Base Class: Artificer
With the recent instability in the weave and, in certain areas, reality itself, Arcane Investigators have gained new insight and understanding in natural and magical law. Arcane Investigators take advantage of this instability to probe the world around them and gain abilities and insights others only dream of. With this rare combination of determination and ability, some Arcane Investigators have chosen the path of law enforcement and crime prevention. Others chose the adventuring life, continually pushing the boundaries of what is known, and what can be discovered, about their strange, ever-evolving world.
Investigative Gaze
Beginning at 3rd level, your specialised tools grant you a heightened ability to distinguish the magical world form the physical world. You gain proficiency in the Investigation skill, or expertise in it if you were already proficient. You also gain advantage on checks made to determine if a creature or object has been concealed or changed by Illusion magic.
As an action, you can cast the True Seeing spell on yourself, without any verbal or material components. When cast this way, the duration lasts for 1 minute, up to a range of 30ft. Moving more than 10ft per round, or taking damage while under this spells effect, causes the spell to end prematurely. You can only use this ability once per long rest.
Arcane Investigator Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Investigator Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
3rd Level - Detect Magic, Comprehend Languages
5th Level - Zone of Truth, Detect Thoughts
9th Level - Nondetection, Intellect Fortress
13th Level - Arcane Eye, Locate Creature
17th Level - Legend Lore, Telepathic Bond
Deductive Bond
Beginning at 5th level, as a bonus action, you can expend a spell slot of any level and create a momentary magical bond between yourself and a creature you can see within 60ft. That creature must make a Constitution saving throw. On a failed save, you learn the Damage Resistances and Damage Immunities of that creature. You can then choose one of the revealed damage types: You become resistant to that damage type for 1 minute, or until the target creature dies.
You can use this ability a number of times equal to your proficiency bonus, per short or long rest.
Insightful Bond
Beginning at 9th level, your ability to determine the true character of someone through the imprint they leave in the world and the weave. You gain proficiency in Insight checks, or expertise if you are already proficient.
In addition to this, as a Reaction, whenever a creature you can see makes an attack action or casts a spell, you can expend a spell slot of any level to create a temporary bond between your mind and theirs through the weave. The target creature must make a Wisdom saving throw. On a successful save, the target knows you have attempted to link your mind with theirs, and this ability ends. On a failed save, apply one of the following effects:
- You learn the alignment of the target creature.
- If the target has the Spellcasting or Pact Magic features, you learn three random spells on that creatures spell list.
- You learn if the creature is friendly, indifferent, or hostile towards you.
- You learn whether a creature is in possession of an object they wish to hide (but not what the object is).
- You learn whether the creature is keeping a secret from you (but not what the secret is).
If a creature willingly holds, wears, or attunes to an item created or altered by your Artificer Infusions ability, the creature targeted by Insightful Bond this way automatically fails their Wisdom saving throw, and targeting that creature with Insightful Bond does not consume a spell slot.
You can only use this ability once per short or long rest. This ability fails if the target creature has an Intelligence of 5 or lower.
Aura of Truth
Beginning at 15th level, your tinkering now stretches to include the weave itself. You have advantage on saving throws against magic or effects that would alter your memories.
As an action, you can expend a spell slot of any level to manipulate the weave around you to create an invisible Aura of Truth, in a 20ft radius, centered on yourself. A creature that enters the arua's area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, the creature's lies become obvious to you while in the radius. You know whether each creature succeeds or fails on its saving throw. A creature that succeeds the saving throw also becomes aware of the aura of truth. If a creature attempts to speak a deliberate lie within the radius, to you, their voice becomes scratchy and strained while still attempting to speak the lie. The liar is unaware of this effect.
Your aura of truth lasts for 1 hour. You can only use Aura of Truth once per short or long rest.
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