The Detective- a homebrew D&D Class

by LanceB

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The Detective

Detective

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Guise of Trickery 2 4 4 -
2nd +2 Sixth Sense 2 4 4
3rd +2 Detective Specialization 4 4 6 2
4th +2 Ability Score Improvement 4 4 6 3
5th +3 Expertise 5 4 7 3 2
6th +3 Extra attack 6 5 7 3 3
7th +3 Tracking 7 6 8 3 4 1
8th +3 Ability Score Improvement 8 7 8 3 4 2
9th +4 Detective Specialization Feature 8 8 8 3 4 3 1
10th +4 Ability Score Improvement 8 9 8 3 4 3 2 -
11th +4 Eyes of the True 8 10 8 3 4 3 3
12th +4 Ability Score Improvement 9 11 8 4 4 3 3 1
13th +5 Detective Specialization Feature 9 12 9 4 4 3 3 1 1
14th +5 Blindsense 9 13 10 4 4 3 3 1 1
15th +5 Extra Attack (2) 10 14 10 4 4 3 3 1 1 1
16th +5 Ability Score Improvement 11 15 10 4 4 3 3 1 1 1
17th +6 Detective Specialization Feature 11 18 10 5 4 3 3 1 1 1 1
18th +6 Extra attack (3) 11 19 10 5 4 3 3 1 1 1 1
19th +6 Ability Score Improvement 12 20 10 6 4 3 3 1 1 1 1
20th +6 Final Stand 12 30 10 6 4 3 3 1 1 1 1

Class Features

As a detective you have 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 + your constitution modifier per detective level after 1st

Proficiencies

Armor: Light and medium armor

Weapons: Guns, simple weapons, melee weapons

Tools: Disguise kit

Saving throws: Dexterity, Charisma

Skills: Choose three from Insight, Intimidation, Investigation, Stealth, Perception, and Sleight of Hand

Equipment

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

  • (a) Two daggers or (b) a shortsword
  • (a) Two daggers or (b) a blowgun
  • (a) A disguise kit, (b) a dungeoneer's pack, or (c) an Explorer's Pack
  • A trench coat (The stats of studded leather), two pistols, and a 2 sets of two hundred bullets

Cantrips

At 1st level, you know 2 cantrips of your choice from the detective spell list. You learn additional detective cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Detective table.

Spell Slots

The Detective table shows how many spell slots you have to cast your detective spells of 1st level and higher. To cast one of these detective spells, you must expend a spell slot of the spell's level or higher. You regain all your spell slots when you finish a long rest. For example, if you know the 1st level spell Charm Person and have a 2nd-level spell slot available, you can cast Charm Person with either slot

Spells known of 1st level and higher

You know four 1st level spells of your choice from the detective spell list. The Spells Known column of the Detective table shows when you learn more detective spells of your choice. Each of these spells must be of a level in which you have slots.

Spellcasting ability

Dexterity is your spellcasting ability for your detective spells. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a detective spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Dexterity modifier

Spell attack modifier = your proficiency bonus +

your Dexterity modifier

Guise of Trickery

At 1st level, you can use this ability to disguise yourself, if you try to trick anyone, you must succeed on a DC 13 Charisma check with advantage. You must have the items required to sleuth.

Sixth Sense

Starting at second level, your cunning allows you to tell when anyone is lying, on top of this, you can Dash and Hide as a bonus action

Detective Specialization

At 3rd level, you choose a specialization that you practice in your detective practices: Hacker, Interrogator, or Government Agent, all detailed at the end of the class description. Your specialization choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one stat by two, two by one, or take a feat

Expertise

At 5th level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Disguise Kits. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Extra Attack

You get an extra attack, you get an extra attack at 15th and 18th level

Tracking

You can recall one item at a time and track it if the last you saw it was within one month. Additionally, if you find an item that has been directly touched by a target within a week, you can track it until the week in which the target touched the item has dried up.

Eyes of the True

You have a +8 on Perception and Insight

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Final Stand

You can shoot your gun four times in a round (not including extra attack) dealing 4d6 damage per shot on a normal gun. You can do this once per long rest.

Hacker

You Have studied the art of hacking, you have practiced hacking into all devices from a young age in order to get information on a target.

Code Savvy

At 3rd level, you get the ability to hack into any low-level software with a DC 13 Wisdom Check and a high-level software with a DC 17 Wisdom Check

Electrical Malfunction

At 9th level you can choose one device within 60 feet and use an action to make it incapable of working within the time required to be fixed

Rusting Metal

At 13th level, you can choose one of your weapons and infuse it with energy, you can then use it to hit a metal weapon or wire and rust it, the next time it hits something, the rusted item has to roll a DC 14 strength/constitution check in order to not break.

Biological Hacking

At 17th level, you can use one of your bullets and shoot an enemy, then, you paralyze them for five rounds. You can do this three times per long rest

Interrogator

You have mastered the art of intimidation and detection. You know how to make targets tick and give you the information you seek.

Hold at weapon point

You hold a knife or gun up to the target's head and threaten to shoot/stab roll a DC 13 Charisma (Intimidation) check, on a success, you get the information that you ask for. Additionally, your Indimidation bonus gains two points (+2 on intimidation add two)

Fear Techniques

At 9th level you have learned how to use fear techniques in order to intimidate your enemies even further. You now have the ability to roll a DC 15 Charisma (Intimidation) check and enemies will either not attack for two rounds or, on a 19 or 20, try to get as far away as possible from you for the next round. Additionally, your Intimidation bonus gets another two points added to it.

Brutal Kills

At 13th level, whenever you kill an enemy, the enemies that see it get terrified and try to get as far away from you as possible for one turn. Additionally, your Intimidation bonus gets another two points added to it.

Horrifying Presence

At 17th level your notoriety has reached unbelievable amounts, all 19's and 20's that you roll on Intimidation checks are automatically treated as natural twenties once per long rest. Additionally, your Intimidation bonus gets another two points added to it.

Government Agent

You are a licensed agent of the government, you have studied the arts of stealth and detection.

Sniper

At 3rd level you can use this ability to shoot one enemy within 100 feet of you and kill them with a well placed sniper shot if the target's health is under 50. Additionally, your Stealth bonus gets another two points added to it.

Government Associates

At 9th level, you have some friends in the government who can get you some of what you need to be changed, changed. You need to roll a DC 17 Stealth Check in order to not be caught. Additionally, your Stealth bonus gets another two points added to it.

Undercover

At 13th level you can disguise yourself and go undercover, from there, you must roll a DC 15 Deception check in order to not be caught.

Master of Sleuth

At 17th level your stealth and kill skills are off the charts, you can kill an enemy with a well placed sniper shot if their health is at 100 or below. Additionally, your Stealth bonus gets another two points added to it.

Cantrips (0 Level)
  • Light
  • Minor Illusion
  • Message
  • Mage Hand
  • Dancing Lights
  • Poison Spray
  • Prestidigitation
  • Mage Hand
  • Ray of Frost
  • Acid Splash
  • Fire Bolt
  • Cure Wounds
1st Level
  • Magic Missile
  • Burning Hands
  • Charm Person
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Silent Image
  • Shield
  • Hideous Laughter
  • Feather Fall
2nd Level
  • Magic Bullet
  • Cloud of Daggers
  • Darkness
  • Detect Thoughts
  • Hold Person
  • Invisibility
  • Locate Object
3rd Level
  • Blink
  • Counterspell
  • Detect Magic
  • Tongues
4th Level
  • Greater Invisibility
  • Hallucinatory Terrain
  • Polymorph
5th Level
  • Dispel Evil and Good
  • Dominate Person
  • Hold Monster
  • Modify Memory
  • Planar Binding
  • Telekinesis
6th Level
  • True Seeing
  • Word of Recall
7th Level
  • Sequester
  • Teleport
8th Level
  • Antimagic Field
  • Dominate Monster
  • Feeblemind
9th Level
  • Foresight
  • Imprisonment
  • Power Word Kill
  • Shapechange
 

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