Base Class: Bard
This college is used to deduct and see reasoning rather flamboyantly but with still a discerning eye.
Keen Eye
Keen Eye
3rd-level Private Eye feature
You are a wellspring of inspiring charm with a keen eye for the details in life. Unlike the more roguish types, subterfuge isn't your style. You have a certain air about you that both entices and demands attention from others. Channeling into your inner spark is represented by your Charm dice, each of which are a d6. You have a number of these dice equal to your charisma mod multiplied by your proficiency bonus, and they fuel the various abilities you have, which are detailed below.
Using your spark expends a Charm die, as specified in their description, and you can’t use a spark ability if it requires you to use a die when your dice are all expended. You regain all your expended Charm dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Charm die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Charm dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Charm dice.
Entangling Words. As a reaction when an enemy attempts to hit you, you expend a charm die, weaving a series of distracting words at them. Their attack on you has disadvantage.
Inspiring Leader. When you use the fighter feature second wind you may expend a charm die to give your friends a charming boost as well. They heal the number rolled on the charm die + your charisma modifier.
Charismatic Pull. As a bonus action, expend a Charm die to either taunt or fluster a target that can see and hear you. If taunting an opponent they must pass a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. If they fail they must use their next action to move closer and attack you. If flustering a target the same rules apply, if they fail the saving throw the target has disadvantage on speech checks as they try and string words together. This ability persists for 1 minute or 10 rounds.
Detective spells for the college
These spells are always prepared and don't count against your bard spells known and this subclasses spellcasting modifier is wisdom
Magite Inquisitor Spells
Spell Level Spells
1st Comprehend Languages, Shield, Identify
2nd Detect Thoughts, Zone of Truth, Locate Object
3rd ]Recall History, Counterspell
4th Dimension Door, Greater Invisibility, Locate Creature
Insightful Wit
You gain expertise in investigation, perception, and insight.
Sharper Edge
Sharper Edge
6th level Great Detective feature
You have mastered new ways to use your charming abilities, detailed below.
Concerning Eye. As a bonus action, you study the mannerisms and movements of the foe before you, pulling all your knowledge to the forefront of your mind. Expending a charm die you become aware of any resistances, vulnerabilities, or immunities the creature may have. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a charm die to take it again.
Precision Hit. When making an attack roll you may expend a number of charm die you deem fit. This die may be expended before or after you know you've hit. The damage is equal to the numbers rolled on your charm die + your charisma modifier. Once you use this feature , you can’t do so again until you finish a short or long rest, unless you expend a charm die to take it again.
Conman's Gaze
6th-level Great Detective feature
You know when you're being pulled along and can see people's moves before they show their hand. You become resistant to the wills of others, having advantage on charisma and wisdom saving throws and the stunned and charmed conditions. If by chance you become charmed, or stunned, you may expend a charm die to end the effect on you.
Willingly Charming
14th level Great Detective feature
When you make an ability check you may expend a Charm die and add the number rolled to your check. You may use this feature a number of times equal to your charisma modifier per long rest. You regain all expended uses after a long rest.
Grantful Eye
18th-level Private Eye feature
Your ability to discern the world around has made your senses keener. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
You can cast the true seeing spell, requiring no components, and your spellcasting ability for the spell is Charisma.
Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Charm die to cast it again.
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