publish: true
aliases:
- Containment Specialist
created: 2026-03-09T12:15:33.836-04:00
modified: 2026-03-09T12:15:33.836-04:00
published: 2026-03-09T12:15:33.836-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24extras
- ttrpg-cli/subclass/investigator/containment-specialist
cssclasses: - json5e-class
obsidianUIMode: preview
Containment Specialist
Investigator: Subclass Feature
Source: Valda’s Spire of Secrets Extras (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Containment Specialist 4th +2 5th +3 6th +3 Arcane Disruption 7th +3 8th +3 9th +4 10th +4 Nothing to See Here 11th +4 12th +4 13th +5 14th +5 Containment Dimension 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Contain and Conceal Anomalous Magic Artifacts
Though the study of magic is diverse and wonderous, it contains mysteries better left unexplored. Such topics in magic are seldom studied, for their very existence poses an existential threat to the multiverse itself: chronomancy, protomancy, and quantumancy are among the few graced with names at all. When a sinister (or merely curious) arcanist pulls on one of these threads of knowledge, they open a Pandora’s box of unpredictable effects. The results are usually catastrophic. Such dangerous arcana leaves lasting scars on people and objects, metaphysical reverberations of the terrible secrets at their source.
As their title implies, Containment Specialists are tasked with tracking, isolating, and containing exotic magic and its artifacts. Their job is hazardous and challenging, but is of critical importance to the multiverse at large. Containment Specialists often coordinate in clandestine groups to triangulate new threats and ensure isolated ones remain indefinitely contained. With some luck, these organizations can remain obscure footnotes for generations, further sheltering their secrets from curious eyes.
Subclass Features
Cover Story (Level 3)
When you fail a Charisma (Deception) check or a creature catches you in a lie, you can reattempt the check to reassure the listener with another quick lie. On a success, the listener believes you. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Trinkets (Level 3)
You can use the following trinkets.
Antibell. As a Bonus Action, you can cast Silence without a spell slot or components.
Black Bag. As a Bonus Action, you can activate your Black Bag, an item linked to numerous extradimensional spaces, for 1 minute. While the bag is active, you can take a Utilize action to place an item in the bag or retrieve one from the bag. Any item placed within the bag is stored in its own extradimensional space, which is suffused by an Antimagic Field. The bag’s mouth is 2 feet in diameter. It can hold up to 12 items, each weighing no more than 50 pounds, and weighs as much as the heaviest object stored within it. When you retrieve an item from the bag, you always grab the item you intended.
Cinnabar Compass. As a Bonus Action, you can cast Locate Object without using a spell slot or components.
Arcane Disruption (Level 6)
When you use your Exploit Weakness and the target has the Magic Resistance trait, that trait doesn’t function until the start of your next turn.
Nothing to See Here (Level 10)
With a blinding flash, you can overwrite the memories of those around you. You can cast Modify Memory as an action targeting up to 3 creatures within range without a spell slot or components. You must modify the memories of each creature affected by the spell in the same way.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Containment Dimension (Level 14)
You can leverage a powerful quarantine procedure to keep others safe from dangerous artifacts. As a Magic action, you can create a pocket dimension that is an exact duplicate of your surroundings at the moment you use this feature—complete with duplicates of all the structures and nonmagical items therein—and transport creatures you choose within its area to the dimension. You decide the exact area of the duplicate dimension, as long as its total space fits within a 150-foot Cube.
While in the pocket dimension, you can only affect and be affected by other creatures in that dimension. You can’t see creatures and objects outside the pocket dimension. Objects taken from the pocket dimension vanish upon leaving it.
If a creature leaves the bounds of the pocket dimension it appears in the corresponding space on the plane it left. If it appears in an occupied space, it is shunted to the nearest unoccupied space and takes 4d6 Force damage.
The pocket dimension lasts for 10 minutes, and ends early if you have the Incapacitated condition, the pocket dimension contains no creatures, or you dismiss it (no action required). When the pocket dimension ends, all creatures and objects are returned to the plane they left in their corresponding locations.
Once you use this feature to create a pocket dimension, you can’t do so until you finish a Long Rest.