Detectives are skilled individuals and adept at navigating the worlds of humanoids. They thrive in situations where not all meets the eye, and are able to see things that others would miss. They are often able to see through facades in people's stories and are able to use evidence and reasoning to demolish deception.
In combat detectives can use their powers of deduction and investigation to determine an enemy's weaknesses.
hit dice:
1d8+ Con
hit points at 1st level:
10
hit points at higher levels:
8+CON
armor proficiencies:
Light
weapon proficiencies:
Simple
tools:
Thieves tools
saving throws:
Intelligence, charisma
skills:
Choose two -
Arcana, Perception, Investigation, Persuasion, Stealth, Sleight of hand, History, Deception, Intimidation
starting equipment:
Basic light armour
Signature style weapon
1x thieves tools
spellcasting:
Detectives can replicate the effects of some spells by spending reasoning points.
Paranormal Investigators have access to necromancy spells and gain spell slots.
class features:
Signature style
Pick one weapon except a great weapon. For this weapon you can use your intelligence instead of strength or dexterity. You can also use this weapon with proficiency. Also, choose one style: persuasion, intimidation or deception.
When performing a skill check against a sentient humanoid using your chosen skill, gain advantage on that skill check.
Reasoning
As a detective you are able to use your deductive and investigative reasoning to gain the advantage against whatever enemy you face off against. Detectives can spend reasoning points to perform special actions or replicate the effects of some spells. Reasoning points refresh when you short or long rest.
Analysis
You study your enemy for any openings or weaknesses.
You may spend 1 reasoning point to perform the analysis action.
When performing the analysis action you must roll an arcana, history, nature or religion check according to the type of creature you are analysing. Detectives receive a significant amount of information upon successful analysis. Upon a critical success, detectives are able to determine full information about target creature.
Signature Style: Analysis
Choose one style: Arcana, history, nature, religion. You will have advantage when analysing a creature who's type matches your chosen style.
Specialisation
You can choose to specialise into one subclass:
-Vigilante
-Criminologist
-Paranormal Investigator
Expertise
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Signature Style: Tricks of the Trade
Vigilante: Gain the ability to craft throwable items and some throwable weapons
Criminologist: Gain the ability to craft different ammo types
Paranormal Investigator: Gain the ability to prepare items that can be used against paranormal entities (way more detail needed for this)
subclass options:
Vigilatne
Gain proficiency with medium armour.
Analytical Strike
Spend 1 Reasoning point to perform an attack action with your signature style weapon. If the attack hits, automatically pass an analysis action and gain details about the targeted creature.
Always Come Prepared
Your reflexes and penchant for storing useful items on a quick access belt mean that you can use all sorts of equipment faster than others.
Equip 3 items (potions, coatings, grenades or small throwable weapons) to your utility belt (or RP appropriate accessory.) You may use or throw these items as a bonus action in combat for 1 reasoning point each. You can refresh these items at any time outside of combat. At level 11 increase the number of items to 5.
Martial Foresight
When attacked by a melee attack, add your intelligence bonus to your AC.
Discombobulate
The detective analyses their opponent and foresees their next move. Spend an action and x Reasoning to goad 1 creature within 5ft to attack you on it’s next turn. The creature must attack if still within 5ft. When the creature attacks the detective may spend their reaction to act upon their foresight, thwarting the creatures attempt to attack, resulting in a miss. The detective then makes an unarmed strike against the creature and inflicts 4d8+STR bonus, pushes the target back 10ft, causes the target to become dazed and frightened for 1 turn. On a critical hit the target is stunned for 2 turns.
Any sentient humanoid that is spared by the detective after combat is intimidated by the detective for 1d8+2 weeks.
Criminologist
Gain proficiency with firearms
Target Acquired
After performing an analysis spend 1 extra reasoning point to designate a weak spot and then choose to perform one of the following:
Now’s your chance! - Inform your party members of the target’s weak spot. Party members for 1 turn can toggle an exploit weak point modifier to their next attack action. The effects of exploit weak point are as follows: -5 to hit, +1d4 damage upon hit.
I have you now! - Maintain concentration (INT) on the target’s weak point, for the next 10 turns add half 1d4 damage to each of your attack actions. This does not effect party members.
Quick Analysis
You are able to perform an analysis as a bonus action.
X
X
X
Paranormal Investigator
Medium
Gain speak with dead as a ritual spell.
You have made a bond with a spirit from the other side. This spirit follows you around and is controlled by you in combat. You may ask your spirit to assist you with various tasks. Consult your DM for ideas about your spirit companion or roll on this 1d4 table.
Roll Result | Type | Origin | Attachment |
1 |
Wisp |
Humanoid |
Mutual gain pact |
2 |
Ghost |
Animal |
Haunted |
3 |
Skeleton/Zombie |
Emotion |
Passed friend/family |
4 |
Voice in head |
Manifestation |
Spirit guide |
Type
Wisp: Your spirit is an orb or vague shape.
Ghost: Your spirit takes a fully manifested form of what it was when it was alive or how it chooses to look.
Skeleton/zombie: Your spirit is still attached to it’s corporeal form.
Voice in head: Your spirit is invisible and communicates or is sensed through a voice or voices in your head.
Origin
Humanoid: Your spirit appears or was once a sentient humanoid.
Animal: Your spirit appears or was once an animal or beast.
Emotional: Your spirit was born from an intense emotional reaction, from yourself or someone else.
Manifestation: Your spirit was born from a belief. When many people believe in something, or many people have a fear of something, a spirit is born from that belief.
Attachment
Mutual gain pact: You and your spirit need each other to fulfil your goals.
Haunted: You are haunted by your spirit.
Passed friend/family: You knew your spirit when it was alive. If origin result was 3 or 4 then perhaps the spirit was born of a strong emotion or belief/fear your friend/family had. Perhaps it was what killed them.
Spirit guide: You help guide many spirits over to the other side. Roll on this table every time you meet a new spirit to guide.
Level | XP | Abilities | Proficiency Bonus | Reasoning |
---|
1 | 0 | Signature Style | +2 | 0 |
2 | 300 | Reasoning, Analysis, Signature Style: Analysis | +2 | 2 |
3 | 900 | Specialisation, Expertise | +2 | 3 |
4 | 2,700 | Ability Score Improvement | +2 | 4 |
5 | 6,500 | Signature Style: | +3 | 5 |
6 | 14,000 | Subclass feature | +3 | 6 |
7 | 23,000 | X | +3 | 7 |
8 | 34,000 | X | +3 | 8 |
9 | 48,000 | X | +4 | 9 |
10 | 64,000 | X | +4 | 10 |
11 | 85,000 | X | |
12 | 100,000 | |
13 | 120,000 | |
14 | 140,000 | |
15 | 165,000 | |
16 | 195,000 | |
17 | 225,000 | |
18 | 265,000 | |
19 | 305,000 | |
20 | 355,000 | |