Sleuth

> *...The detective only the critic - G.K. Chesterton*
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The detective flashes their badge as they step through the hologram cordoning off the apartment. There are about a dozen people in the apartment but two of them aren't breathing anymore. She bends down over the bodies as someone in uniform tells her the cause of death, a pointless gesture, they had already determined it when they stepped through the door. By the time the officer finishes his sentence, they've scanned the entire room and pieced together what had happened.

The drunk at the end of the bar has been posted there for three hours, five years if you want to get metaphorical. She spends most of her time between sips reminiscing about her days wearing the shield, the bartender's heard the story more times than he can count. The wife that goes crazy and tried to cook her husband, the drug dealer on the West Side whose secret ingredient was a little bit of broken glass, the synthetic who killed her roommate and posed as her for half a year before she was caught. Then there's the turn, the part where she gets quiet, the one that got away, the one that still haunts her, the case file that's been taking up space in her apartment since before she cashed out her pension.

Just about everyone in Chicago is looking for someone or something. Whether you're the detective still on the force, the reporter chasing the story, or the wash-up coming back for one last hurrah, you're just a little better at looking than everyone else.

## Analyzing the Scene

However you ended up gaining your talents, you're perfectly at home in the middle of a crime scene. Left alone for a few minutes, you can put together exactly what happened and play it out in your head before anybody else realizes there's a body in the room.

Your skills aren't solely limited to to dead bodies and convenience store robberies, you're also particularly skilled when it comes to interrogations. Whether this is the fine art of learning to read people or the finer art of applying the third degree, you have a real skill with bringing it out of people.

## Use of Force

As an investigator, you've dedicating more training towards analysis and learning to read people than outright combat. You might not be the strongest fighter on the team, but you can still pack a decent punch. The detective still went through the academy, the reporter's covered wars before, and the private eye has been in their share of bar fights since retirement.

While good investigators pride themselves on never having to fire their weapon, they also acknowledge that they can't bluff their way out of every fight. You know your way around any weapon you can get your hands on, but are really only proficient in guns small enough to keep on your person.

## Class Features

### Passive Detection

Beginning at 1st level, you have a Passive Investigation score. Your Passive Investigation score is equal to 10 + Intelligence modifier + proficiency bonus. Add 5 to the score if you would have advantage. Whenever the DM would have you make an Investigation check, if the DC is lower than your Passive Investigation score, you automatically see it. Examples include: hidden clues, traps, hidden or secret doors, etc.

### Ingenious Parry

At 10th level, when you are hit with a melee attack, you may use your reaction to add your Intelligence modifier to your AC. At 17th level, if using Ingenious Parry would cause the attack to miss, you may take one attack against the creature that attacked you.

### Master Detective

At 20th level, you have honed your abilities to such a level that you can solve a crime in the blink of an eye. When you roll a natural 1 on an Intelligence (Investigation), Wisdom (Perception), or Wisdom (Insight) check, you can instead treat it as a natural 20. You can do this a number of times equal to your intelligence modifier + 1. You regain all uses when you finish long rest.

## The Investigator

### Perilous Intuition

Beginning at 5th level, you’ve encountered enough traps and ambushes to know when something’s not quite right. You have advantage on Dexterity saving throws. To gain this benefit you cannot be blinded, deafened, or incapacitated.

In addition, if you are surprised at the beginning of combat and aren’t incapacitated you can use your reaction on your turn to do one of the following.

*Attack.* You can make one attack action against a creature within range.
*Move.* You can move up to your movement speed.

### Charming Linguist

At 8th level, you have been practicing and learning a new language from books, scrolls, comrades, and people you meet. You become half proficient at a new language. Whenever you speak, read, or write in your new language, roll a saving throw d20. If you roll 11-20 you are successful at speaking, reading, or writing. If you roll 6-10, you fail at speaking, reading, or writing, and the target you are speaking to does not understand you and you do not understand them. If you roll 1-5, you critical fail speaking, reading, or writing. The DM may decide the outcome of you messing up the language.

At 17th level, you have become proficient in your new language and no longer need to roll a saving throw. You also become half proficient in a new language.

### Keen Insight

When you reach 9th level, you are able to discern certain information about another creature just from observing and/or interacting with them. If you spend at least one minute observing or interacting with another creature outside of combat, you can learn about the creature’s capabilities as compared to your own. The DM tells you if the creature's stats:

* Hit Points
* Strength
* Dexterity
* Intelligence
* Wisdom
* Charisma
* Class Level (if any)

Each additional minute spent with the same creature will reveal one more characteristic. Additionally, the player determines if the creature has any hidden items or physical weaknesses, such as a limp or sprain. In game terms, this is anything that would impose a penalty on the creature during checks or saves and would be visually noticeable even if the creature is attempting to hide it.

### Astute Eye

Beginning at 13th level, your senses have become accustomed to reality and are now able to discern the differences between what is real and what isn't. As an action, you can break any illusion cast by a creature that is a level lower then your own. If the illusion was cast by a creature equal in level, you and you alone are able to perceive that it is an illusion, but you cannot break it for others, and if the creature is a level higher then your own, you are only able to detect the presence of an illusion, not see through it. This also works for magical disguises or shapechangers not in their original form. You can only use this ability if you aren't blinded, deafened, or incapacitated.

### Heightened Hearing

When you reach 16th level, your hearing has been honed to near god-like levels. As long as you are able to hear, you are aware of the location of any and all creatures within 20 feet of you regardless of hiding or invisibility. Additionally, you have advantage on all checks made to listen or hear.

## The Hawkshaw

### Dual Wield

You get two one handed guns. Firing both in one turn makes the second attack roll with disadvantage and halves range. You eventually gain advantage & range. Not sure when.

### My Hand Was Steady

Starting at 3rd level, your training with guns allow you to perform impossible feats of aim and ability.

You have a number of focus points points equal to your Intelligence modifier (minimum 1).

You regain 1 focus point after delivering a killing blow with a firearm or after rolling a 20 on the d20 in an attack roll with a firearm. You regain all your focus points after completing a short rest or a long rest.

If a focus ability require a saving throw, the save DC is equal 8 + your proficiency bonus + your Intelligence modifier.

When you first gain your focus, you can use this points in the following manners:

* Quickdraw
	+ You can spend 1 focus point to gain advantage on your initiative roll.
* Marksman's Will
	+ You can spend 1 focus point to make an additional attack on your attack turn.

### Practiced Bravado

Starting at 9th level, you can target a specific location on a foe’s body, so long as the foe’s body has the location you want to target. When making an attack with a firearm, you may spend a focus point to add an additional effect based on the targeted location. You must declare what's the target before making the shot.

* Armshot
	+ On a hit, the target must make a Constitution saving throw or drop a single held item of your choice.
* Headshot
	+ On a hit, the target must make a Constitution saving throw or have disadvantage on attacks made until the start of your next turn.
* Legshot
	+ On a hit, the target must make a Constitution saving throw or fall prone.
* Bodyshot
	+ On a hit, the target must make a Constitution saving throw or have disadvantage on Strength and Dexterity ability checks and saving throws until the start of your next turn.
* Wingshot
	+ On a hit, the target must make a Constitution saving throw or fall 60 feet. Creatures of Huge size or larger automatically succeed on saving throws made against this shot.

### Exquisite Attack

Starting at 14th level, you have studied battle and anatomy to a point where it enhances your martial prowess. When you make a weapon attack, you may add your Intelligence modifier to the damage rolls.

### Intelligent Salvage

At 17th level, your mind is so quick that if you make a mistake in combat, you can attempt to amend it. If an attack against another creature would miss, you may re-roll your attack. You must take the new roll even if it is lower than the first.

### Discombobulation

Starting at 18th level, when you are engaged in melee with another creature, you may use your reaction to make an Intelligence (Investigation) check to find the opening in the enemy's attack. If you succeed against a DC = the opposing attack roll, you may knock the creature prone and end it's turn immediately. You still receive the damage if the attack was successful.