Age of Orion
HB Class BF Detective
|1||+2||0||Case File, Intuition|
|2||+2||0||Contact (Low Tier), Investigative Archetype|
|3||+2||1||Takedown, Trained Eye|
|4||+2||1||Ability Score Improvement|
|5||+3||2||Archetype Feature, Extra Attack|
As a Detective, you gain the following class features.
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.
Armor: Light armor.
Weapons: Simple weapons, select one non-exotic weapon.
Tools: Evidence Kit and one of the following: Lockpick set, Forgery Kit, or Disguise Kit.
Saving Throws: Intelligence, Dexterity.
Skills: Choose Three from Arcana, History, Insight, Investigation, Nature, Perception, Religion.
You start with the following equipment, in addition to the equipment granted by your background:
* (a) A licensed weapon (can’t be Restricted, Military, or Illegial) or (a) Light Duty Vest.
* A simple weapon, Evidence Kit, and a Kit you’re proficient with
A Detective knows how to build a case file, be it against an individual criminal or a larger organization. A detective can start a case file with a crime scene, a witness, or other sizable piece of evidence. After a successful Intelligence (Investigation) DC 15 check the detective can spend a day of downtime to compile information into a case file. The case file provides the detective with advantage on any Wisdom (Insight), Intelligence (Investigation), or Wisdom (Perception), checks associated with the focus of the case file. Further Investigation can provide benefits based on what information is collected. An Intelligence (Investigation) DC 15 check while interrogating a suspect will enhance the case file so it provides advantage on Charisma (Deception), Charisma (Intimidate), and Charisma (Persuasion), checks associated with the focus of the case file.
The detective is a boots on the ground kind of investigator, they’re use to the way the world really works and what people have to do sometimes just to survive in it. The Detectives gains a pool of Intuition which can be spent on class abilities. The Detective has Proficiency Bonus + Wisdom Modifier (Minimum 1) worth of Intuition that refills after a long rest. Intuition puts the Detective on edge for a period of time, heightening their abilities.
(1) World Worn: Gain +5 to passive Insight for the next 10 minutes.
(1) Toss the Place: Gain Advantage on Investigation checks for the next minute.
(1) Survival Instinct: AC becomes 10 + Dexterity Modifier + Intelligence Modifier for 10 minutes.
(1) Low Expectations: Gain +5 to initiative, and join the surprise round if there is one.
At 2nd level the Detective gains the ability to start calling on favors from contacts they know who could help them with a case. Contacts can range from informants, to taxi drivers, reporters to police officers, but can be anyone who can provide aid and information to help the Detectives case.
The Contact will never enter the field and requires things to be brought to them, they understand that the detectives work is dangerous and are willing to bend the rules for them. However a contact can be called upon to perform a skill check for the detective, some may demand compensation if the request is illegal, short notice, or expensive to perform. Contacts are willing to perform their service once, after which they expect to be compensated at a greater price if called upon again with in a week. After a week has passed they're happy to provide their service again at the normal price.
Low Tier: 3 + Detectives Proficiency bonus to the roll with Advantage.
Mid Tier: 6 + Detectives Proficiency bonus to the roll with Advantage.
High Tier: 10 + Detectives Proficiency bonus to the roll with Advantage.
At 2nd level, the detective focuses in on a method of information gathering tailored to their approach. Connected, Interrogator, Undercover, and Occultist.
At 3rd level, the Detective knows the value of keeping a target alive even when they’re making it hard to do so. The detective can always deal nonlethal damage with any weapon they’re proficient with.
At 3rd level, the Detective’s Passive Perception and Passive Investigation increase by 5.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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.
Beginning at 5th level, the detective can attack twice, instead of once, whenever they take the Attack action on their turn.
A Way with Words
At 2nd level, the Detective gains proficiency with Persuasion.
At 2nd level, the Detective may select 1 more Low Tier Contact.
Friends in High Places
At 5th level, the Detective may select 1 Mid Tier Contact, and can call upon more than just skill based services. A Taxi Driver would be willing to provide a free ride at an odd hours, a informant could smuggle you out a murder weapon, or a police officer could "lose" a piece of evidence for a day.
At 2nd level, the Detective gains the ability to put people in hot water with a few words and a set of fancy looking documents. The Detective gains proficiency in Intimidate and with Forgery Kits.
At 2nd level, the Detective can spend a bonus action to try and unnerve a single opponent. Make an Intimidate check opposed by the targets Wisdom Save, When the Detective rolls higher than their target, the next attack against the target gains advantage. Unnerve counts as a fear effect, so targets immune to fear can not be unnerved.
Living Lie Detector
At 5th level, the Detective's ability to read facial expressions and interpret body language turns the detective into a living lie detector. Anyone attempting to deliberately lie to or withhold the truth has disadvantage against the Detective.
At 2nd level, the Detective gains proficiency in Deception and with Disguise Kits.
Five Finger Discount
At 2nd level, the Detective gains proficiency in Slight of hand, and gains advantage when hiding items on character.
At 5th level, the Detective gains the ability to set up a deep cover situation within an organization. It takes seven days of down time, and an appropriate amount of money to make it happen.
Investigating occult activity takes a special type of person, one hardened to things not meant to be seen. They also dabble in magic themselves, walking a fine line between hunter and prey.
At 2nd level, the Detective gains proficiency in Arcana, and gains proficiency in one non-exotic weapon.
Ritual Spell Caster
At 2nd level, the Detective gains access to arcane magic to help in their cause. However unlike other spell casters, the Detective can learn and cast any spell, however they always must do so as a ritual, via scroll, wand, or staff. Not restricted by Arcane or Divine, the Detective is able to learn any spell that can be cast as a ritual. They always casts at a set spell level determined by their level in Detective divided by three, rounded up.
A Detective can learn a spell by copying it from a book or scroll, or can transcribe it from someone who knows the spell. it takes 1 hour and costs $500 (2W) multiplied by the spell level to record the spell in the Detectives Ritual Book.
Spell Saving Throw: 8 + Proficiency Bonus + Intelligence Modifier
Spell Attack: Proficiency Bonus + Intelligence Modifier
Spell Level: Detective Level / 3 (Round up)
At 2nd level, the Detective gains an animal familiar. (WIP)
At 5th level, the Detective has learned sometimes it’s better to forget details about what they know and not dive to deep into the Unnatural. The Detective gains advantage on Charisma (Stability: Unnatural) saves.