Ranger
Base Class: Ranger

The Cobalt Inquisitors are a secret division within the Cobalt Soul. The ranks of the Inquisitors are comprised of those members of the Cobalt Soul who possess an aptitude for magic. While Inquisitors receive less training in the martial arts and espionage than the Expositors they make up for it with more advanced weapons and armor and their magic. 

The Inquisitors are deployed to handle situations the Cobalt Soul can't be connected to. As such outside of the archives Inquisitors don't wear the vestments of the Cobalt Soul and only carry a small easily destroyed emblem if they carry any identifiable symbol. 

Inquisitor Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Inquisitor Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Inquisitor Spells

Ranger Level Spell
3rd disguise self
5th find steed
9th sending
13th greater invisibility
17th modify memory

Ambush Training

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.

Inquisitor's Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Extort Truth

Starting at 7th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can force it to make a Charisma saving throw (up to 3 times per long rest). On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.

Anti-Magic Defense

At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Mystical Dodge

Starting at 15th level, your specialized training and magic allows you to avoid even the most dangerous attacks. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

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