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Saving Throws: Intelligence, Wisdom

The Veritas (Truth Seeker) Skills: Choose four from Animal Handling, Arcana,
Veritas means truth in Latin and this class is all History, Insight, Investigation, Nature, Perception,
about finding the truth. The Veritas are a class Religion.
dedicated to uncovering hidden truths, deciphering
ancient mysteries, and navigating the unknown. Equipment
Driven by an insatiable curiosity and a keen
You start with the following equipment, in addition to
intellect, they excel in exploration, deduction, and
the equipment granted by your background:
lore mastery. They are invaluable companions in
● Any simple weapon
any adventuring party, for their skills can unlock
● Scholar’s pack
secrets, solve puzzles, and shed light on even the
● Any 4 tools
most perplexing situations.
Alternatively, you may start with 4d4 x 10 gp to buy
Class Feature your own equipment.

As a Veritas, you gain the following class features


Deductive Reasoning
Hit Points This is the core resource Veritas utilize to fuel their
Hit Dice: 1d6 per veritas level investigative and discovery-based abilities. It
Hit Points at 1st Level: 1d8 (or 5) + your represents their keen intellect, meticulous
constitution modifier per veritas level after first observation, and ability to draw logical conclusions
from gathered information. Veritas spend Deductive
Proficiencies Reasoning (DR) points to activate various abilities
Armor: none that enhance their investigative prowess, uncover
hidden truths, and gain insights that propel them
Weapons: simple weapons
forward in their pursuit of knowledge. The number
Tools: Any four
of DR a Veritas has is shown on the class table.
Underworld Connection (2 Points): Seeking
information from the criminal underworld, spend
Insights points to tap into your network of informants. Gain
Veritas Insights are specialized abilities fueled by advantage on your next Charisma (Persuasion) or
Deductive Reasoning (DR) points. These insights Charisma (Intimidation) check to convince a source
tap into the core strengths of the Veritas class: keen to provide relevant information.
observation, logical deduction, and a thirst for
knowledge. Magical Residue (2 Points): When encountering
evidence of magic use, spend points to attempt to
Observational Expertise (1 Point): Spend a point identify the specific school of magic or lingering
to make a close examination of a creature, object, effects. Gain a bonus to your next Intelligence
or location. Gain a bonus to your next Intelligence (Arcana) check to understand the nature of the
(Investigation) check related to what you examined. magic used.

Environmental Awareness (1 Point): While Swift Climber (1 Point): Faced with a challenging
exploring a new environment, spend a point to climb, spend a point to move with increased agility
become more attuned to your surroundings. Gain and surefootedness. Gain advantage on your next
advantage on your next Wisdom (Perception) check Strength (Athletics) check to climb a wall or
to notice hidden details or potential dangers. obstacle.

Surveyor's Scrutiny (2 Points): Presented with a Trailblazer's Eye (2 Points): While navigating
map, diagram, or blueprint, spend points to analyze dense foliage, treacherous terrain, or other difficult
it for hidden details or potential inconsistencies. environments, spend points to identify the safest
Gain a bonus to your next Intelligence and most efficient route. Gain advantage on your
(Investigation) check to glean additional information. next Wisdom (Survival) check to avoid hidden
dangers or difficult terrain.
Linguistic Intuition (Variable Points):
Encountering a creature speaking an unknown Hide the trail (1): hide evidence of your passing,
language, spend points to attempt basic causing pursuers to have disadvantage to track
communication. This could cost 1 point for simple you.
phrases, 2 points for basic conversation, or more for
complex topics (GM discretion). Natural Camouflage (2): Encountering a need to
blend into your surroundings, spend a point to
Arcane Analysis (2 Points): When encountering a utilize the environment to your advantage. Gain
magical object, location, or creature, spend points advantage on your next Dexterity (Stealth) check to
to attempt to understand its magical properties. hide in plain sight.
Gain a bonus to your next Intelligence (Arcana)
check to identify its function or potential dangers. Treasure Hunter's Eye (1): While exploring a
dungeon, tomb, or other potentially treacherous
Interrogation Pressure (2 Points): While location, spend a point to identify hidden
questioning a suspect, spend points to subtly compartments, secret doors, or concealed traps.
increase pressure and potentially unearth hidden Gain advantage on your next Intelligence
information. Gain advantage on your next (Investigation) check to find hidden treasures or
Intimidation or Deception check to influence their dangers.
response.
Ancient Script (variable): Encountering an
Memory Jog (1 Point): As you interview a witness inscription in a forgotten language, spend points to
or suspect, spend a point to jog their memory. Grant attempt to decipher it. This could cost 1 point for
advantage on their next Wisdom check to recall basic symbols or 2 points for a short phrase.
specific details or forgotten information.
Camouflage Detection (1 Point): Searching for a
Follow the Trail (2 Points): Presented with faint hidden creature or object disguised within its
tracks, broken branches, or other subtle signs, surroundings, spend a point to utilize your keen
spend points to attempt to follow a trail. Gain observation skills. Gain advantage on your next
advantage on your next Wisdom (Survival) check to Wisdom (Perception) check to identify the hidden
track a creature or lost person. element, this also helps locate invisible creatures
and objects.
analyze a creature within 30 feet. You gain
Expertise advantage on your next attack roll against that
At 2nd level, choose insight, investigation, or creature within the next minute, as you have
perception. Your proficiency bonus is doubled for identified a weakness or exploited an opening in its
any ability check you make that uses either of the defenses. The creature must be of a creature type
chosen proficiencies. that you have selected. At 15th level, the player
can select another creature type, and again at 18th
Paradigms level.

Within the Veritas class, a Paradigm refers to a


specialized approach a Veritas takes in their pursuit Always Deductive
of uncovering the truth and forgotten knowledge. At 20th level, if you start an encounter without any
Each Paradigm reflects a distinct philosophy or deductive reasoning points, you gain 1 DR.
methodology in how they gather information,
analyze clues, and ultimately reach conclusions.

At 3rd level, you choose a paradigm that you Paradigms


pursue detailed at the end of the class description, Paradigms represent how your character gathers
or one from another source. Your paradigm choice his knowledge.
grants you features at 3rd level and then again at
6th, and 14th level.
The Pathfinder
The Pathfinder excels in navigating treacherous
Ability Score Imporvement terrain, uncovering hidden pathways, and
When you reach 4th level, and again at 8th, 12th, understanding the secrets of the natural world. They
16th, and 19th level, you can increase one ability are the ultimate wilderness explorers, adept at
score of your choice by 2, or you can increase two tracking creatures, identifying dangers, and utilizing
Ability Scores of your choice by 1. As normal, you their environment to their advantage.
can’t increase an ability score above 20 using this
feature. When taking this paradigm, the character gains
proficiency in athletics and survival skills and can
cast the animal friendship and speak with animals
Regain Spend DR spells using no components by spending 1 DR
Starting at 5th level, after a short rest, regain half of point.
your spent Deductive Reason (DR) points.
At 6th level, the Pathfinder can cast the locate
Insightful Deduction animals and plants spell by spending 2 DR points,
and the commune with nature spell using 3 DR
Starting at 9th level, in a moment of keen
points.
observation and logical analysis, you can offer a
flash of insight that empowers an ally or yourself to
At 14th level, the Pathfinder can cast legend lore for
navigate a challenge. When you or a creature within
5 DR points and has the ability to find the safest
30 feet of you makes an ability check or a saving
path across any natural terrain. This grants them
throw, you can expend 1 point of Deductive
advantage on any roles to see or navigate this
Reasoning as a reaction to grant them advantage
terrain.
on the roll.

Expertise The Cartomancer


The Cartomancer utilizes a mystical map, an
At 10th level, choose insight, investigation, or
extension of their will, to uncover hidden locations,
perception other than the one you chose before.
and gain insights into the world around them.
Your proficiency bonus is doubled for any ability
check you make that uses either of the chosen
When taking this paradigm, the cartomancer gains
proficiencies.
a magical map that lets them see the layout of the
area up to 100 feet. This ability goes through walls
Creature Evaluation and barriers. It will helpfully label traps and locked
At level 11, pick a creature type. By using a bonus or secret doors. It can also show you the location of
action and spending 1 point of Deductive any creatures of size small or larger. The
Reasoning, you can take a moment to meticulously cartomancer can store this map inside an
interdimensional space and retrieve it as a bonus
action.

At 6th level, the cartomancer can spend 2 DR to


scry a specific location that is known or accurately
described to them. This can be something as
simple as “I want to scry what is behind that door”
or as complicated as “the throne room of the king of
thieves”. The cartomancer can also alter terrain on
the map at a cost of 1 DR per 10 foot square. The
terrain can be altered to either create difficult
terrain, or remove difficult terrain.

At 14th level, a cartomancer can spend 2 DR points


to teleport to a place on the map within range or
that is being scryed. Other characters can be taken
along for 2 additional DR points per extra character.

The Spirit Weaver


The Spirit Weaver possesses an innate ability to
communicate with benevolent spirits that linger in
the world, drawing upon their knowledge and aid in
their investigations.

When this paradigm is first taken by a character,


they gain the ability to perceive and interact with
benevolent spirits that linger in certain locations..
They gain proficiency in history check as the spirits
can tell them of what has happened in the past.
The spirits can also scout around within 300 feet of
the spirit weaver and convey information back to the
spirit weaver.

At 6th level, the spirit weaver can temporarily make


the spirits visible, allowing the spirit weaver to
cause a creature to make a saving throw or be
frightened. The DC is equal to 8 + the spirit weavers
intelligence bonus + the spirit weavers proficiency
bonus. This ability costs 3 DR points.

At 14th level, the spirits around the spirit weaver


can cause the area within 10 feet of the spirit
weaver to become difficult terrain, and any ranged
attacks targeting the spirit weaver are made at
disadvantage.

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