Investigator

A human investigator

Their eyes and minds are sharp, investigating murders and conspiracies or possible blackmails with ease.

Investigators can provide mostly social utility, crucial information and lead to any squad, but most often during combat they are better off in the supporting role.

**Features**
 2
 3
 4
 6

## Features

### Investigator Training

You gain proficiency in *light armor*, *Gaming*, *Calligraphy* and 1 language.

You gain proficiency in I*nvestigation*, if you are already proficient, you gain expertise. Additionally, you gain the following ability:

***Observant*** - Your passive perception gains a bonus of 2.

***Clue Finder -*** You gain a bonus equal to +1 per Investigator feature picked when rolling for loot.

### Master of Tactics

During a heated situation, your clear insight will guide your allies. You gain the following ability:

> ***Master of Tactics*** - You may use the help action from 30ft distance instead of the default 5ft. If you are helping on one weapon attack, you may use 1 AP on the same turn to make an attack yourself.
>
>

### Analysis

Your insight reveals secrets and vulnerabilities. You gain the following ability:

> ***Analysis*** (3AP) - You can spend 3 AP to analyze a creature that you can see within 60ft. You learn all the following statistics, which are revealed to you by the DM:
>
>
> * Creature tags
> * Resistances to damage types
> * Weaknesses to damage types
> * Immunities to damage types
> * The current Armor Class of the creature.
>
>
> Additionally, the next attack roll you or a creature that you are helping hits an attack roll, will stun the creature until the end of its next turn. A creature can only be stunned by this feature once per sleep rest.
>
>

### Work the Case

Solving a case comes down to hard work and long investigations, this allows you to find answers some would miss. You gain the two following abilities:

> ***Investigative Perception*** - You may roll any Perception (Wisdom) checks using Investigation (Intelligence).
> ***Work the Case*** (1 hour, 10 C) - You may spend 1 hour browsing files and pondering the case in order to gain new clues or insights.  Additionally, you will need to spend 10C to call favors from your old contacts. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a contact name, an address, a short letter, or another type of lead. This effect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional effects or the loss or gain of a companion. You may only use this once per long-rest. Upon reaching level 7, you may do this twice per long-rest.
>
>

### Interrogation

Your knowledge of the case and your experience in interrogation allows you to find the truth quickly:

>
> ***Thoughtful Deception*** - You may use your Deception (Intelligence) when making a Deception (Charisma) check.
>
>

> ***Interrogation*** (3AP)-Once per sleep-rest, after spending 1 minute reading and analyzing a creature, your insight becomes uncanny. The creature rolls a Charisma saving throw to (8+Proficiency+Intelligence Modifier). If they fail, for 1 minute, you know the honesty of the target creature on all questions you question it. You only know if the creature is lying or not. If they succeed, you gain no insights.
>
>

                                    ~ DikkBott   (O‿◠✿)