Investigator (5e Class Adaptation from pf2e) - By SpaceWestern

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Investigator

A gnome inspects a set of runes on the wall, checking them against his notes.

A dwarf quickly bandages her companion's wound before firing her crossbow at a nearby gnoll.

A kenku stalks their suspect through an alley, waiting for the right moment to take them down.

Investigators pursue their targets relentlessly, using all manner of tactics. Some gather their own intel, while others may have contacts that inform them about their cases. Either way, if there is a mystery to be solved, an investigator is sure to unravel it, no matter their methods.

A Slew of Sleuths

Investigators can come from many backgrounds. Some pursue a proper education in their field, spending years researching and practicing various methods to use for carrying out their investigations. Others may simply have a good intuition and grow to be known as a detective over time by solving local inquiries.

No matter how they come to their field, they have practiced and honed their abilities over time for both exploration and combat. When delving into dungeons or infiltrating areas of interest, investigators excel at noticing even the smallest of details, leaving no secrets behind. In combat, they use their eye for detail to pick out the perfect moment to strike to take their foes out however is needed, and can even use their strategic mind to help their allies find holes in the enemy's defenses as well.

Masters of Planning

Investigators are experts at staying one step ahead of their foes, constantly factoring new information into their plots and plans to ensure that everything works out as they intend it to. A good investigator knows what's important to keep track of in the immediate, and what can be sidelined to be dealt with later.

Creating an Investigator

As you create your investigator, keep in mind why your character is on their adventure. Are they pursuing the subject of a mysterious case? Have they been framed for some great crime and must now search for evidence of the true perpetrator? Or is this simply their occupation and they've decided to branch out and work in new places?

Many investigators work for and follow the law, but not all. Some may have a personal code they try to follow, and others may follow no code or structure at all. Consider what rules your character strives to follow. If they don't follow any, did they follow rules before and have now left them behind in single-minded pursuit of some important case? Or have they never followed a set of rules at all?

Quick Build

You can make an investigator quickly by following these suggestions. First, make Intelligence your highest ability score. Make Wisdom or Dexterity your next highest, and Constitution after that. Then, select the Investigator background.

Investigator Multiclassing

Should you wish to multiclass with an investigator, the prerequisites and proficiencies gained are listed below.

Investigator Multiclass Prerequisites

Ability Score Minimum: Strength or Dexterity 13, and Intelligence 13

Investigator Multiclassing Proficiencies

Proficiencies Gained: Light armor, simple weapons, martial weapons, and two of Acrobatics, Athletics, Deception, History, Insight, Investigation, Nature, Perception, Persuasion, Survival, Stealth, Sleight of Hand

Class Features

As an Investigator, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose 4 from Acrobatics, Athletics, Deception, History, Insight, Investigation, Nature, Perception, Persuasion, Survival, Stealth, Sleight of Hand

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) two daggers
  • (a) an scholar's pack or (b) a dungeoneer’s pack
  • leather armor

Alternatively, you may start with 4d4 x 10 gp to buy your own equipment

Devise a Stratagem

At 1st level, you can assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Once per turn, you can choose a creature you can see and roll a d20 (no action required). The next time you make an attack against the chosen creature later this round using a weapon you are proficient with, you must use the result of this d20 in place of rolling for the attack. If you would have advantage or disadvantage on the attack roll, you use this die in place of one of the two dice you would roll normally.

When you make this substitution, you can deal an extra 1d6 damage to the target if the attack hits. This damage increases as your Investigator level increases, as shown in the Stratagem column of the Investigator table.

If you're aware that the creature you chose is the subject of a lead you're pursuing, you roll two d20s and can use either one of them in place of the attack roll (but not both). If one of your leads would apply to multiple creatures, the GM chooses one of the creatures for this benefit to apply to, generally the most prominent or important creature of the group.

Expertise

At 1st level, choose two of your proficiencies in skills or with tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Your choice of methodology at 3rd level will grant this benefit to another skill or tool proficiency depending on which you choose. At 6th level, you choose two of your other proficiencies to gain this benefit.

The Investigator
Level Proficiency Bonus Stratagem Features
1st +2 1d6 Devise a Stratagem, Expertise
2nd +2 1d6 Pursue a Lead, Persistent Investigation
3rd +2 2d6 Investigator Methodology, Strategic Strikes
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Shared Stratagem, Sharp Senses
6th +3 3d6 Expertise, Jack of All Trades
7th +3 4d6 Methodology Feature
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Temporary Suspect
10th +4 5d6 Strong-Willed
11th +4 6d6 Methodology Feature
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Didactic Strike
14th +5 7d6 Blindsense
15th +5 8d6 Uncanny Recollection
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Methodology Feature
18th +6 9d6 Threads of the World
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Infallible Eyes

Pursue a Lead

At 2nd level, you've learned to gather your suspicions into proper investigations. Once every 10 minutes, you can spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt an ability check to investigate a designated subject, you gain a bonus to the check equal to your Intelligence modifier. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically ability checks that use Intelligence, Wisdom, or Charisma. You can also use your reaction to grant this bonus to an ally if they attempt a skill check that would apply to your investigation.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until you finish a long rest.

Persistent Investigation

At 2nd level, you've learned to briefly shift your focus away from one of your suspects to focus on the task at hand. Once per long rest, when you would give up on the subject of a lead, you can choose to designate the lead you gave up on as your persistent lead. Your persistent lead does not grant you any bonuses, but you can choose to pursue it as one of your two leads again (no action required), and doing so does not remove this persistent lead. However, when you finish a long rest and have a persistent investigation, you must choose to either give up on your persistent lead, or continue pursuing it, giving up on one of your other leads instead.

Investigative Methodology

At 3rd level you choose a philosophy that you use to carry out your investigations, called a methodology. This choice grants you some initial features, and additional features at 7th, 11th, and 17th level.

Strategic Strikes

At 3rd level, you’ve learned to strike with your wits instead of your might or agility. When making an attack with a weapon you’re proficient with, you can use your Intelligence modifier instead of Strength or Dexterity for the attack roll and damage. You must use the same modifier for both rolls. The weapon must not have both the two-handed and heavy traits for you to use this feature.

Ability Score Improvement

When you reach 4th 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.

Shared Stratagem

Starting at 5th level, you can call out to your allies and inform them of your strategies, improving their odds of success. When you deal your Stratagem damage to a creature, you can grant one ally of your choice within 60 feet of you advantage on their next attack against that creature before the start of your next turn (no action required).

Sharp Senses

At 5th level, you’ve honed your senses to catch even the slightest glint of a knife or flash of magic. When you are hit by an attack, you can substitute your passive Wisdom (Perception) score for your AC against all attacks made by that creature for the rest of the turn, including the triggering attack. To gain this benefit, you must be aware of the attacker.

Jack of All Trades

Starting at 6th level, the wide array of tasks you have to do for your investigations have started to pay off. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Temporary Suspect

At 9th level, you’ve learned to compartmentalize your main lead and pursue a new one for your current predicament. When you roll initiative, you can Pursue a Lead against one enemy you are aware of (no action required), setting aside but not ending one of your currently active leads, if you have two leads. At the end of the combat encounter, you stop Pursuing the Lead against the chosen enemy and return to the original lead, if you have one.

Strong-Willed

At 10th level, you’ve honed your mind to resist all manner of influences. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Didactic Strike

Starting at 13th level, you can factor more allies into your plots. You can now designate any number of allies within 60 feet to gain the benefits of your Shared Stratagem feature, instead of just one, and allies you choose now also add a d4 to their next attack roll against the creature in addition to gaining advantage.

Blindsense

Starting at 14th level, while you are able to hear, you have blindsight out to a range of 10 feet.

Uncanny Recollection

At 15th level, you gain the ability to reconstruct the scene of a crime almost as if you had been there yourself. You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there within the last three days. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get a mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their

time frame, however this isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.

Threads of the World

At 18th level, you’ve learned to keep tabs on everyone and everything you encounter, even things that may seem innocuous at first. You can now have any number of active leads at a time. Additionally, whenever you’re pursuing the subject of a lead and you enter a new location that includes another clue toward solving the mystery, the GM informs you of the existence of the clue and its type: an object, person, spell effect, or the like. When you find the clue, the GM informs you that you've done so. If there is more than one clue in the location, the GM chooses one to inform you about. When you find any of the clues in that location, the GM informs you that you've done so, even if it wasn't the clue they'd chosen or there are other clues you haven't found.

Infallible Eyes

At 20th level, nothing can escape your watchful eye, not even under cover of magic. You gain truesight out to a range of 60 feet, and as long as you aren’t blinded you have advantage on all attack rolls and ability checks relying on sight, and cannot gain disadvantage on attack rolls or ability checks relying on sight.

Investigative Methodologies

Each investigator goes about their cases in different ways, which can vary greatly from one investigator to the next. This is usually determined by what they have have studied, though in some cases it can also just be a personal leaning towards one method over another. Regardless of how they came to it, an investigator in their element is truly a sight to behold.

Alchemical Sciences

People from a wide variety of backgrounds come to study the alchemical sciences methodology, from alchemical students that decided to take a new path, to those studying various cases and finding a knack for identifying the compounds sometimes found at the scene of a crime. Once an understanding of the sciences is obtained, investigators are capable of putting that understanding to great use both in aiding their allies and hampering their enemies.

Bonus Proficiencies

3rd-Level Alchemical Sciences Methodology feature
You gain proficiency with Alchemist’s Supplies. If you were already proficient with Alchemist’s Supplies, you gain proficiency in one other skill or tool of your choice.

You also gain the benefits of the Expertise feature with Alchemist's Supplies, or with one other skill or tool of your choice that you are proficient with if you already have the benefits of Expertise with them.

Alchemical Tincture

3rd-Level Alchemical Sciences Methodology feature
You’ve learned to concoct various potions and elixirs to
assist you and your allies in your investigations.
Whenever you finish a long rest, you prepare a
number of tincture components equal to your level,
which last until the end of your next long rest. As an
action, you can expend one of these components to
create a tincture, choosing from the effects listed below. A creature can consume a tincture as a bonus action on their turn, gaining the listed effect. You can also consume a tincture immediately when you make it. If you consume a tincture while under the effects of another, the effects of the first tincture end and you gain the effects of the new one.

Creating an alchemical tincture requires you to have alchemist's supplies on your person, and any tincture you create with this feature lasts until it is consumed or until the end of your next long rest.

The tinctures available are listed at the end of this subclass description.

Workplace Hazard

7th-Level Alchemical Sciences Methodology feature
You gain resistance to poison damage and advantage on saving throws made to avoid or end the poisoned condition on yourself.

Additionally, you can lace your attacks with alchemical poisons. Whenever you deal your Stratagem damage to a creature, you can force that creature to make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Investigator level. On a failure, the creature takes poison damage equal to a roll of half your Stratagem damage dice (rounded up) and is poisoned for 1 minute. It may repeat this saving throw at the end of each of its turns, ending the condition on a success.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.

Empowered Tinctures

11th-Level Alchemical Sciences Methodology feature
Whenever a creature consumes one of your tinctures they gain temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point), which is added to any temporary hit points granted by the tincture itself. Additionally, whenever you finish a short or long rest, you can expend a number of tincture components to craft tinctures, creating two copies of the tincture per component expended instead of one.

Alchemical Mastery

17th-Level Alchemical Sciences Methodology feature
When you poison an attack with your Workplace Hazard, a creature takes half of the damage on a successful saving throw (though it suffers no other effects), and you can choose to coat your weapon in alchemical reagents instead of poison, changing the damage type from poison to acid (the rest of the effect is unchanged). Additionally, if you roll initiative and have no tinctures or tincture components remaining, you can immediately make 1 tincture of your choice (no action required), provided you have your alchemist’s supplies on your person.

Tinctures

The tinctures are presented in alphabetical order:

Amphibious Tincture. For the next 8 hours you have a swimming speed equal to your walking speed and can breathe both air and water.

Athleticism Tincture. For the next hour you have a climbing speed equal to your walking speed and you have advantage on all Strength ability checks and saving throws.

Brutality Tincture. For the next 10 minutes, you can add a d4 to any attack rolls you make, and your attacks deal additional damage equal to your proficiency bonus.

Ironclad Tincture. For the next 10 minutes you gain a +1 bonus to AC, and you gain temporary hit points equal to your level, which expire after 10 minutes.

Lofty Tincture. For the next hour, you are constantly affected by a Feather Fall spell (which continues even if you touch the ground). If made by a creature with the Empowered Tinctures feature, you also have a flying speed equal to your walking speed for the duration and can hover.

Meditative Tincture. For the next hour you have advantage on all Intelligence and Wisdom ability checks and saving throws.

Nocturne Tincture. For the next 8 hours magic can't put you to sleep and you can remain awake during a long rest and still gain its benefits. Additionally, you gain darkvision out to a range of 60 feet for the duration, or your darkvision increases by 30 feet for the duration if you had it already.

Quicksilver Tincture. For the next 8 hours, your speed increases by 10 feet, your jump distance is tripled, and you ignore the effects of nonmagical difficult terrain.

Reflexive Tincture. For the next hour you have advantage on all Dexterity ability checks and saving throws, and opportunity attacks against you are made with disadvantage.

Resonant Tincture. Choose one of the following damage types; for the next minute you gain resistance to that damage type and your attacks deal an extra d6 damage of the same type: Acid, Cold, Fire, Lightning, Poison, or Thunder. If made by a creature with the Empowered Tinctures feature, also add Force, Necrotic, Psychic, and Radiant to the damage types available.

Arcane Studies

Magic can often create many mysteries beyond normal understanding, and the only way to unravel them is often with magic of your own. Investigators that study the arcane are often apprentices of wizards or sages, though some learn magic all on their own. The combination of the arcane and an investigator's normal training creates a fascinating new way of mystery-solving that makes nigh impossible to keep things hidden for long.

Bonus Proficiencies

3rd-Level Arcane Studies Methodology feature
You gain proficiency in the Arcana skill. If you were already proficient in it, you gain proficiency in one other skill or tool of your choice.

You also gain the benefits of the Expertise feature with the Arcana skill, or with one other skill or tool of your choice that you are proficient with if you already have the benefits of Expertise with it.

Arcane Studies Spellcasting
Investigator
Level
─Spell Slots ─
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Spellcasting

3rd-Level Arcane Studies Methodology feature
When you reach 3rd level, you can augment your inspections with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Wizard spell list.

Cantrips. You learn three cantrips: prestidigitation and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Arcane Studies Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration or divination spells on the wizard spell list. The Spells Known column of the Arcane Studies Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or divination spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag and you know the spell.

Prestidigitation Savant

3rd-Level Arcane Studies Methodology feature
When you cast prestidigitation, it has a range of 30 feet, you can have up to 5 of its non-instantaneous effects active at a time, you can dismiss such an effect as a bonus action, and you gain the following additional effect option:

  • You lightly dust or otherwise cover an area up to 1 cubic foot in size, highlighting minor details and markings that would otherwise have been difficult to discern, such as fingerprints.

Mystic Stratagem

3rd-Level Arcane Studies Methodology feature
You can use your Devise a Stratagem feature with the spell attack rolls of any spells you've learned from this class, in addition to attacks with weapons you are proficient with. You still may only use this substitution for one weapon or spell attack roll per turn (not both). If you use the replacement d20 for the spell attack roll of one of your Investigator cantrips, you deal additional damage equal to half of your Stratagem damage with the cantrip. You don't deal any additional damage if you use the replacement d20 for a non-cantrip spell or a cantrip learned from another class.

Magical Investigation

7th-Level Arcane Studies Methodology feature
As an action, you can cast one of the following spells without expending a spell slot: Detect Thoughts, Find Traps, or See Invisibility.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Detective's Readiness

7th-Level Arcane Studies Methodology feature
Whenever the subject of one of your leads forces you to make a saving throw against a spell or other magical effect, you get a bonus to your saving throw equal to your Intelligence modifier. You can also use your reaction to grant an ally this bonus if they are within 60 feet of you and are forced to make a saving throw against a spell or other magical effect by the subject of one of your leads.

Arcane Countermeasures

11th-Level Arcane Studies Methodology feature
You can cast Counterspell at 3rd level without expending a spell slot, and you can use your Arcana modifier instead of your spellcasting modifier if you are required to make an ability check as part of the spell.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fabled Lead

17th-Level Arcane Studies Methodology feature
Once per long rest, you may cast Legend Lore, without expending a spell slot or requiring material components, but the target of the spell must be related to one of your leads, as far as you are aware.

Detective's Ace

17th-Level Arcane Studies Methodology feature
Once per day, you can cast the spell Contingency without expending a spell slot or requiring material components, but the spell only lasts 1 day instead of the normal duration, the maximum spell level you can use for this feature is 4th level instead of 5th, and the spell does not end if you do not have the material component on hand (since it does not require a material component for this casting).

Forensics

The field of forensics is perhaps the most well-known of the fields for investigators. When a murder or assault happens, forensics is often the first department called for so that facts like cause of death and strange substances found on the scene can be analyzed. Their knowledge of corpses can also prove remarkably useful in keeping others alive, making them often uniquely qualified as medical technicians as well.

Bonus Proficiencies

3rd-Level Forensic Methodology feature
You gain proficiency in the Medicine skill. If you were already proficient in it, you gain proficiency in one other skill or tool of your choice.

You also gain the benefits of the Expertise feature with the Medicine skill, or with one other skill or tool of your choice that you are proficient with if you already have the benefits of Expertise with it.

Check-Up

3rd-Level Forensic Methodology feature
Your studies of cadavers and crime scenes have taught you a great deal about bodies and how to patch people up, and you always keep your supplies handy. You can spend a short rest treating a creature’s wounds. The creature must remain within your reach for the full duration, and cannot engage in anything beyond minimal physical activity during this time (reading, writing, stretching, etc.). At the end of the short rest, you roll a Wisdom (Medicine) check. If the result of your roll is 15 or higher, the creature regains hit points equal to 2d6 + your Investigator level. If the result of your roll is 20 or higher the creature instead regains hit points equal to 4d6 + your Investigator level, and if the result of your roll is 30 or higher the creature instead regains hit points equal to 8d6 + your Investigator level. If the result of your roll is below 15, the creature only regains hit points equal to your level. This healing is in addition to any healing the creature receives from rolling hit dice.

Additionally, you can attempt to quickly treat a creature as a bonus action. When you do so, roll a Wisdom (Medicine) check and restore half the number of hit points you would have restored to the creature with this feature over a short rest with the same roll. Once you treat a creature in this way, you can’t treat the same creature this way until you finish a long rest, though you can still treat them over the course of a short rest.

Medicinal Recovery

7th-Level Forensic Methodology feature
As an action, you can attempt to cure a creature of certain debilitating effects. You administer medicine to the creature with the effects of the Lesser Restoration spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Additionally, you can now treat two creatures at the same time during a short rest with your Check Up feature.

Scalpel's Point

7th-Level Forensic Methodology feature
When you deal your Stratagem damage to a creature with a weapon that deals either slashing or piercing damage, you can choose to aim for a vital artery or other weak point. The creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier or begin bleeding profusely. While bleeding the creature takes 1d4 piercing or slashing damage at the start of its turn (whichever type of damage inflicted the wound). A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that do not have blood, such as slimes, are immune to this effect.

This damage increases to 2d4 when you reach 11th level in this class, and to 3d4 when you reach 17th level in this class.

Forensic Examination

11th-Level Forensic Methodology feature
You can take 1 minute to examine a creature’s corpse and learn certain information about it:

  • Any damage resistances, vulnerabilities, or immunities it had in life
  • Any condition immunities it had in life
  • Whether each of its ability scores was higher or lower than yours
  • The names of any special actions or traits it had (you do not learn the specific effects of these actions or traits though)
  • What was used to kill it (ie. a fire-based spell, a knife, a boulder, etc.)

Additionally, whenever you deal your Stratagem damage to a creature, you can immediately learn any and all damage vulnerabilities, resistances, and immunities it has (no action required).

That's "Doctor" to You

17th-Level Forensic Methodology feature
Your uses of Medicinal Recovery can now grant the effects of a Greater Restoration spell, instead of Lesser Restoration (you choose which to use each time). Additionally, whenever you use your Check Up feature, you may treat the result of your Wisdom (Medicine) check as a 30 if it would be lower.

You can now even restore a recently deceased creature to life. You can cast the spell Raise Dead once without expending a spell slot or requiring material components, as you expertly repair the creature's body and administer any other necessary treatment. Once you use this feature, you must finish a long rest before you can do so again.

Interrogation

Specializing in prying secrets from the lips of the living, interrogators are verbal tacticians, able to prod in just the right ways to get their subjects to talk. Some do it through sweet-talking and appealing to senses of honor, while other do it through fear and intimidation. Both ways are often proven quite effective, and ensure that no secret stays kept for long.

Bonus Proficiencies

3rd-Level Interrogation Methodology feature
You gain proficiency in either the Persuasion or Intimidation skill. If you were already proficient in both skills, you gain proficiency in one other skill or tool of your choice.

You also gain the benefits of Expertise with either Persuasion or Intimidation (your choice), or if you already have the effects of Expertise applying to both skills you may choose one other skill or tool with which you are proficient to gain the benefits of Expertise.

Pointed Question

3rd-Level Interrogation Methodology feature
You know how to ask a question that charms or needles someone in just the right way. You can ask a question of a creature that you can see and have been conversing with. Make a Charisma (Persuasion or Intimidation) check contested by that creature's Charisma (Persuasion or Deception). A creature that is immune to being charmed makes their check with advantage, and a creature can willingly let you succeed on this check. If you succeed, the creature must answer your question truthfully, to their knowledge, but they do not necessarily need to tell you the entire truth. For example, if you asked a guard “Who killed the duke?”, they could answer “A man with a black hood”, even if they knew that they were the hooded man. If you fail, the creature can answer your question however they wish, and you gain no other insight as to their response. You are aware of whether you succeed or fail this ability check.

Once you have used this feature on a given creature, you must finish a short or long rest before you can use it again on the same creature.

Strategic Phrasing

7th-Level Interrogation Methodology feature
Whenever you make an ability check that uses Charisma, you can roll a d20 as though rolling for your Devise a Stratagem, but instead of substituting the d20 for an attack roll you can substitute it for your ability check. You can also choose not to substitute the d20, which then requires you to rephrase your point or question, at which point you may attempt the check again. You can’t use this feature more than once in the same conversation.

Silvered Tongue

11th-Level Interrogation Methodology feature
You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier or be charmed by you for 1 minute or until the creature takes any damage.

Manipulative Strategies

17th-Level Interrogation Methodology feature
Whenever you deal your Stratagem damage to a creature, you can force it to succeed on a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier or be charmed or frightened by you (your choice) for 1 round. If charmed by you in this way, the creature cannot willingly move further away from you.

Vigilantism

Unconventional but certainly still effective, the vigilantism methodology turns many of the underhanded tactics criminals use back on them. Experts in taking their targets down with force and numbers and improvising a solution no matter what comes their way, being a vigilante's target is a terrifying prospect, and they will ensure that their cases are seen through regardless of who or what stands in their way.

Bonus Proficiencies

3rd-Level Vigilantism Methodology feature
You gain proficiency with Thieves’ Tools. If you were already proficient in Thieves’ Tools, you gain proficiency in one other skill or tool of your choice.

You also gain the benefits of Expertise with Thieves’ Tools, unless the benefits of your Expertise feature was already being applied to them, in which case you can choose one other skill or tool of your choice to gain the benefits of Expertise.

Adaptive Strategies

3rd-Level Vigilantism Methodology feature
When you use your Devise a Stratagem feature, you can choose to make your attack roll against the target normally, instead of substituting the d20 you rolled, though if you do you do not deal your bonus Stratagem damage.

Takedown Expert

3rd-Level Vigilantism Methodology feature
When you deal your Stratagem damage to a Large or smaller creature, you can force it to make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failure, the creature is knocked prone. If the creature is within your reach and you have a hand free, you can choose to grapple the creature instead, provided that the creature is no more than one size larger than you.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gang Up

7th-Level Vigilantism Methodology feature
When you deal your Stratagem damage to a creature, one ally of your choice within 60 feet of you can use their reaction to immediately make one attack against that creature, provided they can see or hear you.

When you reach 17th level in this class, you can choose two allies within 60 feet of you instead of one.

Underhanded Tactics

11th-Level Vigilantism Methodology feature
When an enemy misses you with an attack, you can use your reaction to force that enemy to repeat the same attack against another creature of your choice within range (other than itself).

Brutal Inquisitor

17th-Level Vigilantism Methodology feature
When an ally hits with an attack made as part of your Gang Up feature, they deal 3d6 extra damage.

Credits

This class is an adaptation of the Investigator class from Pathfinder 2nd Edition (which you can check out here ), so all credit for the concept of the class goes to Paizo and anyone else involved in the making of that system. The implementation of the class in 5e however, along with some of the features and subclasses, are of my own design and I would like to thank Tyler Machado and Daniel Abes for helping me work out the kinks of this class after I had the rough draft done, they were both a massive help.

None of this art is my own, and I do not claim credit for any of it. If you are curious as to the original sources, here is where I found each of them. If I used your art, and found it posted by someone else, who may have posted it without your consent, I apologize.

Page 1: Arcane Investigator by Bram Sels
Page 2: Benedict Balthazar by @Sea_bayer on twitter
Page 3: Inquisitor/investigator by Asahisuperdry on DeviantArt
Page 4: Legend of the Cryptids - Manalee reg. by Laura Sava
Page 5: Fantasy Illustration: The Alchemist by Thérèse Lanz
Page 7: Master Inquisitive by Steve Prescott
Page 9: D&D - Lucy Bensen, the Fallen Aasimar Investigator by Rudy Indra A.

Changelog

2/11/22: Filled in Skill Proficiency options for base class, added Detective’s Readiness, Added Trickster’s Ace, added Takedown Expert

2/14/22: Changed Devise A Stratagem to count as one of the two dice for advantage/disadvantage (instead of rolling the substitution d20 with advantage/disadvantage), weapon proficiencies changed from all simple and ranged martials to all simple and all martial, Expertise changed from 1 option to 2 at 1st and 6th level, Strategic Strikes added at level 3, Sharp Senses changed from Barbarian’s Danger Sense to Perception for AC

2/15/22: Completely reworked tincture effects, added poison damage ability to Workplace Hazard, Added empowered tinctures and alchemical mastery

2/16/22: Empiricism methodology removed, learning on stratagem damage added to Forensic Examination, Scalpel’s Point damage changed from d6s to d4s, Check up healing finalized, Interrogation given the option of Persuasion or Intimidation, Manipulative Strategies added, Vigilante proficiency changed to Thieves’ Tools, Takedown expert changed from Devise a Stratagem on athletics rolls to a save to knock prone or grapple, Brutal Inquisitor damage changed from half of strategic strike dice (rounded up) to 3d6, Mystic Stratagem changed to only add Stratagem damage for cantrip spell attack rolls, Detective’s Readiness moved from Empiricism level 11 to Arcane level 7

2/16/22 (cont.): Arcane Countermeasures changed from “replicating the effects of a 3rd level counterspell” to casting counterspell at 3rd level without expending spell slots, Various assorted name changes, uncanny recollection changed from one day to three

2/17/22: Changed “Eyes in the Back of Your Head” (Rogue’s Elusive feature but only for enemies of lower CR than your level) to Shared Stratagem

3/7/22: Removed PB/Rest limitation on shared stratagem and changed from all allies to one ally of your choice, moved shared stratagem to 5th level (from 13th) and put Didactic strike at 13th level.

3/8/22: Altered wording of bonus proficiencies for Arcane Studies and Alchemical Sciences, added Prestidigitation Savant, specified that stratagem damage is not added to non-cantrip spells, added PB/long rest limitation on Vigilante’s Takedown Expert

3/9/22: Changed mystic stratagem to half stratagem damage and only working on investigator spells/cantrips, changed pointed question to a contested check, silvered tongue changed from a Reliable Talent mirror to the Archfey Warlock’s Beguiling Defenses