Wikidot izvori

Spells . Races . Backgrounds . Classes . Items . Feats . Racial feats

Skip to main content

Investigator features

Expertise

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

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 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

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

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

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 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.

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. 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.
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.