Kid Sleuth
Subclass features
Kid Sleuth
Level 3Solve Mysteries with Your Talking Animal Sidekick
Though Kid Sleuths are not all literally youths, they are all amateur detectives with a knack for solving tricky crimes. Assisted by their ubiquitous 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 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.
Animal Sidekick
You gain a Kid Sleuth's constant companion: a talking animal sidekick. You add Find Familiar to your grimoire for free. You can use ValdaSpire24 to cast the spell without expending a use of the feature, and you don't need to read from your grimoire to cast it. The spell is improved in the following ways when you cast it.
Expanded Options
You can choose one of the normal forms for your familiar or one of the following special forms: Goat, Mastiff, or Weasel.
Awakened
The animal gains an Intelligence of 10 and the ability to speak one language you know.
Skillful
Your familiar gains proficiency in any combination of two skills or tools of your choice. You can change this selection when you summon your familiar.
Trinkets
You can use the following trinkets.
Bag of Traps
As a Bonus Action, you can magically produce and take the Utilize action to use one of the following items: Ball Bearings, Caltrops, Chain, Hunting Trap, Manacles, or Oil (which you can only use to douse a space). If the item requires a saving throw, it uses your spell save DC. For the next minute, you can use a Bonus Action to produce and use another such item, until you have created a total of five items. Once created, these items vanish after 1 hour.
Dooby Snack
As a Bonus Action, you produce a tasty treat that lasts for 1 hour. A creature can use a Bonus Action to eat this treat to gain a number of Temporary Hit Points equal to your Intelligence modifier (minimum of 1). Until the start of its next turn, the creature has Advantage on the next D20 Test it makes.
Magnifying Glass
As a Bonus Action, you can cast Clue without a spell slot or components. Additionally, when you cast this spell using this trinket, you can determine each type of creature that leaves footprints or fingerprints.
Split Up, Gang
Level 6When you use your ValdaSpire24, you can immediately move up to half your Speed without provoking Opportunity Attacks. Alternatively, you can choose one ally you can see within 30 feet of you who can see or hear you. The ally can take a Reaction to move up to half its Speed without provoking Opportunity Attacks.
Cunning Companion
Level 10When your familiar takes the Dash, Disengage, or Hide action, you gain the benefits of that action on your next turn. You must be Heavily Obscured or behind Three-Quarters Cover or Total cover, and you must be out of any enemy's line of sight to gain the benefits of the Hide action.
Meddling Kids
Level 14Whenever an enemy within 30 feet of yourself makes an attack roll against one of your allies, you can take a Reaction to impose Disadvantage on that roll.
Raw data
{
"name": "Kid Sleuth",
"__prop": "subclass",
"source": "ValdaSpire24Extras",
"className": "Investigator",
"shortName": "Kid Sleuth",
"classSource": "ValdaSpire24",
"subclassFeatures": [
[
{
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"type": "entries",
"level": 3,
"__prop": "subclassFeature",
"source": "ValdaSpire24Extras",
"entries": [
"{@i Solve Mysteries with Your Talking Animal Sidekick}",
"Though Kid Sleuths are not all literally youths, they are all amateur detectives with a knack for solving tricky crimes. Assisted by their ubiquitous 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 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.",
{
"name": "Animal Sidekick",
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"__prop": "subclassFeature",
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"entries": [
"You gain a Kid Sleuth's constant companion: a talking animal sidekick. You add {@spell Find Familiar|XPHB} to your grimoire for free. You can use {@classFeature Rushed Incantation|Investigator|ValdaSpire24|2} to cast the spell without expending a use of the feature, and you don't need to read from your grimoire to cast it. The spell is improved in the following ways when you cast it.",
{
"name": "Expanded Options",
"type": "entries",
"entries": [
"You can choose one of the normal forms for your familiar or one of the following special forms: {@creature Goat|XMM}, {@creature Mastiff|XMM}, or {@creature Weasel|XMM}."
]
},
{
"name": "Awakened",
"type": "entries",
"entries": [
"The animal gains an Intelligence of 10 and the ability to speak one language you know."
]
},
{
"name": "Skillful",
"type": "entries",
"entries": [
"Your familiar gains proficiency in any combination of two skills or tools of your choice. You can change this selection when you summon your familiar."
]
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],
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},
{
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"entries": [
"You can use the following trinkets.",
{
"name": "Bag of Traps",
"type": "entries",
"entries": [
"As a {@variantrule Bonus Action|XPHB}, you can magically produce and take the {@action Utilize|XPHB} action to use one of the following items: {@item Ball Bearings|XPHB}, {@item Caltrops|XPHB}, {@item Chain|XPHB}, {@item Hunting Trap|XPHB}, {@item Manacles|XPHB}, or {@item Oil|XPHB} (which you can only use to douse a space). If the item requires a saving throw, it uses your spell save DC. For the next minute, you can use a {@variantrule Bonus Action|XPHB} to produce and use another such item, until you have created a total of five items. Once created, these items vanish after 1 hour."
]
},
{
"name": "Dooby Snack",
"type": "entries",
"entries": [
"As a {@variantrule Bonus Action|XPHB}, you produce a tasty treat that lasts for 1 hour. A creature can use a {@variantrule Bonus Action|XPHB} to eat this treat to gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Intelligence modifier (minimum of 1). Until the start of its next turn, the creature has {@variantrule Advantage|XPHB} on the next {@variantrule D20 Test|XPHB} it makes."
]
},
{
"name": "Magnifying Glass",
"type": "entries",
"entries": [
"As a {@variantrule Bonus Action|XPHB}, you can cast {@spell Clue|ValdaSpire24} without a spell slot or components. Additionally, when you cast this spell using this trinket, you can determine each type of creature that leaves footprints or fingerprints."
]
}
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"entries": [
"When you use your {@classFeature Exploit Weakness|Investigator|ValdaSpire24|5}, you can immediately move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}. Alternatively, you can choose one ally you can see within 30 feet of you who can see or hear you. The ally can take a {@variantrule Reaction|XPHB} to move up to half its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."
],
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{
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"entries": [
"When your familiar takes the {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Hide|XPHB} action, you gain the benefits of that action on your next turn. You must be {@variantrule Heavily Obscured|XPHB} or behind {@variantrule Cover|XPHB|Three-Quarters Cover} or Total cover, and you must be out of any enemy's line of sight to gain the benefits of the {@action Hide|XPHB} action."
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{
"name": "Meddling Kids",
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"entries": [
"Whenever an enemy within 30 feet of yourself makes an attack roll against one of your allies, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on that roll."
],
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}