Difference between revisions of "Investigator (Intelligence) (5A)"

From Action
Jump to navigation Jump to search
Line 1: Line 1:
 
<noinclude>{{5A}}</noinclude>  
 
<noinclude>{{5A}}</noinclude>  
''When his manservant was questioned we were told that the Duke had arrived at sundown yet all signs indicated that he died hours earlier. This would suggest a shapechanger or possibly an illusion masquerading as the duke, making the Duke’s son—a known mage—a possible suspect. However when speaking with the servant I noticed something peculiar: he spoke the local dialect, yet his idioms suggest he comes from Ophar. Far be it from me to judge someone based on their origin, but Ophar is infamous for cults of the Abyssal Lords. Add into that the slight yellowing of his hand from the use of sulfur, his curious aversion to our cleric, and it becames clear he was a demonologist. A mystery solved but not the last—for he is not the murderer!  
+
''When his manservant was questioned we were told that the Duke had arrived at sundown yet all signs indicated that he died hours earlier. This would suggest a shapechanger or possibly an illusion masquerading as the duke, making the Duke’s son—a known mage—a possible suspect. However when speaking with the servant I noticed something peculiar: he spoke the local dialect, yet his idioms suggest he comes from Ophar. Far be it from me to judge someone based on their origin, but Ophar is infamous for cults of the Abyssal Lords. Add into that the slight yellowing of his hand from the use of sulfur, his curious aversion to our cleric, and it became clear he was a demonologist. A mystery solved but not the last—for he is not the murderer!  
  
An [[Exemplar_(5A)|Exemplar]] subclass.  
+
Investigators are exemplars of the notion that knowledge is power. They use their cunning to aid in endeavors—sometimes by solving mysteries and other times more militantly as they help allies to find a foe’s weaknesses. They have a sharp eye and a background that lets them assemble clues into a picture of events and who did what.  
  
Investigators are exemplars of the notion that knowledge is power. They use their cunning to aid in endeavors—sometimes by solving mysteries and other times more militantly as they help allies to find a foe’s weaknesses. They have a sharp eye and a background that lets them assemble clues into a picture of events and who did what.
 
 
An investigator might be called a detective, sleuth, magistrate, inquisitor, bounty hunter, or truth-sayer.
 
An investigator might be called a detective, sleuth, magistrate, inquisitor, bounty hunter, or truth-sayer.
  
=== 3rd Level: Focus Ability ===
+
=== Investigator Proficiencies ===
Your Focus Ability is Dexterity.
+
When you choose this aptitude at 1st level, you gain proficiency with Insight, Investigation, and thieves’ tools.  
You are proficient with Dexterity and Charisma saving throws.
 
  
=== 3rd Level: Daredevil Proficiencies ===
+
=== Weave and Bop ===
You gain proficiency and expertise (double Proficiency Bonus) with Acrobatics and all vehicles.
+
At 1st level, when you take the Dodge action in combat you set up to deliver a counter attack. Until the start of your next turn, when an opponent makes an attack against you and misses, you can spend a reaction to attack that opponent with advantage on your attack roll.
If you already know Acrobatics, you select another skill to learn.
 
  
=== 3rd Level: Jockey ===
+
=== Investigator Tricks ===
You master maneuvering in terrain and the piloting of all vehicles.
+
These tricks are only available to Investigators.
* You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb, jump, or swim.
 
* You can use Dexterity (Acrobatics) instead of Wisdom (Animal Handling) on any ability check to ride a mount.
 
* You can use Dexterity for all ability checks involving vehicles.
 
* You can use a bonus action to end the Grappled or Restrained conditions.
 
* You can stand up from prone by expending 5 feet of movement.
 
* You can mount or dismount a vehicle or mount by expending 5 feet of movement.
 
  
=== 3rd Level: Daredevil Tricks ===
+
* '''Analyze Move.''' When an enemy within 30 feet hits with an attack, you can force that opponent to re-roll and accept the second result.
At 3rd level you can choose these tricks only available to daredevils.  
+
* '''Exploit Opening.''' When an ally attacks a creature in your reach, you can make a melee attack with advantage against that same creature. 
 +
* '''Find Weakness.''' Use this trick at any time. Select a creature within 30 feet. You learn any damage resistances, damage immunities, and condition immunities the creature has, as well as identifying which of its saving throws is the worst.
 +
* '''Preempt.''' When another creature is about to take its turn, you can use this trick as a reaction to take an action, including movement. This occurs outside your turn; you cannot take a bonus action and you do not recover your reaction or the ability to use a trick.
  
* '''Never Tell Me the Odds.''' When you fail an Dexterity ability check or saving throw, you can make another roll, using Dexterity (Acrobatics). If this second check succeeds, you succeeded at the task. Success or fail, you then fall prone.
+
=== Investigation Dice ===
 +
At 6th level, when observing a creature, you can spend a Savant Die and learn information about the target.
 +
You always learn what languages the target speaks (if any), what items they are carrying, what natural attack they can use, and what armor they are wearing. In addition roll a savant die and learn additional information as given below.
  
* '''Rush.''' You take the Dash, Disengage, or Dodge action as a free action.
+
# The target’s alignment.
 +
# If the target is disguised or capable of changing their form or appearance
 +
# If the target has spells or magical abilities.  Also and what spells the target is under (if any).
 +
# What skills the target is proficient in.
 +
# The target's point of origin, native terrain, and the approximate location (within 1 mile) they have spent most of their time in the last three days.
 +
# On a result of six or more, you get to chose what information you learn.
  
* '''Snag.''' A free action on your turn you grab an object, either from the ground or from an opponent within reach. An opponent is allowed a Dexterity saving throw against your trick save DC to keep possession of the object. If an object requires some kind of check or save to be picked up, you can use Dexterity (Acrobatics) instead of whatever ability check or saving throw you would normally use. If you pick an object from an opponent, this can be a scenario-related object or some random but distinctive piece of gear-a hat, scabbard, cloak, badge or such. As long as you hold this object in hand and the owner can see you the owner suffers disadvantage on any attack not directed at you. When you take damage, you risk dropping the object, this works the same as losing concentration on a spell. You cannot steal weapons, armor, shields, spell foci or magic components from a creature this way.
+
If there is no significant information gained for the die result, such as if you rolled a two and no spells were cast the last three days, the GM may let you reroll this or the Investigating the Scene roll.
  
* '''The Bigger They Are.''' When you attack an opponent or an opponent makes a melee attack against you, before the attack roll, you can force that enemy to make a Dexterity saving throw against your trick DC or fall prone. This also reduces their speed to zero until the start of their next turn.
+
In addition, your skill and breadth of knowledge allows you to see the commonalities of all languages. You can translate any language, even one you have never heard of. Spend an action and roll a Savant Die to translate a number of pages of text or rounds of speech  equal to the result of the savant die. If you do this during a long or short rest, you translate ten times as much.
  
=== 6th Level: Skip and Jump ===
+
=== Sucker Punch ===
You ignore all difficult terrain, including that caused by magic, walls, and water—you can swim and climb at full speed.
+
At 6th level, when you have advantage on an attack roll and hit, you can add your Savant Die to the damage. This does not spend a die from your Savant Dice pool.
You also ignore difficult ground when driving a vehicle or riding a mount.
 
Impassible terrain, such as dense woods or rocky areas when riding a vehicle, are still impassible.
 
  
=== 6th Level: Daredevil Dice ===
+
=== Investigating the Scene ===
You can use Exemplar Dice in new and interesting ways.
+
At 11th level, you can spend a savant die and learn information about the location you are in, up to 100 feet in radius.
* You can spend an Exemplar Die on your turn to immediately move you, or a vehicle or mount you are riding, 5 feet times the result of the die roll. This movement does not trigger attacks of opportunity. If you use this when jumping, this adds to the distance jumped, which can allow you to make exceptional jumps.
+
You always learn this information:
* When you spend an Exemplar Die for any reason and roll an 8 or higher on the Exemplar Die, you can immediately make a weapon attack as a free action.
+
* What this place is normally used for and what kind of people frequents it.
 +
* If an attack was made or a spell was cast in the last three days, you know that this happened but not what specific spell, attack, perpetrator or target.
 +
In addition, roll a Savant Die and learn the corresponding information, below. You learn the described information and when these events happened.
 +
# A brief description of all significant events in the last three days.
 +
# The three highest-level spells cast in the last three days.
 +
# Weapons attacks made here in the last three days.
 +
# General description of creatures who visited in the last three days. If you are acquainted with these creatures, you identify them.
 +
# A piece of or personal item from a significant creature who visited the location in the last three days. Useful for divination spells and physical evidence.
 +
# Identify a creature that frequents the area and can be a possible witness.
 +
# You spot any hidden construction, secret doors, hidden caches, and traps, even those who have been discharged or destroyed. You also learn when these things were used or triggered.
 +
# On a result of eight or more, you get to chose what information you learn.
  
=== 10th Level: Heroic Leap ===
+
=== Observations In Darkness ===
When you have to take a saving throw against an area effect, you can use your Dexterity saving throw instead of what saving throw you'd normally use.
+
At 14th level, you gain blindsight with a range of 10 feet.
When you pass a Dexterity saving throw against an area effect, you can move up to your speed as a reaction. If you end up outside the area of effect, you avoid all effects of that area effect, even if you would ordinarily suffer some result even on a successful saving throw.
 
  
=== 14th Level: Know the Path ===
+
=== Dodge Disadvantage ===
When you are seeking an object or person you have seen since your last long rest, you can use this ability to get an intuitive sense of how to get to it or them. This sense of direction lasts until you start a long rest.
+
At 17th level, you never have disadvantage. if you have advantage, you cannot have your advantage cancelled by a disadvantage.
While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
 
The effect ends when you begin a long rest.
 
You can select only one object or person to be pursued, and can use the power again after a long rest.
 

Revision as of 13:57, 3 November 2023

5A5A logo
Starfox's 5th Edition Fan Page

When his manservant was questioned we were told that the Duke had arrived at sundown yet all signs indicated that he died hours earlier. This would suggest a shapechanger or possibly an illusion masquerading as the duke, making the Duke’s son—a known mage—a possible suspect. However when speaking with the servant I noticed something peculiar: he spoke the local dialect, yet his idioms suggest he comes from Ophar. Far be it from me to judge someone based on their origin, but Ophar is infamous for cults of the Abyssal Lords. Add into that the slight yellowing of his hand from the use of sulfur, his curious aversion to our cleric, and it became clear he was a demonologist. A mystery solved but not the last—for he is not the murderer!

Investigators are exemplars of the notion that knowledge is power. They use their cunning to aid in endeavors—sometimes by solving mysteries and other times more militantly as they help allies to find a foe’s weaknesses. They have a sharp eye and a background that lets them assemble clues into a picture of events and who did what.

An investigator might be called a detective, sleuth, magistrate, inquisitor, bounty hunter, or truth-sayer.

Investigator Proficiencies

When you choose this aptitude at 1st level, you gain proficiency with Insight, Investigation, and thieves’ tools.

Weave and Bop

At 1st level, when you take the Dodge action in combat you set up to deliver a counter attack. Until the start of your next turn, when an opponent makes an attack against you and misses, you can spend a reaction to attack that opponent with advantage on your attack roll.

Investigator Tricks

These tricks are only available to Investigators.

  • Analyze Move. When an enemy within 30 feet hits with an attack, you can force that opponent to re-roll and accept the second result.
  • Exploit Opening. When an ally attacks a creature in your reach, you can make a melee attack with advantage against that same creature.
  • Find Weakness. Use this trick at any time. Select a creature within 30 feet. You learn any damage resistances, damage immunities, and condition immunities the creature has, as well as identifying which of its saving throws is the worst.
  • Preempt. When another creature is about to take its turn, you can use this trick as a reaction to take an action, including movement. This occurs outside your turn; you cannot take a bonus action and you do not recover your reaction or the ability to use a trick.

Investigation Dice

At 6th level, when observing a creature, you can spend a Savant Die and learn information about the target. You always learn what languages the target speaks (if any), what items they are carrying, what natural attack they can use, and what armor they are wearing. In addition roll a savant die and learn additional information as given below.

  1. The target’s alignment.
  2. If the target is disguised or capable of changing their form or appearance
  3. If the target has spells or magical abilities. Also and what spells the target is under (if any).
  4. What skills the target is proficient in.
  5. The target's point of origin, native terrain, and the approximate location (within 1 mile) they have spent most of their time in the last three days.
  6. On a result of six or more, you get to chose what information you learn.

If there is no significant information gained for the die result, such as if you rolled a two and no spells were cast the last three days, the GM may let you reroll this or the Investigating the Scene roll.

In addition, your skill and breadth of knowledge allows you to see the commonalities of all languages. You can translate any language, even one you have never heard of. Spend an action and roll a Savant Die to translate a number of pages of text or rounds of speech equal to the result of the savant die. If you do this during a long or short rest, you translate ten times as much.

Sucker Punch

At 6th level, when you have advantage on an attack roll and hit, you can add your Savant Die to the damage. This does not spend a die from your Savant Dice pool.

Investigating the Scene

At 11th level, you can spend a savant die and learn information about the location you are in, up to 100 feet in radius. You always learn this information:

  • What this place is normally used for and what kind of people frequents it.
  • If an attack was made or a spell was cast in the last three days, you know that this happened but not what specific spell, attack, perpetrator or target.

In addition, roll a Savant Die and learn the corresponding information, below. You learn the described information and when these events happened.

  1. A brief description of all significant events in the last three days.
  2. The three highest-level spells cast in the last three days.
  3. Weapons attacks made here in the last three days.
  4. General description of creatures who visited in the last three days. If you are acquainted with these creatures, you identify them.
  5. A piece of or personal item from a significant creature who visited the location in the last three days. Useful for divination spells and physical evidence.
  6. Identify a creature that frequents the area and can be a possible witness.
  7. You spot any hidden construction, secret doors, hidden caches, and traps, even those who have been discharged or destroyed. You also learn when these things were used or triggered.
  8. On a result of eight or more, you get to chose what information you learn.

Observations In Darkness

At 14th level, you gain blindsight with a range of 10 feet.

Dodge Disadvantage

At 17th level, you never have disadvantage. if you have advantage, you cannot have your advantage cancelled by a disadvantage.