Spectrologist

You gain proficiency with glassblower’s tools. If you already have this proficiency you gain proficiency with one other type of artisan’s tools.

### Spectrologist Spells

3rd level Spectrologist feature

You always have certain spells prepared after you reach particular levels in this class, as shown on the Spectrologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

#### Spectrologist Spells

 3rd
 5th
 9th
 13th
 17th

### Proton Trap

3rd level Spectrologist feature

Whenever a creature (other than a construct) is killed within 60ft of you, the essence of its soul becomes visible to you. As a reaction you can trap this essence in your glassblower’s tools or a Proton pack and afterward as an action you can do the following:

Detect: you look through the essence and are briefly able to detect any undead within 120ft of you.

Query: you ask the essence one question it will answer truthfully though it may be cryptic.

Infuse: you can add the experience of the essence to a task roll 1D6 and add it to the total of your next skill check.

Terrorise: you can send the essence to attack a creature, the creature makes a wisdom saving throw against your spell save DC if they fail they are frightened of you until the start of your next turn.

When you reach certain levels in this class you can capture the essence of more creatures at 5th level you can keep the essence of two creatures and at 11th three and at 17th four. Any essence you have captured evaporates into the ethereal plane after a long rest or after it is used.

### Spectral Savant

5th level Spectrologist feature

You have an uncanny ability to find the lingering essence of once living creatures, at the end of a long rest no matter where you are you can find some essence to capture in your Proton Trap. Additionally when you make a saving throw you can use up some of your essence to reroll the saving throw (after you see the roll but before finding out the result) and choose to use either roll.

### Healing Possession

9th level Spectrologist feature

As a bonus action you can send out some of your captured essence to revive allies temporarily giving the target 4d8 temporary hitpoints. If the target is unconscious unlike what regularly happens the target can get up and keep fighting although they will still need to make death saving throws at the beginning of each turn.

If the temporary hitpoints run out before they are healed they drop unconscious once again and if they fail all three death saving throws before running out of temporary hitpoints they can roll a D20 if they get a 10 or higher they are unconscious but stable if they get a 9 or lower they die.

### Essence Expert

15th level Spectrologist feature

You have become so used to dealing with spectres and ghouls that you aint scared of no ghost you can no longer be affected by the frightened condition and are now resistant to necrotic damage.

Your mastery of essence has allowed you to be able to cast Raise Dead and Globe of Invulnerability without expending a spell slot, without preparing the spell, and without material components, provided you use your glassblower’s tools or a Proton pack as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

### Spectrologist Infusions:

#### Proton Pack:

Prerequisite: 3rd level artificer, Item: backpack (requires attunement)

This pack has a number of charges equal to twice the creator’s intelligence modifier (minimum 2) and can be used as a spell casting focus. While attuned to this pack you can expend a number of charges equal to the spells level (minimum 1) to extend an instantaneous spell effect to allow you to deal the spells damage again on subsequent rounds as an action so long as the target is still in range.

Charges can only be used on spells that target a single creature with a spell attack that has an instantaneous effect. Once a charge is used the spell is extended for a number of rounds equal half to your proficiency bonus (rounded down). The pack regains all charges each day at dawn. Once you reach level 10 it only requires a bonus action to activate the damage on subsiquent rounds.

#### Aurascope:

Item: telescope

This scope can be tuned into several different creature types to let you locate them hiding nearby. This item has a number of charges equal to the creator’s intelligence modifier (minimum 1) and can be activated as an action.

Once activated the Aurascope remains active for 1 minute pick a creature type from: aberrations, celestials, elementals, fey, fiends or undead.

While looking through it the scope detects creatures of this type within 150ft line of you (including through walls). The scope doesn’t tell you an exact whereabouts of the creature but gives you a colour depending on the distance: green within 50ft, yellow within 100ft, red within 150ft.

#### Ectomobile:

Prerequisite: 10th level Artificer, Item: cart (requires attunement)

This infuses the cart with a ghostly essence so that it moves without being pulled, this allows you to control the cart telepathically while you’re within 100ft of it. The cart itself moves at a speed of 70ft per round.

Traveling at a fast pace can mentally exhaust you, for every 4 hours you spend traveling at a fast pace you need to make an intelligence saving throw against the creators spell save DC or be forced to travel at a slow pace until your next long rest.