Detective
Action Hero Blaster Brain Brawler Charmer Detective Scientist Zoomer

Class Features

As a Detective, you gain the following class features.

Hit Points


Hit Dice: 1d8 per detective level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Detective level after 1st

Proficiencies


Saving Throws: Intelligence, Wisdom
Armor: No armor
Weapons: Simple weapons, firearms
Skills: Choose 3 from History, Insight, Investigation, Medicine, Nature, Perception, Sciences, Sleight of Hand, Stealth, Survival
Tools: Computers, forensics tools

Equipment


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) light autoloader, 30 bullets, (b) revolver, 30 bullets, or (b) $350
  • (a) infiltrator's pack or (b) investigator's pack
  • (a) any basic costume and mask or (b) $100

The Detective
Level Proficiency Bonus Features
1st +2 Insightful Defense, Profile Specialty
2nd +2 Danger Sense
3rd +2 Detective Archetype, Expertise
4th +2 Ability Score Improvement
5th +3 Detective Dice (4d8)
6th +3 Expertise
7th +3 Detective Archetype feature, Jack of All Trades
8th +3 Ability Score Improvement
9th +4 Detective Dice (Insight), Single Minded
10th +4 Ability Score Improvement

Insightful Defense


When wearing no armor and not using a shield, your AC equals 10 + your Dexterity modifier + your Intelligence or Wisdom modifier.

Profile Specialty


Choose one race or subtype of humanoid (e.g.: Human, Empowered, Robot) as a Profile Specialty.

You have advantage on Wisdom (Survival) checks to track your Profile Specialty, to Intelligence (Investigate) checks associated with your Profile Specialty, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your Profile Specialty.

You choose one additional Profile Specialty, as well as an associated language, at 6th level. You may apply these benefits to all Humanoids or to additional creature types which you have encountered, such as Dragons or Monstrosities.

Danger Sense


At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Detective Archetype


At 3rd level, you choose an archetype that you strive to emulate in your techniques, such as Criminal Psychologist or Special Agent. The archetype you choose grants you features at 3rd level and then again at 7th level.

Expertise


At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement


When you reach 4th level, and again at 6th and 8th 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.

Detective Dice


The 5th level, you earn 4d8 to spend on Perception skill checks. Whenever you make a Perception check, you may choose to add the result of up to two of these dice to the total. At 9th level these Expert Dice can be used to improve Insight checks as well.

Detective Dice recharge after a long rest.

Jack of All Trades


Starting at 7th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Single Minded


At 9th level, you can make Intelligence checks instead of Wisdom checks, or make Wisdom checks instead of Intelligence checks.



Detective Archetypes


Detectives have many features in common, including their emphasis on criminology, deductive reasoning, and forensics. But different detectives steer those talents in varying directions, embodied by the detective archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Criminal Psychologist


You are a trained psychologist with expertise in the criminal mindset.

Criminal Psychology. Beginning when you choose this archetype at 3rd level, you gain advantage on Insight checks made to understand the motivation behind the behavior of criminals.

Additionally, by spending 1d4 hours researching and making a successful Investigation check, you can narrow down the details and location of a suspect's next crime to 1d4 locations.

Surprising Insight. At 7th level, you can stun a criminal with your deductions about its motives. You must spend an action and speak in a language that the target understands, issuing a brief synopsis of its motives or reasoning. You must make an Insight check against your target's Wisdom saving throw. If you succeed, the target is Incapacitated and can't take actions, bonus actions, or reactions until the end of its next turn.

Once you use this feature, you can’t use it again until you finish a long or short rest.

Special Agent


You serve an organization as a special operative on missions of intelligence gathering and espionage.

Safehouse Network. Beginning when you choose this archetype at 3rd level, you have access to your organization's safehouses, located in major cities across the globe. These safehouses allow you to hide out and lay low with everything you need to survive, including a stock of food and water, as well as basic weapons ammunition, and gear.

Requisitions. Starting at 7th level, you have access to equipment and resources beyond your personal gear. While many of these resources will be at the GM's discretion and mission-relevant, you may requisition additional gear by making a Charisma (Deception, Intimidation, or Persuasion) check. The DC is the cost of the item divided by 100 and rounded down + 10. You can requisition a number of items equal to your Charisma modifier with a minimum of 1 and it takes 10 minutes to receive the items. These items are expected to be returned when the mission is complete.

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