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About this mod

An adaptation of the Investigator by Mage Hand Press. Armed with their wits and a variety of occult trinkets and rituals, Investigators are paranormal sleuths doing what they can to guard the Realms from undead, fiends and other otherworldly threats.

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Fiends, vampire lords, lands plagued by the undead -- the Realms are anything but peaceful. But though the night rests uneasy, fear not: you have your wit, your skill, and your grimoire full of black magic. Keep your eye on the shadows, hunt that which lurks in the dark, and maybe the world will get to rise to another day.

This is an adaptation of Mage Hand Press's Investigator class, covering levels 1-12. Rudimentary levels for 13-20 are included, but these mostly lack features. Otherwise, however, the class should be functional. Eight subclasses are available: the Detective, the Exterminator, the Occultist, the Antiquarian, the Infernal Agent, the Inquisitor, the Medium, and the Spy.

The main file uses 5e Spells. A version without this dependency is available, but will lack any spells added by 5e Spells.


What is an Investigator?

A bit Van Helsing, a bit John Constantine. Investigators are paranormal detectives, dedicating their lives to fighting the supernatural and guarding the borders of this plane. They have roguish elements, but also have a strong focus on mastering Ritual Magic. They lack spell slots, but have access to every ritual and can cast certain spells as if they were one. Their Rushed Incantation feature allows them to cast rituals mid-combat as bonus actions, though how many times they can do this per Short Rest depends on their Intelligence.

Their odd Trinkets, relics and tidbits picked up over their adventures, give them limited access to other spells and supernatural effects, though what trinkets they have depends on subclass.

  • Antiquarians horde a variety of particularly powerful trinkets with more powerful spells. Their trinkets use Actions instead of Bonus Actions, unlike the others.
  • Detectives get Misty Step and Knock, meaning there's very little space they can't get into. Their keen mind means very few lies escape their Insight.
  • Exterminators use their trinkets to dish up extra damage and help them in combat. Their silvered weapons can keep foes from healing.
  • Mediums use their trinkets to mix between this world and the Etheral Plane. With one foot in life and one in the grave, the dead guide their hand (and their rolls).
  • Infernal Agents use their trinkets to tap into fiendish magic. Their infernal patron gives them limited access to spells like Burning Hands and Hellish Rebuke... along with a few dirty tricks of their own.
  • Inquisitors can use their trinkets to throw in a bit of extra healing magic, and a bit of smiting on the side.
  • Spies are social butterflies, excellent at disguises and deception. But be careful not to let them get the drop on you, because a Surprised foe won't last long.
  • Occultists largely forgo trinkets entirely! Instead they dabble in dark magic, grabbing a limited amount of Warlock spells and spell slots.


Features by level

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Investigators learn a ritual every level, gradually learning more powerful 6th-level rituals at level 11. They choose a subclass at level 3, and gain additional subclass features at levels 6 and 10.

Proficiencies, Starting Saves and So On
  • HP per Level: 5
  • Saves: Dexterity and Intelligence
  • Armour: Light Armour
  • Weapons: Simple Weapons, Hand Crossbows, Heavy Crossbows, Longswords, Rapiers, Shortswords

Level 1
  • Grimoire: You have access to a Grimoire of spells, which starts with four Rituals.
  • Bonus Rituals: You can treat certain spells, such as Knock and Heroism, as if they were rituals, casting them freely when out of combat.
  • Expertise: You gain Expertise in two skills you're proficient with.

Level 2
  • Rushed Incantation: You can expend a Rushed Incantation Charge to cast a ritual mid-combat as a bonus action. Your charges depend on your level and Intelligence modifier.
  • Myths and Legends: You have Advantage on Arcana checks.
  • Favoured Haunts: Choose whether to be considered a Rogue, Ranger, Wizard or Paladin for dialogue purposes.

Level 3
  • Trinkets: You have a handful of trinkets, depending on subclass. At this level, you can only use one trinket once per short rest, although you'll gain more Trinket Chages at certain levels.

Level 5
  • Exploit Weakness: Once per turn, you can make a weapon attack ignore damage resistance and deal an extra 2d8 damage.

Level 6
  • Expertise (again): You gain Expertise in another two skills you're proficient with.

Level 7
You can use one of the following Opportunistic Piety features once per Short Rest:

  • Banish: You attempt to temporarily Banish a foe. When successful, Fiends, Fey and Undead will take 10 damage after returning to the Material Plane.
  • Miracle Healing: You expend an action healing an ally for twice your Investigator level.
  • Warding: Trace a holy symbol around a creature. For 10 turns, Aberrations, Celestials, Fey, Fiends, and Undead that hit it with a melee attack will take 1d12 Radiant damage.

Level 9
  • Supernatural Resolve: You have resistance to Necrotic and Psychic damage. You also become immune to Charm and Possession effects.

Level 11
  • Finisher: Once per turn when you take the Attack action, you deal an extra 2d8 damage. If your target has less than half its HP, that damage increases to 4d8.


Subclasses:

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Antiquarian
  • Level 3: You can use your trinkets to cast Ray of Enfeeblement, Scorching Ray, Blur, Mirror Image, Cure Wounds and Inflict Wounds as actions. Cure and Inflict Wounds will be upcast as you level up.
  • Level 6: You have an array of relics that can be used to, once per short rest, cast one of Fireball, Lightning Bolt, Animate Skeleton, Animate Zombie, Revivify or Counterspell.
  • Level 10: You have an extradimensional vault of collected magical items. Once per long rest, you can retrieve one of: the Cloak of the Bat, the Gaunlets of Ogre Strength, or a Ring of Regeneration.

Detective
  • Level 3: You gain Expertise in Investigation, and can use your trinkets to cast Knock, Invisibility and Misty Step.
  • Level 6: As a bonus action you can mark an enemy, predicting their next moves. You can either give your next attack roll against them a 1d4 bonus, or give their next attack against you a 1d4 penalty.
  • Level 10: You have advantage on all Insight checks.

Exterminator
  • Level 3: You're proficient with Martial Weapons and Medium Armour.  You can use your trinkets to cast Magic Weapon, give yourself resistance to a specific damage type, or deal an extra 2d8 poison damage on a hit.
  • Level 6: After taking the Attack action, you can make another attack as a bonus action. You can only do this [Int mod] times per short rest.
  • Level 10: After being hit with one of your weapons, a creature cannot regain hitpoints until the start of your next turn.

Infernal Agent
  • Level 3: Your trinkets allow you to see through darkness, deal extra damage against celestials and fiends, and deal 2d6 Fire damage when melee attacked for a turn. You have access to an array of "Sinister Spells": Burning Hands, Charm Person, Hellish Rebuke and Inflict Wounds. You can cast a Sinister Spell twice per long rest, and these spells are upcast based on your class level.
  • Level 6: Once per turn, you deal an extra 2d6 damage if you have advantage against someone.
  • Level 10: You can expend a Rushed Incantation Charge to blind an enemy as a bonus action.

Inquisitor
  • Level 3: You gain proficiency with Medium Armour and Expertise with Religion. You can use your trinkets to create three flasks of Holy Water, or to cast Lesser Restoration or Detect Thoughts.
  • Level 6: Once per turn, you can deal an extra 1d6 radiant damage when you hit with a weapon attack.
  • Level 10: You can use Opportunistic Piety three times per short rest instead of once.

Medium
  • Level 3: You have two Portent Dice. You can Speak With Dead freely, and use your trinkets to step into the Ethereal Plane or cast See Invisibility.
  • Level 6: Once per short rest, you can reroll a miss.
  • Level 10: Corpses with unique dialogue always glow green, regardless of if you've already cast Speak With Dead.

Occultist
  • Level 3: You have access to some Warlock cantrips and spells. You gradually learn more spells, but you'll never have more than two Warlock spell slots.
  • Level 6: Instead of dealing damage when using Exploit Weakness, you can cast a cantrip as a bonus action.
  • Level 10: See Invisibility is always active.

Spy
  • Level 3: You have a Disguise Kit and gain Expertise in Deception. You can use your trinkets to turn Invisible for a turn or cast Charm Person.
  • Level 6: You deal critical hits against Surprised foes and regain your Action at the start of combat, much like an Assassin.
  • Level 10: You cannot roll lower than 8 on a Deception check. Additionally, you can disguise your teammates as well as yourself, mimicking Seeming.



Investigator spells

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Investigators can learn any ritual spell. In addition, they can pick up the following spells and can cast them as rituals:

  • Detect Evil and Good
  • Heroism
  • Arcane Lock
  • Knock
  • See Invisibility
  • Fly

They learn the following new spells:

  • Transient Bulwark (1st level spell): You gain +10 AC until you're next attacked.
  • Curse Ward (2nd level spell): You ward a creature, giving them resistance to Necrotic damage and immunity to curses or possession.
  • After Image (3rd level spell): Summon an illusory duplicate. When you are hit, a coin is flipped; if it lands heads, your duplicate takes the hit and vanishes until your next turn.
  • Invisibility Purge (4th level spell): You rob any nearby creatures of the ability to turn Invisible, and remove Invisibility if they already have it.



Multiclassing notes

Spells learnt as an Investigator can only be cast as Rituals, and progressing as an Investigator will not improve your spell slots. However, they are able to treat Investigator spells learnt from other classes as Rituals, provided they're of a ritual level they can learn.

For instance, if you learn Heroism and Knock as a Bard and then take an Investigator level, you'll be able to cast the former as a ritual. However, you won't be able to use Knock as one without investing more heavily into Investigator.


Credits

As mentioned, this class and the spells it adds are based on homebrew released by Mage Hand Press, available from them online or in Valda's Spire of Secrets and their Complete Investigator. Mage Hand have publically given permission for Baldur's Gate 3 mods based on their classes to be made, on their Discord.

The class icon currently used and the icon for the Detective subclass are also artwork taken from them, used with permission. Any other art was hastily drawn by me so there wouldn't be a blank space.