Base Class: Artificer
Inquisitors have boundless curiosity which they use to enhance their investigative and deduction skills. To them, knowledge is the key to overcoming any challenge - both in and out of battle. They use their tools to support and inform their allies, and to exploit enemy weaknesses.
Level 3: Level 3: Tools of the Trade
You gain the following benefits.
Tool Proficiency. You gain proficiency with Glassblower's Tools and Navigator's Tools. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).
Glass Crafting. When you craft magnifying glasses or glass bottles using the crafting rules in the Player's Handbook, the amount of time required to craft them while holding the Glassblower's Tools is halved.
Level 3: Level 3: Inquisitor Spells
When you reach an Artificer level specified in the Inquisitor Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Comprehend Languages, Hunter's Mark |
| 5 | Moonbeam, Spider Climb |
| 9 | Gaseous Form, Speak with Dead |
| 13 | Arcane Eye, Phantasmal Killer |
| 17 | Commune with Nature, Contagion |
Level 3: Level 3: Inquisitive's Eyepiece
Create Eyepiece. After a Long Rest while holding Glassblower’s Tools, you can create a number of Magical Eyepieces by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum two creatures). Each target receives a Magical Eyepiece which has a magical connection to all other eyepieces but are mundane to all others. The Eyepieces last until you die or until you use this feature again, at which point any existing eyepieces created by this feature immediately vanish.
While wearing the Eyepiece a target gains the following benefits.
Message. The target knows the Message cantrip, and can cast it without Somatic or Material components, but is only able to communicate with other targets wearing a Magical Eyepiece.
Positioning. The target knows the location of all other Eyepieces that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect’s target, an Eyepiece wearer can target another Eyepiece wearer regardless of sight or cover, so long as the other Eyepiece wearer is still within the effect’s range.
Battle Focus. The Eyepiece allows you to focus your sights onto your opponent. When you fail an Attack roll or Saving Throw, you can roll one of your unexpended Hit Dice and add the total rolled to your attack roll or save, potentially turning the failure into a success. The rolled Hit Dice is then expended.
Once you use this benefit, you can’t use it again until you finish a Short Rest or Long Rest.
Level 3: Level 3: Observant
Different Perspective. While within 100 feet of you, you can take a Bonus Action to see and hear through a willing target's Eyepiece up to 60 feet. Any special senses you may have do not transfer through the Eyepiece, but you may benefit from any special senses the wearer has.
Expert Advice. While looking through another Eyepiece you can grant a bonus to any skill checks to the wearer equal to your Intelligence modifier. You can use this feature a number of times equal to your Proficiency bonus.
Strategic Strike. Use your Intelligence modifier for your melee attack modifier.
Blindsight. You have Blindsight to 10 feet.
Level 5: Level 5: Deductive
Aware. While wearing the Magic Eyepiece you have Advantage on Intelligence (Investigation) and Wisdom (Perception) checks.
Learned. Your studies have paid off. You gain Proficiency in two additional skills of your choosing.
Increased Blindsight. Your Blindsight increases to 30 feet.
Level 9: Level 9: Heightened Deduction
Expertise. Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Greater Blindsight. Your Blindsight increases to 60 feet.
Eye for Weakness. When an ally within 10 feet of you is attacked, on your next turn your next Attack has Advantage against the attacker.
Level 15: Omniscient
Confident Caster. Your studious nature steels your Arcane knowledge. Choose one of your prepared spells of Level 2 of lower which requires Concentration. Taking Damage does not cause you to break Concentration for that spell.
Whenever you finish a Long Rest, you can change the spell that is enhanced by this feature.
Psychometry. Your knowledge of the Arcane allows you to temporarily awaken mundane objects involved in a significant event. Once per day, while standing in the area of a significant event (such as the location of the creation of a conspiracy, or the scene of a crime), you touch one mundane item you have reason to believe was involved in the event in some way. The target gains an Intelligence of 10 and the ability to communicate with you telepathically for up to 10 minutes. Until the spell ends, you can ask the item up to five questions. The more information you already know about the event, the more precise and detailed the item's responses are. That information is always accurate but are usually brief, cryptic, or repetitive. You are not bestowing life into the object, and it cannot learn new skills or speculate about future events.
If the item you target was not involved in the event, the ability fails and cannot be re-cast until the next dawn.
You are granted one additional use of this ability per day at level 18.
Truesight. You gain Truesight to 15 feet.
Level 15: Level 15: Upgraded Eyepiece
Magic Eyepieces gain the following benefits.
Distorted Vision. Anyone wearing an Eyepiece can take a Magic Action which causes the Eyepiece to emit an aura blurring the area around them for up to 10 minutes. The wearer gains Half-Cover for the duration. Once you use this benefit, you can’t use it again until you finish a Long Rest.
Focused Strike. When successfully hit a target with your Battle Focus ability, you can also add the Hit Dice result to the damage you inflict. This additional damage can be Force or Psychic damage (your choice).
You can now use this benefit twice per Short Rest or Long Rest.
Hive Mind. When at least one other Eyepiece is being worn, you can choose one tool proficiency or skill that you lack and gain it. You lose this Proficiency when you select a different one when you finish a Short Rest or Long Rest.
Previous Versions
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