Rogue
Base Class: Rogue

Paranormal Investigators use devices, spells, and knowledge to find, protect from, and dismiss ghosts, spirits, and other beings that haunt the living.

Spirit Historian

Paranormal Investigators must know the nature the beings they hunt. 
Starting at 3rd level, you roll with advantage on Intelligence ability checks made to discern facts and characteristics about Undead and any other creature the DM deems to be in your interest, paranormally speaking.

Preparing and Casting Spells

As a person well studied in handling paranormal entities and events, you've learned spells that help you discern and protect yourself and others from these creatures.

Beginning at 3rd level, you can prepare and cast spells of the Divination and Abjuration schools from the Wizard and Cleric spell lists. After each long rest, you can prepare a list of spells of levels you are able to cast equal to your proficiency bonus plus your Intelligence modifier. 

Ghost Slayer

At 9th level, you’ve grown familiar to the vulnerabilities of supernatural beings. When you target an Undead or other supernatural creature with your Sneak Attack, you deal an additional 1d6 radiant damage. This additional damage ignores resistance and immunity to radiant damage.

The additional damage increases to 2d6 at level 13, and 3d6 at level 17.

Sheltered From Phantoms

At 13th level, your expertise in dealing with spirits has granted you preternatural awareness and control with near supernatural beings. You always know if there are Undead or other DM specified paranormal creatures within 30 feet of you, though you don't know their exact location. You also become immune to fear, and cannot be possessed. 

Phantom Menace

At 17th level, you’ve been spending your life studying the paranormal, you can now communicate seamlessly with paranormal entities. How willingly they communicate and how much information they may give is still up to the DM, but rest assured, they can hear you.

Supernatural Guidance

At 17th level, you are able to pull favors from beyond the veil. When you roll an attack roll, ability check, or saving throw, you can call on the help of a nearby benevolent spirit. You can reroll the d20, and must take the new roll. Advantage and Disadvantage do not apply to the new roll. You can use this ability a number of times equal to half your proficiency bonus per long rest.

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