagger (†) are counted as if they had the ritual tag. This list is not exclusive; if you use additional ritual spells in your game that are not included on this list, you can add these spells to your grimoire and cast them as rituals.

1st Level
Alarm
Blood Print *
Clue *
Comprehend Languages
Consecrated Armor *
Detect Evil and Good †
Detect Magic
Detect Poison and Disease
Disguise Self †
Find Familiar
Floating Disk
Heroism †
Identify
Illusory Script
Memorize *
Purify Food and Drink
Rumor *
Speak with Animals
Transient Bulwark *
Unseen Servant

2nd Level
Animal Messenger
Arcane Lock †
Arcanist’s Magic Aura †
Augury
Gentle Repose
Knock †
Locate Animals or Plants
Locate Object †
Magic Mouth
Nondescript *†
Protect Threshold *
See Invisibility †
Silence
Spider Climb †
Zone of Truth †

3rd Level
After Image *†
Benign Dismemberment *
Clairvoyance †
Magic Circle †
Fly †
Meld into Stone
Phantom Steed
Remove Curse †
Séance *
Sending †
Water Breathing
Water Walk

4th Level
Divination
Locate Creature †
Private Sanctum †
Soul Bond *

5th Level
Commune
Commune with Nature
Discern Truename: Location *
Dream †
Legend Lore †
Telepathic Bond

6th Level
Find the Path †
Forbiddance
Instant Summons

5 comments:

  1. This looks like a great class the only thing that concerns me is the
    Eldritch Ruin feture bassed on how im reading it it seems like it would let you cast eldritch blast twice a turn

    ReplyDelete
    Replies
    1. Exploit weakness requires a weapon attack, so it is more akin to the Eldritch knight's feature.

      Delete
    2. Ah ok thanks that clear it up a lot

      Delete
  2. This comment has been removed by the author.

    ReplyDelete
  3. Deleted my question because I found the answer. But I wanted to reiterate my sentiment that this class is a major vibe and well done as always.

    ReplyDelete