Base Class: Ranger
Emulating the Tinfoil Hunter archetype means accepting your place as a follower of The Grumble Volcano. As you walk the Tinfoil Hunter’s path, you will learn specialised techniques that are found uniquely on the Prime in order to prepare you for the most holy of honours. That of the Tinfoil Knight. The path towards this most prestigious Knighthood will be fraught with many dangers, including that of uncooked spaghetti, frantic Wiki searching, and the ever elusive White Whale. To truly succeed in your journey, you must learn not only the accuracy that comes with being a Tinfoiler, but the speed in which The Grumble Volcano is infamous for. Good luck and remember, all uncooked spaghetti is still spaghetti.
Tinfoil Hat
At 3rd level, you are granted a Tinfoil Hat to symbolise your dedication to the path of the Tinfoil Hunter. Whether this hat was made by you or was granted by another is your choice entirely, but know that once the Tinfoil Hat is placed upon you, it can never come off. Not truly. While physically wearing the Tinfoil Hat, you have resistance to psychic damage and advantage on all History checks.
Pin It
At 7th level, you have learned techniques to manifest the art of pinning information, but not quite up to the speed of The Grumble Volcano. That level of speed can never be reached and it would be a fools errand to try.
As an action, you can choose to pin a scrap of information that you have seen or heard and file it away for others to see. Whether this manifests physicaly or mentally is up to you. While you have information pinned in this way, any creature of your choice within 5 feet of you may search through your pinned information and recall it perfectly, as if they witnessed it themselves. There is no limit to the amount of information you can have pinned at once, but the more you have, the longer it takes to search through. (Time taken is up to the DM's discretion).
The Grumble Volcano's Communion
At 11th level, you have managed to impress The Grumble Volcano with your Tinfoil ability thus far. You may have even managed to make a correct prediction (though not to the impossible level of the all powerful Hera(ld)). As a result, you gain the ability to cast commune once per long rest, without spending a spell slot. When you do so, you ask all three of your questions one after the other and are not limited to questions that can be answered with a yes or no. However, the answers you recieve may come at a later time of the DM's choosing.
The White Whale
By 15th level, several of your Tinfoil theories and hunts of kooky characters may have been seen and gone, but there is still that one that aludes you. The one that got away. The White Whale.
When you reach this level, you choose one creature you have seen before to be designated as your White Whale. This creature must have been witnessed by you a significant amount of time in the past. Work with your DM to decide if enough time has passed to be appropriate. Once every 10 days, you may choose to change your designated White Whale, as long as the above conditions have been met.
For as long as you have a White Whale designated, you have advantage on all ability checks in relation to them, at the DM's discretion. Additionally, you have advantage on all attack rolls and saving throws against your designated White Whale whenever you may come across them again.
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