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Keen Tracker: Advantage on Investigation & Insight checks when tracking a suspect.
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Street Smarts: Knows where to gather information in urban areas.
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Chase Specialist: If an enemy flees, he can use his reaction to move 10 feet immediately.
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Arcane Flashlight (Telescope + Continual Flame): A modified brass telescope that projects a steady magical light creating bright light in a 20ft cone, useful for searching crime scenes or blinding criminals in dark alleys. The Flashlight can be used in one of the following ways with an Action:
- Shining the light at a creature that can see causes the creature to make a DC 14 Con Save or be blinded until the end of your next turn.\
- The Flashlight can cast Identify, Detect Magic, Locate Object, and See Invisibility. Each can be used once per long rest.
- Metamagics
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Extended Spell (Cost: 1 Sorcery Point)
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
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Quickened Spell (Cost: 2 Sorcery Points)
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
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Subtle Spell (Cost: 1 Sorcery Point)
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
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Cantrips: Message, Mage Hand, Fire Bolt, Minor Illusion
1st Level (4 slots): Shield, Mage Armor, Detect Magic, Disguise Self, Identify
2nd Level (3 slots): Hold Person, Suggestion, Misty Step, Knock
3rd Level (3 slots): Counterspell, Haste (for enhanced speed in chases)
4th Level (2 slots): Greater Invisibility Dimension Door
Hand Crossbow – Range 30/120 ft., +6 to hit, 1d6+2 piercing damage.
Echo of Pursuit (1/per day or 2 Sorcerer Points) -
You make a ranged attack with your hand crossbow. On a hit, the bolt deals 1d6+2 + 1d6 force damage and pierces the target.
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If there's another creature within a 20 ft. straight line behind the first, the bolt continues and you make a separate attack roll against that second creature.
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Immediately after the first hit, you teleport to the space where the bolt lands (either the first or second creature struck, or the furthest it travels if it misses). This teleportation does not provoke opportunity attacks.
- Upon arrival, you may immediately make a second hand crossbow attack as part of the same action
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Bastion of Law (Sorcery Points): Grants up to 8d8 temporary hit points to an ally.
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Restore Balance (4/Long Rest): Can negate advantage/disadvantage.
Description
A sharp-dressed young man in a well-tailored coat, his keen eyes constantly scanning for the truth. His quick tongue and quicker hands make him a formidable investigator. He is known for his unwavering sense of justice, though he isn’t afraid to bend the rules when necessary.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/13/2025 4:22:20 PM
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3
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2
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Coming Soon
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