VSS
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.
hit dice:
1d8
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
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, hand crossbows, heavy crossbows, longswords, rapiers, shortswords
tools:
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
starting equipment:
You start with the following equipment, in addition
to the equipment granted by your background:
- Leather armor
- A dagger and (a) a longsword or (b) rapier
- (a) a heavy 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
spellcasting:
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
class features:
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.
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
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.
subclass options:
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.
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 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
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.
MAGIC ITEM COLLECTION
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
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
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.
Corpus
Investigator
Level |
Spells |
1st |
jump, longstrider |
2nd |
alter self, heat metal |
3rd |
gaseous form, meld into stone |
Ignis
Investigator
Level |
Spells |
1st |
burning hands, shatter |
2nd |
gust of wind, scorching ray |
3rd |
call lightning, wind wall |
Mortis
Investigator
Level |
Spells |
1st |
bane, false life |
2nd |
blindness/deafness, darkness |
3rd |
revivify, vampiric touch |
Regis
Investigator
Level |
Spells |
1st |
charm person, hideous laughter |
2nd |
enthrall, suggestion |
3rd |
dispel magic, hypnotic pattern |
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.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
ENCYCLOPEDIC EXPERTISE
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
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.
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 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 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.
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.
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
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
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
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.
Medium
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
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
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
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
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.
INVESTIGATOR
LEVEL |
CANTRIPS
KNOWN |
SPELLS
KNOWN |
SPELL
SLOTS |
SLOT
LEVEL |
3rd |
2 |
2 |
1 |
1st |
4th |
2 |
2 |
1 |
1st |
5th |
2 |
3 |
2 |
1st |
6th |
2 |
3 |
2 |
1st |
7th |
2 |
4 |
2 |
2nd |
8th |
2 |
4 |
2 |
2nd |
9th |
2 |
5 |
2 |
2nd |
10th |
3 |
5 |
2 |
2nd |
11th |
3 |
6 |
2 |
2nd |
12th |
3 |
6 |
2 |
2nd |
13th |
3 |
7 |
2 |
3rd |
14th |
3 |
7 |
2 |
3rd |
16th |
3 |
8 |
2 |
3rd |
17th |
3 |
9 |
2 |
3rd |
18th |
3 |
9 |
2 |
3rd |
19th |
3 |
10 |
2 |
4th |
20th |
3 |
11 |
2 |
4th |
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.
Spy
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
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
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
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
LEVEL | PROFICIENCY BONUS | FEATURES | RITUAL LEVEL |
---|
1st | +2 | Expertise, Ritualist | 1st |
2nd | +2 | Myths and Legends, Rushed Incantation | 1st |
3rd | +2 | Occult Specialization | 2nd |
4th | +2 | Ability Score Improvement | 2nd |
5th | +3 | Exploit Vulnerability | 3rd |
6th | +3 | Expertise, Occult Specialization feature | 3rd |
7th | +3 | Opportunistic Piety | 4th |
8th | +3 | Ability Score Improvement | 4th |
9th | +4 | Supernatural Resolve | 5th |
10th | +4 | Occult Specialization feature | 5th |
11th | +4 | Finisher | 6th |
12th | +4 | Ability Score Improvement | 6th |
13th | +5 | Enigma Arcane | 6th |
14th | +5 | Occult Specialization feature | 6th |
15th | +5 | Enigma Arcane improvement | 6th |
16th | +5 | Ability Score Improvement | 6th |
17th | +6 | Enigma Arcane improvement | 6th |
18th | +6 | Exorcist | 6th |
19th | +6 | Ability Score Improvement | 6th |
20th | +6 | Spellbinder | 6th |