Ranger - Inquirer Conclave

by Mozziconi

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Inquirer Conclave

What cannot be defeated must be understood. Only then can you truly kill the unkillable. The Inquirer Conclave are the investigators and detectives of the magical world, honing their ability to track, understand, and ultimately defeat those who would perform wicked and unspeakable deeds. Mostly for hire by coin, members of this conclave are most likened to scam artists who snatch your coin at a higher price than adventurers of other skill sets. But make no mistake. The skills of these rare few are rarely inadequate for the task.

Inquirer Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Inquirer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd Detect Evil and Good
5th See Invisibility
9th Clairvoyance
13th Arcane Eye
17th Scrying

Eye for Detail

At 3rd level, you have gained a knack for investigating scenes, creatures, and tomes that could potentially grant you information. You gain proficiency in two of the following skills: Arcana, History, Investigation, or Religion. Your proficiency bonus is doubled for any checks made using the chosen skills.

If It Bleeds

At 3rd level, your knowledge of the world lends itself to greater ease in slaying its denizens. As a bonus action on your turn, you can force a creature you can see within 120 feet of you to make a Charisma saving throw against your ranger spell save DC. On a failed save, the next successful attack made by you against the creature within the next minute deals an additional 1d8 damage of a type dealt by the triggering attack.

Once you have used this feature against a creature, you cannot use it against the same creature for the next 24 hours.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Checking Corners

At 7th level, your keen senses lend themselves to your ever vigilant nature. You cannot be surprised, and gain advantage on Wisdom (Perception) checks made to keep watch over a period of 1 hour or longer.

Dark Sense

At 11th level, your garnished expertise in the dark corners of the world have given you the learned ability to sniff out your quandaries. You gain the ability to use your action to sense living creatures out to a range of 600 feet. The feature can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Inquire of Reality

At 15th level, you have understood that some creatures cannot be felled by normal means, and thus will normal means of investigation fail you. You may spend 10 minutes as part of a ritual to understand a creature you intend to hunt. You must speak the creatures name, burn specific rare herbs that come to a total value of 500gp, and must also possess one item of significance or piece of your mark (lock of hair, important picture, significant jewelry, etc).

At the end of the ritual, you learn one of the following subsets of information. Once you have used this feature against a creature, you can never do so against the same creature again.

  • Damage and Condition Resistances, Immunities, and Vulnerabilities
  • Armor Class, Saving Throws, Hit Points, and passive abilities
  • Actions, Legendary Actions, and Reactions

Once you have used this feature, you cannot do so again until you finish a long rest.

Credits

Art

Document & Thumbnail Art by Chimera1993

Thumbnail Art by charro-art

Author

This document was made by Mozziconi, a homebrewer for Dungeons and Dragons 5th edition and a budding Twitch streamer. He can be found at the following links.

All of Mozziconi's documents can be found for free on his Patreon.

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