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The Detective

Detective
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spellcasting,
1st +2 Guise of 2 4 4 — — — — — — — -
Trickery
2nd +2 Sixth Sense 2 4 4 — — — — — — — —
Detective
3rd +2 4 4 6 2 — — — — — — —
Specialization
Ability Score
4th +2 4 4 6 3 — — — — — — —
Improvement
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 — — — — —
Ability Score
8th +3 8 7 8 3 4 2 — — — — —
Improvement
Detective
9th +4 Specialization 8 8 8 3 4 3 1 — — — —
Feature
Ability Score
10th +4 8 9 8 3 4 3 2 — — — -
Improvement
Eyes of the
11th +4 8 10 8 3 4 3 3 — — — —
True
Ability Score
12th +4 9 11 8 4 4 3 3 1 — — —
Improvement
Detective
13th +5 Specialization 9 12 9 4 4 3 3 1 1 — —
Feature
14th +5 Blindsense 9 13 10 4 4 3 3 1 1 — —
Extra Attack
15th +5 10 14 10 4 4 3 3 1 1 1
(2)
Ability Score
16th +5 11 15 10 4 4 3 3 1 1 1 —
Improvement
Detective
17th +6 Specialization 11 18 10 5 4 3 3 1 1 1 1
Feature
Extra attack
18th +6 11 19 10 5 4 3 3 1 1 1 1
(3)
Ability Score
19th +6 12 20 10 6 4 3 3 1 1 1 1
Improvement
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 De
At 1st level, you know 2 cantrips of your choice from the
detective spell list. You learn additional detective cantrips At 3r
in yo
of your choice at higher levels, as shown in the Cantrips
Known column of the Detective table. Gove
desc
Spell Slots at 3r
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
Abi
Spells known of 1st level and higher Whe
You know four 1st level spells of your choice from the 16th,
detective spell list. The Spells Known column of the by on
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 Exp
modifier when setting the saving throw DC for a detective
spell you cast and when making an attack roll with one. At 5t
of yo
Disgu
Spell Save DC = 8 + your proficiency bonus +
abilit
your Dexterity modifier profi

Spell attack modifier = your proficiency bonus + Ext


your Dexterity modifier
You g
Guise of Trickery 18th

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

Eye
You h
Sixth Sense
Bli
Starting at second level, your cunning allows you to tell
when anyone is lying, on top of this, you can Dash and Start
Hide as a bonus action of th
feet o

Fin
You c
inclu
norm
Horrifying Presence
Hacker
At 17th level your notoriety has reached unbelievable
You Have studied the art of hacking, you have practiced
amounts, all 19's and 20's that you roll on Intimidation
hacking into all devices from a young age in order to get
checks are automatically treated as natural twenties once
information on a target.
per long rest. Additionally, your Intimidation bonus gets
another two points added to it.
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
Government Agent
software with a DC 17 Wisdom Check You are a licensed agent of the government, you have
studied the arts of stealth and detection.
Electrical Malfunction
Sniper
At 9th level you can choose one device within 60 feet and
At 3rd level you can use this ability to shoot one enemy
use an action to make it incapable of working within the
time required to be fixed within 100 feet of you and kill them with a well placed
sniper shot if the target's health is under 50. Additionally,
Rusting Metal your Stealth bonus gets another two points added to it.

At 13th level, you can choose one of your weapons and Government Associates
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, At 9th level, you have some friends in the government who
the rusted item has to roll a DC 14 strength/constitution can get you some of what you need to be changed,
changed. You need to roll a DC 17 Stealth Check in order
check in order to not break.
to not be caught. Additionally, your Stealth bonus gets
Biological Hacking another two points added to it.

At 17th level, you can use one of your bullets and shoot an Undercover
enemy, then, you paralyze them for five rounds. You can
At 13th level you can disguise yourself and go undercover,
do this three times per long rest
from there, you must roll a DC 15 Deception check in order

Interrogator to not be caught.

You have mastered the art of intimidation and detection. Master of Sleuth
You know how to make targets tick and give you the
At 17th level your stealth and kill skills are off the charts,
information you seek.
you can kill an enemy with a well placed sniper shot if their
health is at 100 or below. Additionally, your Stealth bonus
Hold at weapon point gets another two points added to it.
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.
2nd Level
Cantrips (0 Level) 6th Level 9th Level
Magic Bullet
Light True Seeing Foresight
Cloud of Daggers
Minor Illusion Word of Recall Imprisonment
Darkness
Message Detect Thoughts Power Word Kill
Mage Hand 7th Level Shapechange
Hold Person
Dancing Lights Sequester
Invisibility
Poison Spray Teleport
Locate Object
Prestidigitation
8th Level
Mage Hand 3rd Level
Ray of Frost Antimagic Field
Blink
Dominate Monster
Acid Splash Counterspell
Feeblemind
Fire Bolt Detect Magic
Cure Wounds Tongues
1st Level 4th Level
Magic Missile Greater Invisibility
Burning Hands Hallucinatory Terrain
Charm Person Polymorph
Comprehend Languages
Detect Magic 5th Level
Disguise Self Dispel Evil and Good
Silent Image Dominate Person
Shield Hold Monster
Hideous Laughter Modify Memory
Feather Fall Planar Binding
Telekinesis
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