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Published by alexord105, 2022-11-14 14:12:32

Complete Investigator

Complete Investigator 1.0

Keywords: Complete Investigator,Investigator,Mage Hand Press,DnD,D&D,5e,DnD Class,D&D Class,Class

Complete
Investigator

Mage Hand Press

Credits

Lead Designer Michael Holik
Additional Design Justin Forkner, Jaron

Mortimer, Alexander Biinns
Editor Michael Holik
Cover Illustrator Moniek Schilder
Graphic Designer Michael Holik
Interior Illustrations Lucas Ferreira CM,

Martin Kirby, Moniek Schilder

On the Cover

Moniek Schilder depicts a fearless (or perhaps
clueless) investigator plunging into the depths of a
ancient temple to meet a myriad of supernatural foes.

Disclaimer: Contains no information of vests or gators,
nor gators in vests. We also don’t reccomend investing in
gators. However, it might be worth investigating vests and
gators, or gators in vests.
Mage Hand Press, and their associated logos are
trademarks of Mage Hand Press LLC
© 2019 Mage Hand Press LLC. All Rights Reserved.
Printed in the USA
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage
Hand Press game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section
1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.
Complete Investigator is published by Mage Hand Press LLC under the Open Game License version 1.0a.
Copyright 2019 Mage Hand Press LLC. All Rights Reserved
MAGE HAND PRESS
855 E Ash Ln #903 Euless, TX 76039
www.magehandpress.com

Table of Contents

Chapter 1: Investigator...................................................................................................................... 1
Class Features...................................................................................................................................... 2
Antiquarian.......................................................................................................................................... 5
Archivist ............................................................................................................................................... 6
Conspiracy Theorist........................................................................................................................... 7
Containment Specialist ..................................................................................................................... 7
Detective............................................................................................................................................... 8
Exterminator........................................................................................................................................ 9
Infernal Agent..................................................................................................................................... 9
Inquisitor........................................................................................................................................... 10
Kid Sleuth........................................................................................................................................... 11
Medium ............................................................................................................................................... 12
Occultist............................................................................................................................................. 13
Spy......................................................................................................................................................... 14
Time Operative.................................................................................................................................... 14
Chapter 2: Spells ............................................................................................................................... 15
Truename Spells................................................................................................................................. 15
Spell Lists............................................................................................................................................ 15
New Spells........................................................................................................................................... 16

Chapter 1: Investigator

A collage of diagrams, maps, and small items litters
the wall, pinned with nails and connected by a
spiderweb of colorful strings. An elf stands nearby,
contemplating the mystery splayed out in front of her
and readying her crossbow for work.

A half-orc wearing a wide-brimmed hat leafs
through a thick tome, double-checking the
preparations: a sturdy net trap, holy symbols on the
doors, cloves of garlic, and several dozen wooden
stakes. The preparations made, the half-orc slinks into
the shadows and readies himself for the bloodshed.

Hastily tracing symbols in chalk, a human wearing
a long coat whirls about in a wide arc, completing a
rough magic circle in mere seconds. A monstrously fat
demon, blood dripping with its drool, lunges at him,
but instead impacts off an invisible magical barrier, a
cylinder raised from the circle’s edge. The fiend howls
with rage, and the inquisitor breathes a sigh of relief.

Supernatural detectives and monster slayers,
investigators are always on the hunt for malevolent
outsiders. Whenever evil seeps into the world—be it
fiends, undead, or strange abominations from beyond
the stars—investigators will be the first to locate them
and banish their foul corruption from the mortal
plane.

Paranormal Investigators

There are forces more ancient than time, foes more
sinister than the foulest men, and beings more titanic
than gods. The world stands at a precipice of woe and
terror, being threatened nightly by dark agents and
hordes of monsters. At risk to their own lives and
sanities, investigators penetrate the evil that creeps
in the shadows and banish it from the world. Their
battles are never-ending, for victory only delays
doomsday another night.

Investigators track supernatural threats ranging
from incorporeal spirits, to nefarious vampires and
lycanthropes, to incursions of demons and devils.
Often in their investigations, they often uncover
secret cults and maligned individuals who bring these
supernatural threats to bear. It is always their goal
to impede these evildoers by any means necessary,
resorting to trickery, guile, magic, and bloodshed
when necessary. To an investigator, no tactic is
unthinkable when the world is at stake.

Exorcists and Occultists

Even as they strive to contain its influence
from the world at large, investigators dabble
in forbidden magic to give themselves an
edge against supernatural threats. Prepared
investigators keep a well-stocked grimoire
of magical secrets, containing rituals,
incantations, notes on monsters’ powers

mage hand press 1: Investigator 1

The Investigator Ritual and weaknesses, recipes for poisons, and arcane
Level diagrams—everything needed to confront their
Proficiency 1st foes on an even footing. Even so, an investigator’s
Level Bonus Features 1st occupation is perilous. A grimoire might spell out a
vampire’s fear of sunlight and aversion to silver, but it
1st +2 Expertise, Ritualist 2nd does little to hinder their fangs.
2nd +2 Myths and Legends, 2nd
3rd Creating an Investigator
Rushed Incantation 3rd
3rd +2 Occult Specialization As you build your investigator, consider what sort of
4th +2 Ability Score Improvement 4th supernatural threat first drove you to investigating
5th +3 Exploit Vulnerability 4th and combating the occult. Did one of your family
6th +3 Expertise, Occult 5th members strike a bargain with a fiend? Were you
5th kidnapped by a cabal of vampires or a pack of
Specialization feature 6th lycanthropes? Did you stumble across evidence of an
7th +3 Opportunistic Piety 6th eldritch abomination, such as a Great Old One? The
8th +3 Ability Score Improvement 6th type of creature you first did battle with likely shaped
9th +4 Supernatural Resolve 6th your tools and methods later on.
10th +4 Occult Specialization feature 6th
11th +4 Finisher 6th Did you apprentice under a seasoned monster
12th +4 Ability Score Improvement 6th hunter, learning the ropes of tracking a threat,
13th +5 Enigma Arcane 6th uncovering its weaknesses, and setting a trap for it?
14th +5 Occult Specialization feature 6th Or did you strike out on your own, compiling your
15th +5 Enigma Arcane improvement 6th own grimoire from hard-earned research? Perhaps
16th +5 Ability Score Improvement you learned everything about monster hunting from
17th +6 Enigma Arcane improvement someone else’s grimoire, a masterwork containing
18th +6 Exorcist an abridged library of occult knowledge and a
19th +6 Ability Score Improvement lifetime of experience. It’s even possible that you
20th +6 Spellbinder signed a contract with a minor fiend and turned to
supernatural investigation in a last-ditch effort to save
your soul.

Quick Build
Follow these suggestions to build an investigator
quickly: Intelligence should be your highest ability
score, followed by Dexterity or Strength. Choose any
background. Then, select the rituals clue, comprehend
languages, detect magic, and transient bulwark to add
to your grimoire.

Class Features

As an investigator, you have the following class
features.

Hit Points
Hit Dice: 1d8 per investigator level

Hit Points at 1st Level: 8 + your
Constitution modifier

Hit Points at Higher Levels: 1d8 (or
5) + your Constitution modifier
per investigator level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand

crossbows, heavy crossbows,
longswords, rapiers, shortswords
Tools: One gaming set
Saving Throws: Intelligence, Dexterity

2

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Skills: Choose three from Arcana, Athletics, Investigator Rituals
Deception, History, Insight, Intimidation, Investigators can add the following spells
Investigation, Medicine, Nature, Perception, to their grimoires. Spells marked with an
Persuasion, Stealth, Sleight of Hand, and Religion asterisk (*) are new to this class and spells
marked with a dagger (†) are counted as
Equipment if they had the ritual tag. This list is not
You start with the following equipment, in addition to exclusive; if you use additional ritual spells
the equipment granted by your background: in your game that are not included on
• Leather armor this list, you can add these spells to your
• A dagger and (a) a spear or (b) any simple weapon grimoire and cast them as rituals.
• (a) a light crossbow and 20 bolts or (b) a hand
1st Level Silence
crossbow and 20 bolts Alarm Spider Climb †
• (a) dungeoneer’s pack or (b) one kit you’re Blood Print * Utter Appearance *†
Clue * Utter Energy *†
proficient with Comprehend Zone of Truth †
• A grimoire and a material component pouch
Languages 3rd Level
Expertise Consecrated Armor * After Image *†
Detect Evil and Good † Benign
At 1st level, choose two of your skill proficiencies; Detect Magic
your proficiency bonus is doubled for any ability Detect Poison and Dismemberment *
check you make that uses either of the chosen Clairvoyance †
proficiencies. Disease Discern Truename:
Disguise Self †
At 6th level, you can choose two more of your Discern Truename: Creature *
proficiencies to gain this benefit. Magic Circle †
Object * Fly †
Ritualist Find Familiar Meld into Stone
Floating Disk Phantom Steed
You maintain a grimoire brimming with magical Heroism † Remove Curse †
rituals, your most potent tools to defeat supernatural Identify Séance *
threats. Illusory Script Sending †
Memorize * Water Breathing
Grimoire Purify Food and Drink Water Walk
At 1st level, you have a grimoire containing four 1st- Rumor *
level spells of your choice that have the ritual tag from Speak with Animals 4th Level
any class’s spell list (the spells needn’t be from the Transient Bulwark†* Distort Gravity *
same list). You can’t cast spells in your grimoire except Unseen Servant Divination
as rituals, unless you’ve learned them by some other Utter Ego *† Locate Creature †
means. Utter Insight *† Private Sanctum †
Soul Bond *
Whenever you gain a level in this class, you can 2nd Level Utter Substance *†
add an additional ritual spell from the Investigator Animal Messenger
Rituals list to your grimoire at no cost. The Ritual Arcane Lock † 5th Level
Level column on the Investigator table shows the Arcanist’s Magic Commune
maximum spell level you can add to your grimoire. Commune with Nature
Aura † Discern Truename:
Additionally, whenever you find a ritual spell on Augury
your adventures, you can add it to your grimoire if Gentle Repose Location *
it is on the Investigator Rituals list of a level you can Knock † Dream †
add to your grimoire. For each level of the spell, the Locate Animals or Legend Lore †
transcription process takes 2 hours and costs 50 gp for Telepathic Bond
the rare inks needed to inscribe it. Plants
Locate Object † 6th Level
Bonus Rituals Magic Mouth Find the Path †
As an investigator, you can treat specific spells as if Nondescript *† Forbiddance
they had the ritual tag, allowing you to add them to Protect Threshold * Game of Fate *
your grimoire and cast them as rituals. These spells See Invisibility † Instant Summons
are listed on the Investigator Rituals table to the right.
spell refers to your spellcasting ability. In addition,
Spellcasting Ability when you cast an investigator ritual or a spell
Intelligence is your spellcasting ability for your ritual offered to you by a feature in this class, you use your
spells, since you master your spells through deduction Intelligence modifier when setting the saving throw
and cunning. You use your Intelligence whenever a DC and making an attack roll.

mage hand press 1: Investigator 3

Spell save DC = 8 + your proficiency bonus + and class features such as hunter’s mark, Sneak Attack,
your Intelligence modifier and Finisher are not doubled by this effect. Moreover,
the attack, as well as all other attacks made against
Spell attack modifier = your proficiency bonus + the creature until the start of your next turn, are
your Intelligence modifier considered magical for the purposes of bypassing
damage resistance and immunity.
Myths and Legends
Opportunistic Piety
At 2nd level, you are extremely adept at uncovering
knowledge which pertains to eldritch threats and By 7th level, you always keep a wide array of holy
forgotten legends. You have advantage on Intelligence symbols and blessed items on your person, even if
checks related to researching creatures, spells, and you aren’t particularly pious. When you use your
other ancient or secret lore. Opportunistic Piety, you choose which effect to create
from the list below. You must then finish a short or
Rushed Incantation long rest to use your Opportunistic Piety again.

Beginning at 2nd level, you can hastily perform any Banish. You cast the spell banishment without
ritual spell in your grimoire that has a casting time of using a spell slot. If the target is a fey, fiend, or undead
1 action, completing the ritual as a bonus action. If and fails its saving throw against this spell, it also
the ritual requires spell components worth 100 gp or takes radiant damage equal to your level.
less, you cast it without using spell components. You
can use this feature a number of times equal to your Miracle Healing. As an action, divine light from
Intelligence modifier (minimum 1), and regain the your hands knit the wounds of a willing creature you
ability to do so when you finish a long rest. touch. That creature regains a number of hit points
equal to twice your investigator level. This ability has
As you gain higher levels in this class, you can use no effect on undead or constructs.
this feature additional times. You can use it once more
at 5th level (Int mod + 1), 9th level (Int mod + 2), Warding. As an action, you trace a holy symbol on
13th level (Int mod + 3), and 17th level (Int mod + 4). a creature within 5 feet of you, warding it from harm.
For the next minute, aberrations, celestials, fey, fiends,
Occult Specialization and undead which touch the target creature or hit it
with a melee attack take 1d12 radiant damage.
At 3rd level, you choose a specialization, an area
of expertise in handling eldritch threats. Your Supernatural Resolve
specialization choices are detailed at the end of the
class description. Your specialization choice grants At 9th level, you gain an extreme resilience to the
you features at 3rd level and then again at 6th, 10th, attacks and effects of the creatures you regularly
and 14th level. investigate. You can’t be possessed or charmed, and
you gain resistance to both psychic and necrotic
Trinkets damage.
Investigators of each specialization also collect a
number of supernatural trinkets. Once you use one Finisher
of your trinkets, you can’t use another one until you
finish a short or long rest. As you gain higher levels in Beginning at 11th level, you know exactly how to
this class, you can use your trinkets additional times: bring a monster down. Once on each of your turns
You can use them once more at 5th level (2 uses), when you hit a creature with a weapon attack, you can
11th level (3 uses), and 17th level (4 uses). cause the attack to deal an extra 2d8 damage to the
creature. If the creature has less than half its hit points
Ability Score Improvement remaining, you can instead deal an additional 4d8
damage to the creature.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability Enigma Arcane
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t At 13th level, you uncover a magical secret connected
increase an ability score above 20 using this feature. to a wellspring of potent magic. You can cast one
of the following spells once without expending a
Exploit Weakness spell slot: mirage arcane, plane shift, reverse gravity,
sequester, or teleport. You must finish a long rest
Most supernatural creatures have some form of before you can do so again.
weakness, a chink in their armor that allows them to
be defeated. Starting at 5th level, once on each of your At 15th level, you can also cast one of the following
turns when you hit a creature with a weapon attack, spells without expending a spell slot: antimagic field,
it is treated as if it has vulnerability to the weapon’s glibness, maze, or mind blank. You must finish a long
damage. Additional weapon damage added by spells rest before you can do so again.

4 1: Investigator

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At 17th level, you can also cast one of the following Mirrored Prism. You can
spells without expending a spell slot: astral projection, cast the spell blur or mirror
gate, or weird. You must finish a long rest before you image, targeting yourself only,
can do so again. once without using a spell slot or
spell components.
Exorcist
Razortooth Bandages. You can
Beginning at 18th level, you can cast the spell cast the spell cure wounds or inflict
protection from evil and good without using a spell slot wounds once without using a spell
or spell components. slot or spell components. This spell is
cast as if using a spell slot of the level shown in the
Spellbinder Ritual Level column of the Investigator table.
Relics
By 20th level, many rituals you perform have become By 6th level, you’ve secured a handful of priceless
second nature to you. Select five ritual spells in your relics with rare and delicate enchantments. You can
grimoire with a casting time of 1 action. You can cast use one of the following relics, and regain the ability
these spells as a bonus action without using a use to do so when you finish a short or long rest.
of Rushed Incantation, and you can do so without
your grimoire on hand. If the ritual requires spell Antediluvian Dynamo. You can cast the spell
components worth 100 gp or less, you cast it without fireball or lightning bolt once without using a spell slot
using spell components. or spell components.

Occult Lich’s Deathmask. You can cast the spell
Specializations counterspell or dispel magic once without using a spell
slot or spell components.
Investigators of all stripes share the broad goal
of combating the occult, but their methods vary Mortal Coil. You can cast the spell animate dead
wildly. Some emphasize cutting down monsters or revivify once without using a spell slot or spell
and banishing demons, while others believe that components. Casting animate dead using this trinket
uncovering secrets and compiling critical information causes all undead servants created by previous
is the surest method for eliminating supernatural castings of the spell to revert to lifeless corpses.
threats. When an investigator gains enough Magic Item Collection
experience, they can steer their approach, including Starting at 10th level, you maintain a vault of magic
their specific techniques they employ and the trinkets items, secured in an extradimensional space with an
they carry, into an occult specialization, a school of elaborate locking mechanism. You can produce one of
thought for handling eldritch threats. these items, and change your selection each day when
you finish a long rest.
Antiquarian
The item is your choice of the following: a carpet
Festooned with magical trinkets from every corner of of flying, a cloak of the bat, a flame tongue, gauntlets of
the globe, antiquarians have a tool for every occasion: ogre power, an instant fortress, a ring of regeneration, a
silver arrowheads for lycanthropes, heartwood stakes ring of telekinesis, a sun blade, or a wand of wonder.
for vampires, blessed relics for fiends, and so on. As Phylactery
they expand their collections from piles of trinkets to By 14th level, you’ve secured the crown jewel of your
veritable museums, they become adept historians and collection: a lich’s phylactery. Though the original
arcanists, familiar with the story of every magic item owner’s soul has been expelled from this accursed
their care, as well how to use them in dire situations. artifact, it retains many of its unique properties.

Artifact Historian
Starting when you choose this specialty at 3rd level,
you add the spell identify to your grimoire and never
require material components to cast it.

Trinkets
By 3rd level, you’ve collected a number of magical
trinkets to help you collect and unravel profound
arcane secrets. You can use the following trinkets:

Hateful Arrowhead. You can cast the spell
scorching ray or ray of enfeeblement once without
using a spell slot or spell components.

mage hand press 1: Investigator 5

This magic item is always attuned to you Thesis
and doesn’t count against your total number Also at 3rd level, you gain access to certain spells
of attuned magic items. It has 5 charges, and associated with your thesis. Pick one of the following
regains 1d4 + 1 expended charges daily at dawn. You subject areas for your thesis: Corpus, Ignis, Mortis,
can expend one or more of these charges to use the or Regis. You gain a list of associated thesis spells.
following abilities: Once you gain access to a thesis spell, it is added
1 Charge: You can cast the spell false life as a second to your grimoire. If you gain access to a spell that
level spell without expending spell slots or spell doesn’t appear on the investigator ritual list, the spell
components. is nonetheless an investigator spell for you. You can
1 Charge: You can use your bonus action to regain an use your action and expend a use of your Rushed
expended use of your Trinkets. Incantation feature to cast one of your thesis spells.
2 Charges: As a reaction when you drop to 0 hit
points, you can drop to 1 hit point instead. Corpus
3 Charges: Make a melee spell attack against creature
within your reach. On a hit, the target takes 5d6 Investigator Level Spells
necrotic damage and you regain hit points equal to 3rd jump, longstrider
the total amount of necrotic damage dealt. 5th alter self, heat metal
9th gaseous form, meld into stone
Archivist
Ignis
Though most investigators fill their grimoires with
hard-won knowledge borne from encounters with the Investigator Level Spells
supernatural threats, some prefer to do bookkeeping 3rd burning hands, shatter
instead. Such archivists accrue knowledge, not 5th gust of wind, scorching ray
trinkets, by spending untold hours digging through 9th call lightning, wind wall
disparate tomes of occult knowledge and compiling
them into encyclopedic texts on the supernatural. Mortis
Through their research, archivists become academic
masters of the arcane, and priceless reservoirs of Investigator Level Spells
obscure knowledge. 3rd bane, false life
5th blindness/deafness, darkness
Trinket 9th revivify, vampiric touch
Starting when you choose this specialization at 3rd
level, you’ve collected a powerful trinket to enhance Regis
your ritual magic:
Investigator Level Spells
Archaic Scroll. You can perform a ritual spell with 3rd charm person, hideous laughter
your Rushed Incantation feature without expending 5th enthrall, suggestion
one of the feature’s uses. 9th dispel magic, hypnotic pattern

Erudite Spell
By 6th level, you’ve mastered the difficult theory
behind arcane propagation. When you cast a spell
which forces a creature to make a saving throw to
resist its effects, you can give one target of the spell
disadvantage on its first saving throw against the spell.

Once you use this ability, you can’t use it again
until you finish a short or long rest.
Encyclopedic Expertise
Starting at 10th level, you can identify any arcane
effect from memory. Whenever you witness a spell
being cast or investigate a magical effect, you can
always identify the spell that was cast, the magic item
responsible, or the monster which produced the effect.
However, this ability fails to identify spells, magic
items, and monsters which are utterly unique or are
otherwise not recorded in arcane texts.

6 1: Investigator

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Eidetic Memory Prepper
At 14th level, you can effortlessly duplicate spells you Starting at 6th level, your manic predictions
see in the world. You can copy any ritual spell you see of the future pay off in conventionally dangerous
being cast into your grimoire. situations. Whenever you ready an attack, you have
advantage on the attack roll.
Moreover, you can precisely copy the exact
motions of a spell’s casting to duplicate its effect. Probably Aliens
When you see a spell of 5th level or lower being cast, Beginning at 10th level, you can predict never-
you can use your action and spend 1 use of your before-witnessed phenomena. Any time the
Rushed Incantation feature as an action to cast the GM would disallow other characters to make an
spell yourself without spending a spell slot. The spell Intelligence check to understand something because
must have a casting time of 1 action, must not have the knowledge in question has no precedent, is too
expensive spell components, and must have taken obscure, or is simply unsupported by the available
place within the last minute to use this ability. Once information, they can allow you to make an
you duplicate a spell in this way, you can’t duplicate it Intelligence check to understand it anyway.
again until you finish a long rest.
Off the Grid
Conspiracy Theorist By 14th level, you’re so adept at avoiding people that
you can always keep them at arm’s length. Whenever
The world is full of stuff that doesn’t add up. A a hostile creature enters your reach, you can use your
natural disaster strikes and they talk about theoretical reaction to move up to half your movement speed
weather patterns. People forget days at a time and without provoking opportunity attacks. Additionally,
they say some medical jargon about their brains. And you are always under the effects of the nondetection
nobody seems to notice the folks dressed in black who spell.
seem to be lurking behind every corner. It’s one big
coincidence after another. But when you ask the right Containment Specialist
questions and pull on the most innocuous threads,
you start uncovering the biggest mysteries: the ones Though the study of magic is diverse and wonderous,
They don’t want you knowing about. it contains innumerable mysteries better left
unexplored. Such topics in magic are seldom studied,
It’s hard to tell who They even are, apart from the for their very existence poses an existential threat to
fact they They’re massively influential and have deep the multiverse itself: chronomancy, protomancy, and
pockets. They have agents everywhere, watching and quantumancy are among the few graced with names
waiting. What are their goals? What are they working at all. When a sinister (or merely curious) arcanists
so hard to keep secret? You can’t be totally sure, but pulls on one of these volatile threads of knowledge,
you have a few good theories. they open a Pandora’s box of unpredictable effects; the
results are usually catastrophic. Using such dangerous
Paranoid Insight arcana leaves lasting scars on people and objects,
Starting when you choose this specialization at 3rd metaphysical reverberations from the terrible secrets
level, you have advantage on initiative rolls. at their source.

Trinkets As their title implies, containment specialists
By 3rd level, you’ve collected a number of magical are tasked with tracking, isolating, and containing
trinkets to help you uncover mysteries that They don’t exotic magic and its artifacts. Their job is hazardous
want you to oust. You can use the following trinkets: and challenging, but is of critical importance to the
multiverse at large. Containment specialists usually
Masonic Charm. As a bonus action, you can attach coordinate in clandestine groups to triangulate
this charm to a weapon you are holding. When you do new threats and ensure isolated ones are contained
so, pick a number from 2 to 19. For the next minute, indefinitely. With some luck, these organizations can
the weapon scores a critical hit on attack rolls when remain obscure footnotes for generations, further
you roll that number on a d20, in addition to a 20. sheltering their secrets from curious eyes.

Three-Headed Coin. As a bonus action, you can Black Suit
reroll one of your attack rolls or ability checks, or as a Starting when you choose this specialization at 3rd
reaction you can reroll a saving throw you make. You level, you can invoke a certian unspoken authority
choose which of the d20s is used for the roll. invested in your black suit. You gain proficiency in
the Persuasion skill and add double your proficiency
Unfathomable Metal. As a bonus action, you bonus to checks you make with it.
reveal the metal to a creature within 5 feet of you. The
target creature takes 1d6 radiant damage and must
succeed a Constitution saving throw. On a failed save,
it takes 1d6 radiant damage at the start of each of its
turns for up to 1 minute. The creature can reattempt
the saving throw at the end of each of its turns, ending
the effect on a success.

mage hand press 1: Investigator 7

Trinkets you use your action to end it. All creatures and objects
By 3rd level, you’ve collected a handful of safe inside the pocket dimension are deposited as near as
magical items which aide in your search and possible to their corresponding locations in the real
containment of far more dangerous artifacts. You can world when this effect ends.
use the following trinkets:
Antibell. As a bonus action, you can cast the Once you use this ability, you can’t use it again
spell silence once without using a spell slot or spell until you finish a long rest.
components.
Black Bag. As a bonus action, you can speak a Detective
secret command word to open your black bag, an
item linked to numerous extradimensional spaces. Prowling at the edge of darkness, detectives
Once the command word is spoken, you can place chase down clues and pull on threads to unravel
items in the bag or retrieve them for up to 1 minute. conspiracies which bring darkness into the world.
Any item placed within the bag is stored in its Sometimes, this requires that you infiltrate a cult’s
own extradimensional space, which is suffused by an secret meetings, other times it calls on you to
antimagic field. The bag’s mouth is 2 feet in diameter. reconstruct a man’s last moments at a murder scene,
It can hold up to 12 items, each weighing no more but no matter what the mystery, you know that there
than 50 pounds, and weighs as much as the heaviest is always an explanation.
object stored within it. Investigator’s Hunch
When you retrieve an item from the bag, you Starting when you choose this specialization at 3rd
always grab the item you intended. level, you gain proficiency in the Investigation skill
Cinnabar Compass. As a bonus action, you can and add double your proficiency bonus to checks you
cast the spell locate object once without using a spell make with it.
slot or spell components. Trinkets
Concussive Strike By 3rd level, you’ve collected a number of magical
Starting at 6th level, whenever you score a critical trinkets to aid you in tracking supernatural creatures
hit on a melee attack against a creature, the target is and unraveling mysteries. You can use the following
stunned until the beginning of your next turn. trinkets:
Nothing to See Here
At 10th level, with a blinding flash, you can overwrite Glass Medallion. As a bonus action, you can cast
the memories of those around you. You can cast the the spell invisibility, targeting yourself only, once
spell modify memory once as an action, targeting 3 without using a spell slot or spell components.
creatures within range, without using a spell slot or
spell components. You must modify the memories of Fogstone Periapt. As a bonus action, you can cast
each creature affected by the spell in the same way. the spell misty step once without using a spell slot or
Once you use this ability, you can’t use it again spell components.
until you finish a long rest.
Containment Dimension Skeleton’s Key. As a bonus action, you can cast the
By 14th level, you can leverage a powerful spell knock once without using a spell slot or spell
quarantine procedure to keep others safe from components.
dangerous artifacts. As an action, you can create a Predictive Intuition
pocket dimension that is an exact duplicate of your By 6th level, you can turn your skills at reconstructing
surroundings at the moment of using this ability— events towards anticipating the next likely moment
complete with duplicates of all the structures and of a fight. As a bonus action, you can examine the
items therein—and transport creatures you choose movements of a creature you can see within 30 feet.
within its area to the dimension. You decide the exact You can choose to
area of the duplicate dimension, as long as its total add 1d4 to your next attack roll targeting that creature
space fits within a 150-foot cube. before the start of your next turn, or you can choose
While in the pocket dimension, you can only affect to subtract 1d4 from the creature’s next attack roll
and be affected by other creatures in that dimension. against you before the start of your next turn.
You can’t see creatures and objects outside the pocket Interrogator’s Instinct
dimension. Objects taken from the pocket dimension At 10th level, you are so accustomed to uncovering
vanish upon leaving it. the truth that you can sense the intents behind
The pocket dimension lasts for 10 minutes, and someone’s voice. You can tell if a creature that you can
ends early if it no longer contains living creatures or hear speaking is charmed, possessed, or otherwise
enchanted to speak against their will, and you have
advantage on any ability check you make to determine
if you hear a lie.

8 1: Investigator

mage hand press

Power of Deduction Monster Slayer
Starting at 14th level, you can use your action Beginning at 6th level, when you use the Attack
to examine a creature you can see within 30 feet, action, you can make one weapon attack as a bonus
taking note of innumerable details and making action. You can use this feature a number of times
a lengthy string of logical deductions. For the next equal to your Intelligence modifier (a minimum of
minute, you have advantage on Intelligence and once) and regain all expended uses when you finish a
Charisma checks you make to interact with this short or long rest.
creature, and you have advantage on attack rolls
against them. Silvered Edge
Starting at 10th level, whenever you deal damage to
Once you use this ability, you can’t use it again a creature with a weapon attack, it can’t regain hit
until you finish a short or long rest. points until the start of your next turn. Additionally,
when you reduce a creature to 0 hit points, it can’t be
Exterminator raised as an undead creature nor be returned to life
for 7 days.
An exterminator suffers no monster to live. Trained in
the art of slaying aberrations, fiends, and undead, you Killer Instinct
stand against evil where others falter, and draw your Starting at 14th level, you can use your Exploit
blade before others recognize a threat. Grand schemes Weakness feature twice on your turn, but can’t use it
and plots are less important than retribution against against the same target more than once.
those monsters which stalk the night, and your thirst
for such retribution is unquenchable. There is always Infernal Agent
another werewolf to be slain, another vampire to be
staked, another demon to be banished; people rarely Just as noble investigators shield the world from
thank you, but you find satisfaction enough in your sinister supernatural forces, infernal agents prowl the
work. darkness enacting schemes to further supernatural
goals. Though actual devils oversee many infernal
Bonus Proficiencies agents, just as many count themselves as operatives of
Starting when you choose this specialization at 3rd vampires, lycanthropes, ominous eldritch forces, and
level, you gain proficiency with martial weapons and chaos itself. Their rationale and motives might vary,
medium armor. but all infernal agents seek to disrupt the status quo
that other investigators protect, casting them in stark
Trinkets contrast and as bitter enemies.
By 3rd level, you’ve collected a number of magical
trinkets to aid you in the elimination of monsters Sinister Emblem
and other fiendish threats. You can use the following Starting when you choose this specialty at 3rd level,
trinkets: you manifest a sign of your benefactors, marking you
as one of their number. Choose the Fist, Horns, or
Consecrated Whetstone. As a bonus action, you Shadow. Your mark’s appearance reflects the nature of
can cast the spell magic weapon once without using a your benefactors: your Horns might be the devilish
spell slot or spell components. horns of a ram, or appear as vampire’s fangs, or even
eldritch, unblinking eyes.
Gilded Dragon Scale. As a bonus action, you gain
resistance to one damage type of your choice for a
minute.

Wyverntooth Necklace. When you hit a creature
with a melee weapon attack, you can use your bonus
action to activate this trinket, dealing an additional
2d6 acid damage to the creature.

mage hand press 1: Investigator 9

Fist. One of your arms grows weighty Kick ‘em While They’re Down
with stone or scales, becoming a natural melee Starting at 6th level, you can capitalize on your foes’
weapon with which you can make slam attacks. setbacks. Once per turn, you can deal an extra 2d6
You have proficiency in your slam attack. On a hit, damage to one creature you hit with an attack if you
it deals 1d10 + your Strength modifier bludgeoning have advantage on the attack roll.
damage, and counts as magical for the purpose of Hide the Body
overcoming resistance and immunity to nonmagical By 10th level, you can flawlessly conceal the evidence
attacks and damage. of your misdeeds. Whenever you commit a murder,
Additionally, incoming attacks simply bounce off robbery, vandalism, or similar crime, you can spend
your arm. As a result, bludgeoning, piercing, and 10 minutes hiding evidence at the scene. You can
slashing damage that you take from nonmagical choose to remove all evidence connecting you to the
weapons is reduced by 3. crime, attempt to conceal the crime itself, or compose
Horns. You grow a pair of horns, a direct the crime scene to imply a specific conclusion.
connection to your benefactor’s malevolent power. Master Plan
You can cast the following spells without using a By 14th level, you can set up the perfect crime by
spell slot or spell components: burning hands, charm planning out its every detail. On your turn, you
person, hellish rebuke, inflict wounds. This spell is can choose a creature or object you can see within
cast at the level shown in the Ritual Level column of 60 feet and use your action to plan. The next attack
the Investigator table for your level. You can use this roll or ability check you make to enact this plan has
ability to cast a spell twice, and regain all expended advantage. If you spend 1 minute planning a course
uses when you finish a long rest. of action, you have advantage on the next three attack
Shadow. Your benefactors snip your shadow rolls or ability checks you make enacting your plan.
from your body, allowing it to move independently.
Your shadow is a flat creature with 1 HP and 10 Inquisitor
AC occupying a 5-foot square. On your turn, you
can command your shadow to move up to your The church has long been the first line of defense
movement speed (no action required). You can use against the tide of impending darkness. Yet, the
your bonus action to command your shadow to make clergy’s stubborn devotion to righteousness impedes
a melee spell attack. This attack uses your spell attack them where it counts: you must sometimes be willing
bonus to hit and deals 1d6 necrotic damage on a hit. to do evil to counter evil. That’s where the inquisition
Additionally, you can use your bonus action to comes in.
command your shadow to take the Help action. It can
take this action three times, and regain all expended As a righteous inquisitor of the faith, you are
uses when you finish a long rest. tasked with rooting out heresy, exorcising demons,
Your shadow vanishes if it enters an area of light and stamping out any sign of the occult, and are
created by a spell of 3rd level or higher or if it takes offered clemency for any action you take in the
any damage. Once your shadow vanishes, you can defense of the greater good. You may investigate
resummon it at your heels as a bonus action. anyone or anything you deem to be in line with the
Trinkets forces of evil, for you alone are a holy blade in the
By 3rd level, you’ve assembled a collection of cursed dark, the arbiter of your church.
and baneful trinkets to help you achieve your Bonus Proficiencies
malevolent goals. You can use the following trinkets: Starting when you choose this specialization at 3rd
Broken Ankh. When you hit a celestial, elemental, level, you gain proficiency with medium armor.
or fiend with a melee weapon attack, you can use Exorcist’s Doctrines
your bonus action to activate this trinket, dealing an Also at 3rd level, you gain proficiency in the Religion
additional 2d10 necrotic or radiant damage (your skill and add double your proficiency bonus to checks
choice) to the creature. you make with it.
Diabolical Bubble Gum. As a bonus action, you Trinkets
can chew on this fiendish treat. Until the beginning By 3rd level, you’ve collected a number of magical
of your next turn, whenever you take damage from trinkets to help you banish restless spirits and foul
a creature within 5 feet of you, you can deal 2d6 fire demonic forces. You can use the following trinkets:
damage to that creature.
Glass Demon’s Eye. You can use your bonus action Alabaster Balm. As a bonus action, you can cast
to activate this trinket, allowing you to see normally the spell lesser restoration once without using a spell
in darkness, both magical and nonmagical, to a slot or spell components.
distance of 120 feet for the next minute.

10 1: Investigator mage hand press

Hallowed Chalice. As a bonus action, you can utter
a prayer and produce a volume of holy water from
this cup sufficient to fill one flask. After 24 hours, this
holy water becomes ordinary water. You can use this
trinket 5 times before its power is expended.

Reliquary of Doubt. As a bonus action, you can
cast the spell detect thoughts once without using a
spell slot or spell components. When casting the
spell in this way, it can only detect thoughts which
are associated with negative emotions, such as guilt,
apprehension, regret, or melancholy.
Divine Strike
At 6th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of
your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d6
radiant damage to the target.
Rote Piety
Starting at 10th level, you command a mastery of
divine magic seldom seen among the clergy. You can
use your Opportunistic Piety feature three times, and
regain all expended uses when you finish a short or
long rest.
Excommunication
By 14th level, as an action, you can emblazon a
creature you can see within 60 feet with a mark of
religious condemnation. The target must succeed
on your choice of a Constitution or Wisdom saving
throw or be marked for the next minute. While
marked, the creature can’t regain hit points or
have advantage on any attack roll or ability check.
Additionally, whenever the creature takes an action,
it takes 2d6 radiant damage as the mark burns with
radiant light.

Once you use this feature, you can’t use it again
until you finish a long rest.

Kid Sleuth

Though not all kid sleuths are literally juvenile, they
are all ameteur detectives with a knack for solving
tricky crimes. Assisted by their ubiquitous talking
animal sidekicks, kid sleuths will happily dive into the
details of a grim crime scene to emerge with a handful
of clues and a lead on the bad guy. These sleuths
generally prefer to run away from trouble, rather than
engage it head-on, since mysteries only get harder
to solve with more dead bodies, but they are more
than capable of defending themselves if backed into a
corner.
Trinkets
By 3rd level, you’ve gotten your hands on a number of
useful detective items for solving crimes, mysteries,
and other hijinks.

mage hand press 1: Investigator 11

Dooby Snack. You produce a tasty meat- Meddling Kids
cracker snack as a bonus action. A creature At 14th level, as a reaction when you see a hostile
which eats it on their turn (no action required) is creature within 15 feet attack one of your allies, you
bolstered for an hour. For this duration, the creature’s can impose disadvantage on the attack roll.
hit point maximum and current hit points increase
by 5. Medium
Magnifying Glass. As a bonus action, you can cast
the spell clue once without using a spell slot or spell As conduits between the living and dead, mediums
components. Additionally, when you cast this spell, offer an essential glimpse past the veil of mortality.
you can determine the type of each creature that Using their auguries, seances, and divinations,
leaves footprints or fingerprints. mediums can retrieve morsels of information from
Monster Mask. You can use your bonus action to the afterlife to settle debts with the living or and assist
activate this item, which reveals the true face of each ongoing investigations. This information, however
creature you can see within 60 feet. A creature which cryptic, can point an interested party toward clues or
is concealing its identity using a physical disguise or evidence which only the deceased might be able to
mask has this disguise magically tossed away, while provide.
a creature that is magically transformed or disguised
has this magical effect suppressed until the end of Fortelling
your next turn. Starting when you choose this specialization at 3rd
Talking Animal Sidekick level, you can receive glimpses of the future. When
Also at 3rd level, you gain a kid sleuth’s constant you finish a long rest, roll two d20s and record the
companion: a talking animal sidekick. Your animal number rolled. You can replace any attack roll, saving
sidekick can be any of the following animals: cat, crab, throw, or ability check made by you or a creature that
deer, goat, lizard, mastiff, owl, rat, raven, or weasel. you can see with this foretold roll. You must choose to
This animal can speak Common and has Intelligence, do so before the roll, and you can replace a roll in this
Wisdom, and Charisma 10. way only once per turn.
Your animal sidekick acts independently of you,
but it always obeys your commands. In combat, it As an action, you can use a use of your Rushed
rolls its own initiative and acts on its own turn. An Incantation ability to make an additional fortelling
animal sidekick can’t attack, but it can take other roll. You can have up to 3 foretold rolls at one time.
actions as normal. It can also use its action to sniff out Each foretelling roll can be used only once. When you
clues, making an Investigation check with advantage finish a long rest, you lose any unused foretelling rolls.
to find any relevant information you missed.
If you animal sidekick drops to 0 hit points, it is Trinkets
knocked out instead of being killed. Your animal By 3rd level, you’ve collected a number of objects
sidekick regains all its hit points when you finish a which help you attune to the afterlife. You can use the
long rest, and makes its way back to you if it is ever following trinkets:
separated from you.
If you drop to 0 hit points, your animal sidekick Dead Ringer. As an action, you can ring this bell
will do its best to protect you from harm. to cast the spell speak with dead once without using
Run Away a spell slot or spell components. When you cast this
Starting at 6th level, you prefer to flee from monsters spell using this trinket, you can ask only one question
and bad guys until you can pin down their methods, of the corpse.
identities, and motives. Attacks of opportunity against
you have disadvantage. Heptagonal Spectacles. As a bonus action, you can
Split Up, Gang cast the spell see invisibility once without using a spell
By 10th level, you’ve discovered that you can cover slot or spell components.
a lot more ground if you split up. If you are further
than 60 feet from your allies (excluding your animal Lucent Mirror. You can use your bonus action to
sidekick), you can’t be surprised. Furthermore, if activate this trinket, causing you to phase partially
you drop to 0 hit points while further than 60 feet into the Ethereal Plane for up to 1 minute. For the
from your allies, you drop to 1 hit point instead and duration, you can move through other creatures and
can use your reaction to move up to your movement objects as if they were difficult terrain, but you take
speed. Once you use this feature to avoid dropping to 1d10 force damage if you end your movement inside
0 hit points, you can’t use it again until you finish a a creature or object. Additionally, you have resistance
long rest. to all damage. This effect ends early after you take
damage.

Forewarning Presence
By 6th level, the spirits of the dead guide your hand
when you would falter. You can reroll an attack roll
or ability check you make, and must use the new roll.
Once you use this ability, you can’t use it again until
you finish a short or long rest.

12 1: Investigator mage hand press

Whispers from Beyond Occultist Spellcasting
Starting at 10th level, you can open your perceptions
to receive a hint from beyond the pale. The GM Investigator Cantrips Spells Spell Slot
answers with a one-word hint pertaining to your best Level Known Known Slots Level
course of action, a fruitful line of inquiry, or some 3rd 1st
other useful direction. Once you use this ability, you 4th 2 2 1 1st
can’t use it again until you finish a long rest. 5th 2 2 1 1st
6th 2 3 2 1st
Third Eye 7th 2 3 2 2nd
By 14th level, your connection to the afterlife allows 8th 2 4 2 2nd
you to see all. You can use your bonus action to cast 9th 2 4 2 2nd
the spell true seeing without using a spell slot or spell 10th 2 5 2 2nd
components. Once you use this ability, you can’t use it 11th 3 5 2 2nd
again until you finish a long rest. 12th 3 6 2 2nd
13th 3 6 2 3rd
Occultist 14th 3 7 2 3rd
15th 3 7 2 3rd
Vampires, demons, lycanthropes, and aberrations 16th 3 8 2 3rd
all have one thing in common: they are all magical 17th 3 8 2 3rd
threats, best combated through magical means. To 18th 3 9 2 3rd
meet these foes on a level playing field, occultists 19th 3 9 2 4th
indulge in arcana, filling their grimoires with magical 20th 3 10 2 4th
secrets and mastering a handful of spells. Occultists 3 11 2
are the most likely investigators to cavort with
warlocks, borrow tricks from wizards and magicians, warlock spell list, which also must be of a level for
and dabble in dark magic to defeat their foes. which you have spell slots.

Trinket Spellcasting Ability. Intelligence is your
Starting when you choose this specialization at spellcasting ability for your warlock spells, so you
3rd level, you’ve acquired a trinket to assist in your use your Intelligence whenever a spell refers to your
collection of eldritch lore: spellcasting ability. Use your investigator spell save
DC and spell attack bonus for your warlock spells.
Rune Keeper Eyeglass. As a bonus action, for the Eldritch Ruin
next hour, you can read all writing. Starting at 6th level, you can use your magical
cunning to rip your foes asunder. You can cast a
Pact Magic cantrip as a bonus action instead of dealing additional
Starting when you choose this specialization at 3rd damage with your Exploit Vulnerability feature.
level, you augment your investigative skills with Eyes of Another World
complex magicks. Starting at 10th level, supernatural creatures can no
longer escape your detection. You can see creatures
Cantrips. You learn two cantrips of your choice and objects that are invisible or ethereal, and you can
from the warlock spell list. You learn an additional see the original form of shapechangers or creatures
warlock cantrip of your choice at 10th level. whose form has been altered by magic. Additionally,
you can immediately detect if a creature you can see is
Spell Slots. The Occultist Spellcasting table shows possessed.
how many spell slots you have. The table also shows Maleficium
what the level of those slots is; all of your spell slots Starting at 14th level, when you use your Exploit
are the same level. Weakness feature against a creature, you can cast the
spell bestow curse on that creature as a bonus action,
To cast one of your warlock spells of 1st level or without using a spell slot or spell components; the
higher, you must expend a spell slot. You regain all targeted creature has disadvantage on its saving throw
expended spell slots when you finish a short or long against this spell.
rest.

Spells Known of 1st Level and Higher. At 3rd level,
you know two 1st-level spells of your choice from the
warlock spell list.

The Spells Known column of the Occultist table
shows when you learn more warlock spells of your
choice of 1st level and higher. A spell you choose must
be of a level no higher than what’s shown in the table’s
Slot Level column for your level.

Additionally, when you gain a level in this class
and order, you can choose one of the warlock spells
you know and replace is with another spell from the

mage hand press 1: Investigator 13

Once you use this ability, you can’t use it again Bravado
until you finish a short or long rest. Starting when you choose this specialization at 3rd
level, your knowing smile and infectious confidence
Spy inspires trust in most people you meet, even when
you’re not telling the truth. You gain proficiency in
Infiltration, disguise, and lying through their teeth: the Deception skill and add double your proficiency
these are the principle skills of a spy. A talented spy bonus to checks you make with it.
rarely ever needs to draw a dagger to silence someone, Trinkets
for their honeyed words and agreeable disposition By 3rd level, you have a collection of trinkets which
are all that is needed to draw out someone’s secrets. aid your espionage. You can use the following
Of course, when they do strike, it is decisively and trinkets:
without warning. Such skills are invaluable for
governments and organizations of all varieties, Glass Dust. As a bonus action, you can throw this
for stealing confidential information, sabotage, dust in the air, becoming invisible until the beginning
monitoring persons of interest, and everything in of your next turn. This effect ends early if you take
between. damage.

Horn-Rimmed Glasses. As a bonus action, you can
cast the spell disguise self once without using a spell
slot or spell components.

Martini Glass. As a bonus action, you can cast the
spell charm person once without using a spell slot or

spell components.
Cloak and Dagger
By 6th level, you always endeavor to kill your
target in one strike. When you make an attack
roll against a creature that is surprised or
hasn’t taken a turn in combat yet, you can
maximize your weapon’s damage die.
Shaken Not Stirred
Starting at 10th level, your roguish smile grants

you incredible leeway. Whenever you fail a Charisma
(Deception) or Charisma (Persuasion) check, you can
reroll the check, and must use the results of the new
roll.

Once you use this ability, you can’t use it again
until you finish a long rest.
Body Double
By 14th level, you can rapidly exchange identities with
a corpse. When you reduce a humanoid creature to 0
hit points, you can assume the creature’s appearance,
as per disguise self. The creature’s body, as well as
its blood, clothing, and other physical evidence of
its death, become invisible for 8 hours. You can also
use this ability as an action to touch the corpse of a
humanoid creature which has been dead no longer
than 1 day, assuming its appearance and causing the
body to become invisible.

Once you use this ability, you can’t use it again
until you finish a long rest.

Time Operative

The end of all things has been foretold: soon, a
horrific event will claim millions of lives. When such
a disaster looms, a special pocketwatch is delivered
from the future, promoting whoever receives it to
an operative, one dedicated to preventing it. The

14 1: Investigator mage hand press

pocketwatch is suffused with chronomantic energies, Chapter 2: Spells
empowering anyone who holds it.
This chapter details spells and magic ephemera
To avoid paradoxes, no clues can be sent known to investigators and other arcanists. It begins
backwards in time with the pocketwatch. Only a with spells lists for each class, detailing which classes
short message detailing the gravity of the situation learn which new spells, and concludes with new spell
can be sent. Therefore, it is inherent upon the time descriptions.
operative to solve the mystery and save the future
from certain doom. Truename Spells
Trinket
Starting when you choose this specialization at 3rd People have long known that names hold power
level, you gain a powerful trinket which allows you over reality: to name a thing is to control it, and to
to walk through time. Unlike other trinkets, you only control it is to name it. This understanding goes back
regain uses of this ability once you take a long rest. to the dawn of creation, when the primeval gods
used the Words of Creation to speak the truename of
Chronomancer’s Pocketwatch. As a bonus action the universe, thus bringing all things into existence.
on your turn, you activate the watch and magically Everything—every plant, animal, stone, and building
return to the beginning of your turn. Any events —possesses a truename which embodies its every
which have happened over the course of your turn are property, and describes it in an unknowable language.
undone, and you recover any actions and resources To learn and speak these truenames is the oldest and
you expended over the course of your turn, except for most potent form of magic.
your bonus action and the use of this feature.
Temporal Reverb Truename spells possess a different structure to
By 6th level, you can use other timelines as a backup other spells. First, you must learn a truename through
when yours isn’t optimal. Whenever roll damage for a a spell which allows you to discern the truename of
weapon attack, you can choose to reroll the damage, an object, a creature, or a location. These spells can
replacing the damage die with a die one step smaller be cast as rituals, but have no inherent power on their
(a d10 becomes a d8, a d8 becomes a d6, etc.) You own: you must utter the truename to gain power over
can’t use this ability to reroll a weapon with a d4 its subject. Thus, it requires the casting of two spells
damage die. to use truename magic. However, once you have
Echo of Yesterday a truename, you will generally remember it for 24
Starting at 10th level, you can use your action to cast hours, allowing you to use several utterances upon the
your senses backward in time, viewing your location same subject.
as it was 24 hours prior. While viewing the past, you
are blind and deaf with regard to your own senses. Spell Lists
The past appears dreamlike and shadowy, but you
are able to discern detail and hear conversation as The following spell lists show which spells can be cast
normal, and any special senses you possess (such as by characters of each class.
darkvision) also work as normal. While perceiving the
past, you can look in any direction, but you cannot Bard Spells 2nd Level
move or speak and are unable to sense your present Protect Threshold
surroundings. You can end this effect on your turn 1st Level
(no action required.) Memorize Cleric Spells
Steal Time Rumor
Beginning at 14th level, when you use your Exploit 2nd Level 1st Level
Weakness feature against a creature, you can use your Nondescript Consecrated Armor
pocketwatch to steal moments from the target, which 4th Level
must make a Constitution saving throw against your Distort Gravity Druid Spells
spell save DC. On a failed save, the creature freezes in 6th Level
place until the end of its next turn. For the duration, Game of Fate 4th Level
time doesn’t pass for the creature: it is stunned and Distort Gravity
can’t speak. Channeler Spells
Paladin Spells
Once you use this ability, you can’t use it again 1st Level
until you finish a long rest. Blood Print 1st Level
Clue Blood Print
Transient Bulwark Clue
Consecrated Armor
Transient Bulwark

mage hand press 2: Spells 15

Ranger Spells 4th Level New Spells
Distort Gravity
1st Level Soul Bond These spells are new to the investigator class and are
Blood Print listed in alphabetical order.
Clue 6th Level
2nd Level Game of Fate After Image
Nondescript 3rd-level illusion
Wizard Spells Casting Time: 1 action
Sorcerer Range: Self
Spells 1st Level Components: V, S, M (a silver hand mirror worth 50
Blood Print
1st Level Clue gp)
Blood Print Discern Truename: Duration: 10 minutes
Clue Object You create an illusory duplicate of yourself which
Rumor Memorize follows your every movement. When you are hit by
2nd Level Rumor an attack during the spell’s duration, roll any die. On
Nondescript Transient Bulwark an odd roll, the attack targets and hits the duplicate
Protect Threshold Utter Ego instead of you. The duplicate vanishes, reappearing
3rd Level Utter Insight after you move 10 feet or more or take the Dodge
After Image action. On an even roll, the attack targets you as
6th Level 2nd Level normal.
Game of Fate Nondescript
Protect Threshold Benign Dismemberment
Warlock Spells Utter Appearance 3rd-level necromancy (ritual)
Casting Time: 1 minute
1st Level 3rd Level Range: Touch
Blood Print After Image Components: V, S
Clue Benign Dismemberment Duration: 1 hour
2nd Level Discern Truename: For the duration, a willing target’s body parts (fingers,
Nondescript Creature legs, tail, and even its head) can be harmlessly
Protect Threshold Seance severed from its body. It takes no damage from such
3rd Level Utter Energy dismemberment, as long as the cut removing the body
After Image part is swift and leaves a clean cut. The target’s head
Benign Dismemberment 4th Level remains alive and conscious, and parts connected to
Seance Distort Gravity it also remain alive. All severed body parts become
4th Level Soul Bond inanimate, but do not begin decomposition for the
Soul Bond Utter Substance spell’s duration. Any of the target’s severed body parts
that are removed during this spell’s duration can be
Witch Spells 5th Level held back to the stump, which instantly causes the
Discern Truename: part to knit to the stump, restoring the body part.
1st Level Location
Blood Print At the end of the duration, severed body parts
Clue 6th Level become permanent, and the target dies if vital organs
Rumor Game of Fate have not been reattached to its head.
2nd Level Utter Inversion
Nondescript Blood Print
Protect Threshold 7th Level 1st-level necromancy (ritual)
3rd Level Utter Destination Casting Time: 1 action
Benign Dismemberment Range: Touch
Seance 8th Level Components: V, S, M (an ounce or more of blood)
Utter Form Duration: Instantaneous
At your touch, wet blood on a surface shifts and
9th level reforms into a pattern of crimson blotches. This blood
True Rename print is unique to the particular creature to whom the
blood belongs, but you can determine the creature’s
kind (such as human, gnoll, deer, or fire giant) by
examining the general shape. A print can be preserved
by pressing a sheet of paper against the it. If this spell
is cast twice, it is possible to match samples of blood

16 2: Spells mage hand press

originating from the same creature by comparing the You peer into the deepest essence of a
prints. creature you can see within 60 feet to discern its
truename, a name bearing its utmost expression.
Clue The target creature can make a Wisdom saving
1st-level divination (ritual) throw to conceal its truename. If it fails, you learn the
Casting Time: 1 action creature’s truename, which you can remember for 24
Range: Touch hours. You can hold 3 truenames in your mind one
Components: V, S, M (a magnifying glass and pipe) time; learning an additional truename causes you to
Duration: 10 minutes forget the oldest trueame you have learned.
When you cast this spell, all footprints and
fingerprints within a 45-foot radius of a point you Learning a truename does not cause a magical
touch become highlighted and glow faintly for the effect on its own, but allows you to utter the creature’s
duration. At the time of casting, choose any period truename with deliberate permutations, while you
of time up to the last 10 days to the present; only hold its truename in your mind.
footprints and fingerprints left within that time will
be highlighted. Each creature whose footprints or Discern Truename: Object
fingerprints are detected by the spell is assigned a 1st-level divination (truenaming) (ritual)
unique color, but are not otherwise identified. Any Casting Time: 1 action
creature that moves or touches objects in the area will Range: 60 feet
also leave colorful footprints and fingerprints, which Components: V, S
might reveal invisible creatures in the area. Duration: Instantaneous
You capture the essence of an object within range,
Consecrated Armor allowing you to discern its truename, a name bearing
1st-level abjuration (ritual) its every property. The object must fit entirely within
Casting Time: 1 action a 5-foot cube and it can’t be held or carried by an
Range: Self unwilling creature. A sentient magic item can make
Components: V, S, M (A drop of blessed oil) a Wisdom saving throw to conceal its truename.
Duration: 8 hours If it fails, you learn its truename, which you can
You trace a holy symbol on your chest, and an remember for 24 hours. You can hold 3 truenames in
invisible barrier protects you until the spell ends. your mind one time; learning an additional truename
Your base AC becomes 12 + your Dexterity modifier. causes you to forget the oldest trueame you have
If you are attacked by a fiend or undead, your AC learned. You can’t learn the truename of an artifact.
becomes 15 + your spellcasting ability modifier
against that attack.

Discern Truename: Creature
3rd-level divination (truenaming) (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

mage hand press 2: Spells 17

Learning a truename does not cause unaffected. An unwilling creature can make a Wisdom
a magical effect on its own, but allows you saving throw to resist this effect. On a failed save, the
to utter the object’s truename with deliberate creature is compelled to join you in the game. If the
permutations, while you hold its truename in your target takes damage or falls unconscious, this spell
mind. ends.

Discern Truename: Location The loser of the game takes 6d6 psychic damage. If
5th-level divination (truenaming) (ritual) no player loses the game or no player has won at the
Casting Time: 1 action end of the spell’s duration, both you and the target
Range: 120 feet take this damage.
Components: V, S, M (A map of the location)
Duration: Instantaneous Additionally, you and the target creature can
You capture the truename of a location, a name negotiate for greater stakes. You can bet higher
embodying its every aspect. You decide the location’s psychic damage, up to a maximum of 10d6, property,
boundaries, provided it fits within a 150-foot cube, or more esoteric rewards, such bestowal of a title, on
centered on a point you can see within range. If the the game. The spell reveals if a creature attempts to
location is the lair of a monster with lair actions, the bet property they do not own. A bet is finalized when
monster can make a Wisdom saving throw to conceal you and the target agree on the bet, solidifying the
this location’s truename. If it fails, you learn the bet with a handshake or similar gesture. Property or
location’s truename, which you can remember for 24 currency bet on the game is teleported to the winner
hours. You can hold 3 truenames in your mind one at the game’s conclusion. The loser is also magically
time; learning an additional truename causes you to compelled to take any action (such as bestowing a
forget the oldest trueame you have learned. You can’t title) promised as part of a bet.
capture the truename of a demiplane or the domain of
a divine creature. Lastly, no spell, magical effect, or creature other
than you and the target can influence the game’s
Learning a truename does not cause a magical outcome.
effect on its own, but allows you to utter the location’s
truename with deliberate permutations, while you Memorize
hold its truename in your mind. 1st-level enchantment (ritual)
Casting Time: 1 action
Distort Gravity Range: Touch
4th-level transmutation (ritual) Components: V, S, M (a page of written text and a
Casting Time: 1 action
Range: Touch length of silver string worth 10 gp, tied in a knot,
Components: V, S, M (a gyroscope) which the spell consumes)
Duration: Concentration, up to 1 hour Duration: Instantaneous
This spell changes the direction of gravity within a While casting this spell, your eyes pass over the words
60-foot square area on surface you touch. The affected on the page, which are committed to your memory.
area can wrap around a surface, if its geometry For the next year, you exactly remember the details
permits. For the duration, creatures and objects of all information on this page. After that time, you
within 15 feet of the surface fall toward it as if it were have advantage on all Intelligence checks you make to
the ground. A creature can walk on this surface as if it recall this information.
were level ground, even if the surface is perpendicular
to the ground or upside down. Nondescript
2nd-level illusion
When the duration ends, all creatures and objects Casting Time: 1 action
fall from the surface. Range: Self
Components: V, S
Game of Fate Duration: Concentration, up to 10 minutes
6th-level enchantment This spell makes you seem ordinary and nondescript
Casting Time: 1 action to others, though it does not change your actual
Range: 60 feet appearance. Creatures who see you while you were
Components: V, S, M (a gaming set) under the influence of this spell are unable to recall
Duration: 1 hour specific details of your appearance upon being asked
You magically compel a creature within range to if they had seen you or someone matching your
a nonmagical game with vital consequences. If description, though their memory of actions you
the creature you choose has an Intelligence of 3 or undertook or events they experienced is unaffected.
lower or doesn’t speak any language, the creature is

18 2: Spells mage hand press

Protect Threshold what it knew in life, including the languages it knew.
2nd-level abjuration (ritual) Answers are usually brief, cryptic, or repetitive, and
Casting Time: 1 action the specter is under no compulsion to offer a truthful
Range: Touch answer if you are hostile to it or it recognizes you as
Components: V, S, M (an ounce of salt an enemy. There is a 5% chance that this spell contacts
the wrong spirit, one which will answer questions
for each foot of the warded portal’s untruthfully or ambiguously.
perimeter)
Duration: 10 minutes Soul Bond
Tracing arcane sigils along its 4th-level necromancy (ritual)
boundary, you can ward a doorway, Casting Time: 1 minute
window, or other portal from entry. Range: Touch
For the duration, an invisible eldritch Components: V, S, M (two nails from a coffin)
creature stalks the warded portal. Any Duration: 24 hours
creature that attempts to pass through This spell forges a mortal connection between
the portal must make a Wisdom saving yourself and a humanoid creature that you touch. A
throw or take 4d6 psychic damage, or target creature must be present for the entire time of
half as much on a successful save. casting. If the creature is unwilling, it must make a
At Higher Levels. When you cast Constitution saving throw to resist the spell’s effects.
this spell using a spell slot of 3rd level
or higher, the damage increases by 1d6 For the duration, if you are reduced to 0 hit points,
for each slot level above 2nd. the target is also reduced to 0 hit points, and vice
versa. This spell ends if you cast it again, or if you
Rumor choose to dismiss it as an action.
1st-level enchantment (ritual)
Casting Time: 1 action
Range: Self (100-foot radius)
Components: V, S
Duration: 1 minute
You magically spread a rumor of 10 words
or less. Any intelligent creature within range
that is near three or more other creatures which speak
the same language as them believes that they hear the
rumor being repeated by someone nearby. Different
creatures hear the rumor from different people, so
a concrete origin point is impossible to discern.
Generally, creatures will not be outright hostile upon
hearing even the most vicious rumors, but hearing
a rumor can affect their disposition positively or
negatively.

Seance
3rd-level divination (ritual)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a crystal ball, deck of tarot

cards, or ouija board)
Duration: 1 minute
You and at least three willing creatures lock hands in
moment of meditation to conjure a spirit from the
afterlife to answer your questions. Describe or name
a creature that is familiar to you. If the creature’s soul
is free and willing, it manifests as a ghostly specter.
This spell fails if the spirit was the target of this spell
within the last 10 days.

Until the spell ends, you can ask up to three
questions of the specter. The specter knows only

mage hand press 2: Spells 19

Transient Bulwark Object. You can modify the target object’s magical
1st-level abjuration (ritual) aura, as per the magic aura spell. Additionally, you
Casting Time: 1 action can choose for the target to become invisible the
Range: Self duration.
Components: V, S, M (a pearl worth 10 gp, which the
spell consumes) Location. You can magically change the target
Duration: 8 hours area’s appearance, as per the hallucinatory terrain spell
The next attack made against you within the duration for the duration.
has a -10 penalty to hit.
Utter Destination
True Rename 7th-level conjuration (truenaming)
9th-level divination (truenaming) Casting Time: 1 action
Casting Time: 10 minutes Range: 60 feet
Range: Unlimited Components: V, S
Components: V, S, M (Incense and ruby dust worth Duration: Instantaneous
You utter a truename, but change important syllables
5,000 gp, which the spell consumew) which refer to location. You must have learned a
Duration: Instantaneous truename to cast this spell. This spell’s effect depends
You utter a truename over and over, changing it on whether the truename you uttered belongs to a
slightly as you do so, until the truename itself is creature, object, or location:
different. You must have learned a truename to cast
this spell. Once you cast this spell, every creature Creature. The target creature is teleported to a
forgets the target’s truename, and no no creature can location you choose within range.
discern the creature’s truename for 1 year. This spell’s
effect depends on whether the truename you uttered Object. The target object is teleported to a location
belongs to a creature, object, or location: you choose within range, or into your open hand.

Creature. You change one of the target’s bonds, Location. Each creature within the target area is
flaws, or personality traits. teleported to an unoccupied space you choose that is
on the ground or floor within the area. An unwilling
Object. You enchant a nonmagical target item into creature can make a Charisma saving throw to avoid
a magic item or reduce a magic item to a nonmagical this effect.
one. You choose which magic item of uncommon
rarity the target becomes, as long as the item is an Utter Ego
appropriate type and shape. For example, you can 1st-level enchantment (truenaming)
enchant an ordinary sack into a bag of holding or Casting Time: 1 action
transform a crossbow into a weapon of warning. If you Range: 60 feet
reduce a magic item into a nonmagical one, you can Components: V, S
later restore it to its original magical power with this Duration: 1 hour
spell. You speak a truename, but skip the syllables which
refer to the innermost self. You must have learned a
Location. You distort the laws of physics in the truename to cast this spell. This spell’s effect depends
target location. You can increase or decrease gravity on whether the truename you uttered belongs to a
by 50%, change the ambient temperature to be a fixed creature, object, or location:
value of your choice from 0 to 150 degrees fahrenheit,
create a persistent fog or wind, or create another Creature. The target creature within range is
persistent magical effect, with the GM’s approval. charmed by you until the spell ends or it takes any
damage. The charmed creature is friendly to you.
Utter Appearance When the spell ends, the creature does not know it
2nd-level illusion (truenaming) was charmed by you.
Casting Time: 1 action
Range: 60 feet Object. You influence the way the object within
Components: V, S range inspires the emotions of others. For the
Duration: Concentration, up to 1 hour duration, object might make humanoids nervous,
You speak a truename, but omit every part referring happy, upset, envious, or any other emotion of your
to the subject’s appearance. You must have learned a choice. This emotion does not compel creatures to act,
truename to cast this spell. This spell’s effect depends but might influence their behavior.
on whether the truename you uttered belongs to a
creature, object, or location: Location. You change whether others desire or
despise the target location. Choose whether to Attract
Creature. The target creature within range or Repel creatures you choose in the area for the
becomes invisible, as per the invisibility spell. duration.

If you Attract creatures, each creature you choose
must make a Wisdom saving throw when it tries to
leave the area. On a failed save, until the end of its

20 2: Spells mage hand press

turn, it can’t willingly leave the area and its movement polymorph spell, for the duration. The new
is reduced to 0. form can be any creature whose challenge rating
is equal to or less than the target’s (or the target’s
If you Repel creatures, each creature you choose level, if it doesn’t have a challenge rating).
must make a Wisdom saving throw. On a failed save,
a creature must take the Dash action and move to Object. The target object within range transforms
leave the location safest available route on each of its for the duration into a similar form of your choice.
turns, unless there is nowhere to move. A creature can If the object is a weapon, it becomes another type of
repeat its saving throw against being repelled on the weapon. If it is a suit of armor, it becomes another
end of each of its turns, ending the effect on itself on suit of armor. For any other type of object, the GM
a success. decides whether or not the new form is a similar
enough type to transform. For example, a length of
Utter Energy rope would be allowed to transform into a chain or
3rd-level evocation (truenaming) a spool of thread, but not into a tapestry or lantern.
Casting Time: 1 action If you maintain your concentration on this spell
Range: 60 feet for the entire possible duration, the object remains
Components: V, S permanently transformed.
Duration: 1 minute
You utter a truename, but change its root to that of Location. You can reshape the earth within the
a combination of elements. You must have learned a target location, as per the spell move earth, for the
truename to cast this spell. This spell’s effect depends duration. When cast in this way, you can manipulate
on whether the truename you uttered belongs to a natural stone, as well as dirt and clay. You choose
creature, object, or location: which changes are wrought by the spell when you cast
it, and all changes occur over the course of 1 minute.
Creature. An aura of damaging energy radiates When the spell ends, any changes to the location
from the target creature within range. When a reverts over the course of a minute, though structures
creature comes within 5 feet of the target for the first which are damaged by the changes remain so.
time on a turn or starts its turn there, it must make
a Dexterity saving throw. On a failed save, a creature Utter Insight
takes 3d6 damage, or half as much on a successful 1st-level divination (truenaming)
save. The damage is acid, cold, fire, lightning, poison, Casting Time: 1 action
or thunder, chosen by you when you cast the spell. Range: Self
Components: V, S
Object. The target object within range freezes with Duration: Instantaneous
ice, lights aflame, radiates caustic fumes, or surges You carefully pronounce a truename, analyzing every
with energy. Any creature in physical contact with the sound and syllable of its construction. You must
item takes 3d8 damage when you cast the spell, and have learned a truename to cast this spell. This spell’s
takes this damage again the first time they touch the effect depends on whether the truename you uttered
object on a turn, or if they begin their turn touching belongs to a creature, object, or location:
it. The damage is acid, cold, fire, lightning, poison, or
thunder, chosen by you when you cast the spell. Creature. You learn one of the target’s bonds,
flaws, or personality traits.
Location. The target area radiates harmful energy.
Each creature within the target area takes 1d10 Object. You learn the object’s properties, as per the
damage when it enters the area for the first time on a identify spell.
turn or starts its turn there. The damage is acid, cold,
fire, lightning, poison, or thunder, chosen by you Location. You learn a brief summary of any
when you cast the spell. significant lore related to the target location, as per
the spell legend lore.
Utter Form
8th-level transmutation (truenaming) Utter Inversion
Casting Time: 1 action 6th-level necromancy (truenaming)
Range: 60 feet Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: Concentration, up to 1 hour Components: V, S
You speak a truename, mutating nearly every part of Duration: Instantaneous
it until the name is nearly unrecognizable. You must You speak a truename in reverse, causing its subject
have learned a truename to cast this spell. This spell’s to fundamentally unravel. You must have learned a
effect depends on whether the truename you uttered truename to cast this spell. This spell’s effect depends
belongs to a creature, object, or location: on whether the truename you uttered belongs to a
creature, object, or location:
Creature. The target creature within range
transforms into a new form of your choice, as per the Creature. The target takes 10d8 necrotic damage.
After taking this damage, the creature can make a

mage hand press 2: Spells 21

Wisdom saving throw. If it succeeds, you Creature. The target creature and anything it is
forget its truename. wearing or carrying becomes distant and ethereal. For
Object. A nonmagical target within range is the duration, the target has resistance to nonmagical
disintegrated. A magical item is not destroyed, but its bludgeoning, piercing, and slashing damage.
properties and powers are suppressed for 1 minute.
Location. Each creature you choose within the area Object. The target object becomes utterly
must make a Constitution saving throw. A creature immaterial. For the duration, it passes harmlessly
takes 8d6 necrotic damage on a failed save, or half as through creatures and objects you choose.
much on a successful one.
Location. Objects which aren’t being worn or
Utter Substance carried in the target location become partially
4th-level abjuration (truenaming) immaterial. Any creature in the location can pass
Casting Time: 1 action through objects as if they were difficult terrain.
Range: 60 feet Furthermore, a creature moving in the location
Components: V, S can pass through a ceiling or floor using 10 feet of
Duration: Concentration, up to 1 hour its movement speed, provided that there is a space
You speak a truename, reordering its construction beneath the surface into which it can fall. If a creature
into something resembling an abstract concept. You ends its turn inside an object, it takes 2d10 force
must have learned a truename to cast this spell. This damage.
spell’s effect depends on whether the truename you
uttered belongs to a creature, object, or location:

22 2: Spells mage hand press

Producers

Adam Ashworth Drew Hayes Joshua Cates Robert Field
Alexander Garcia Dylan Vinyard Julien Therrien RUNEHAMMER
Alonzo Chiante’ Fabhar Justin Forkner Ryan Patrick Nolan
Gabi Anthony Ken Beimler Sean Barrentine
Washington Garrett Lloyd Ken de Jong Shadistro
Alonzo Willis George Tolley Ken Fairbank Shawn Labay
Antonio Garcia Grand Moff Xela Kovaud Homebrew Spencer Houston
Ashran Firebrand Harry Krist Star-Lord Wright
BardlyWritten Jacob Otwell Kristian Gilfillan Stephen Grote
Braden Read James Belin Kura Tenshi Tavin Kastner
brandon johnson James Mitchell Lokis Own Thantos
Brandon Martin Jamie Marc-Antoine Côté The Mage Armory
Charles Koeppel Jason Jones Matthew Atkins The Palm of Vecna
Chase B Patterson Jerry Doolin Maximilian Beit TheNthMaou
Chris Mitchell Jesus Andujo Mike Litkewitsch TrondKF
Chris Zito Joe Shine Not_A_Robot tyrell hayward
Daniel Lamoureux Joel Grote Pandric Tyson Grigori
Dannika Aikens John Hoffman Patrick Rooney Vik M.
Darion Nutter Joseph Blanc Pedro Storti Zackary D Szechenyi
Derek Miranda

License

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