Investigator

*Night City has its share of people willing to look through the filth for answers to questions that are often best left unanswered. Most of these people are chewed up and spat out by the streets they claim to know, but a few make it big. Those who go looking for secrets and don’t end up bleeding out in a gutter find themselves working for the corporations or becoming cyberpunks, whether for wealth, prestige, or a naïve wish to make the world better. Investigators bring unique skills and an understanding of people often lacking in the more violent members of society. That understanding often means the difference between making it big and being forgotten forever.*

*Exposing and discovering all manner of sordid secrets would leave most people jaded and cynical. Investigators are no exception to this. Most investigators rely on small arms that are easily concealable so as to keep anyone they talk to from becoming aware of any malicious intent. Others prefer a more direct approach, taking the style of the gangs of the city and using shotguns for intimidation factor and in a fight are capable of utilizing years of life experience and decent marksmanship and to keep them out of trouble.*

## Class Features

As an investigator you gain the following 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, medium armor
**Weapons**: Melee weapons, pistols, and shotguns
**Tools**: Lockhacking tool
**Saving Throw**: Reflex
**Skills**: Choose four skills from the following skill list: Athletics, Bureaucracy, Computing, Deception, Gambling, Hacking, Intimidation, Investigation, Perception, Persuasion, Presence, Sense Motive, Sleight of Hand, Stealth, Streetwise, and Tracking.

### Nose For Trouble

At 1st level you may use your bonus action to determine a creature’s weaknesses and blind spots and broadcast this information to your allies. Choose a creature that you can see within 60ft. of you. The next time an ally makes an attack against that creature, they have advantage on the attack roll.

### Watchful Eye

You have honed your sense over countless investigations. Starting at 1st level you cannot gain disadvantage on investigating, perception or tracking checks that rely on sight unless blinded.

### Expertise

At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tools proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

### Ability Score Improvement

When you reach 4th level, and again at 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.

### Sharp Instincts

You get a feeling in your gut whenever things are about to go wrong. At 5th level you have advantage on reflex saving throws against attacks and effects that cause physical harm. Additionally creatures that are hidden from you do not gain advantage on attacks against you. To gain this effect you must not be incapacitated.

### Investigative Archetype

At 3rd level, you choose an investigative archetype. Each archetype also grants different abilities at 6th, 9th, and 10th levels.

### No Sleep And A Shot Of Whiskey

You have learned to function off of the shortest rests before getting back to work. Also starting at 5th level you reduce the amount of sleep you need to complete a long rest to 4 hours a day. After resting in this way you gain the same benefit that anyone else does from 8 hours of sleep. Similarly you only need 10 minutes of rest to complete a short rest.

### Deductive Reasoning

You have learned to work backwards through a crime scene making logical jumps that elude others. Starting at 7th level once per day you may make a DC 15 Mind saving throw about a crime or investigation. On a fail you stretch yourself too far and are stunned for 1 minute as your mind tries to calculate too many possibilities.

On a successful save, you can ask the GM up to five questions. You must ask your questions within the next minute. The GM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear. If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. You regain this ability at the end of a long rest