The Investigator
HP: +1d8 each Level, minimum of +4
AC: +1 each 2nd Level
AB: +1 each Level
Save: -1 each Level
Skills: +2 Skill Pips each Level
At 1st Level, you tend to always be planning your next move. After finishing a Short or Long Rest, you may use this Ability to roll a d20. Record the value rolled. At any point until you finish another Rest, you may replace one of your own d20 rolls with the recorded value, and then add any relevant modifiers. You must choose to use the recorded roll prior to attempting the roll you plan on replacing. Once you have used the recorded roll or once you have finished another Rest, the recorded roll can no longer be used. Finally, you may use 1 Spell Point to use this Ability again after you use the saved roll, immediately gaining a new roll to potentially use at another time.
At 2nd Level, your investigative mind allows you to learn practical magic. You learn the Spells Detect and Magic Lock, and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
At 3rd Level, you have begun to use your investigative skills in a particular manner or for a particular cause. Choose one of the options below.
- Gumshoe: You gain +2 AC, and you deal +2 Damage with Weapons.
- Inquisitor: After a target Attacks you or Casts a Spell against you (hit or miss), you may use this Ability to judge them with a stern gaze. If the target can see you, they gain the Affliction Afraid 3. You may only use this Ability once per combat.
- Operative: When you deal Damage to a target, you may choose to deal additional Damage equal to (1d4 + twice your Investigator Level). You may only use this Ability once per combat.
- Paranormalist: You have begun to utilize occult knowledge for your cause. You learn the Spells Bookspeak and Lorespeak. Also, you have Advantage on Skill Checks you roll to identify or learn more about paranormal beings, magical creatures, etc.
- Toxicologist: You may create Vials of Poison after finishing a Long Rest. You may create a up to a number of Vials equal to half your Investigator Level, rounded down. For each Vial created, you must expend 1 Gold. Also, you have Advantage on Skill Checks you roll to identify or learn more about poisons, potions, etc.
- Vigilante: Your Unarmed Attacks now deal 1d8 Damage instead of only 1d4 Damage. Also, you gain +2 AC.
At 4th Level, you learn 1 additional Spell and gain 1 additional Spell Point.
At 5th Level, your investigations have taught you to be a better combatant. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, you learn 1 additional Spell and gain 1 additional Spell Point.
At 7th Level, you have learned even more from the mysteries you solve. You gain the option below that matches the path you took at 3rd Level.
- Gumshoe: You gain an additional +2 AC and deal an additional +2 Damage with Weapons.
- Inquisitor: You pass judgement against those who draw your ire. When you deal Damage to a target that has the Afraid Affliction, you deal an additional 1d4 Damage.
- Operative: You may now use your 3rd Level Operative Ability twice per combat.
- Paranormalist: You always regain 1 Spell Point per Short Rest instead of only once per day. Also, you learn 2 additional Spells.
- Toxicologist: You gain Resistance to Poison Damage and an Immunity to the Poisoned Affliction. Also, targets of your poisons have Disadvantage on the Saves against them, including poisonous Spells you Cast.
- Vigilante: Your Unarmed Attacks now deal 1d10 Damage instead of only 1d8 Damage. Also, your heightened senses prevent you from being Flanked.
At 8th Level, you learn 1 additional Spell and gain 1 additional Spell Point.
At 9th Level, your investigative skills have become peerless. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 10th Level, you have become a well-known mastermind of mystery. A royal ambassador seeks you out, offering you a choice; you may either receive funding to start your own detective agency, or come work as the head detective for the royalty the ambassador serves. Details for both options are below.
- Detective Agency: A suitable building is purchased for you in a settlement of your choice. It will serve as a base of operations for your detective agency. Additionally, 1d10 + 5 Guards will be hired by the royal ambassador to serve at your agency full-time. You do not need to pay these Guards and they will never need to roll Morale. Also, you will be paid to run your agency, receiving daily payments of 2d6 Gold. The agency will almost always provide you with some kind of work, such as criminals to catch, leads to follow up on, or mysteries to solve. Finally, you and your allies may successfully rest at your agency in half the normal time due to its accommodations.
- Royal Detective: You will be gifted a home to live in at the nearest royal castle, stronghold, city, etc. You job will be to report directly to local royalty as their top confidant. Any important issues that need resolving will come to your attention, and you will receive handsome daily payments of 4d6 Gold. While there is little work most days, you will occasionally receive high-priority and high-risk jobs from your employer. Failure to complete any of these jobs will result in termination. Finally, you and your allies may successfully rest within your home in half the normal time due to its accommodations.
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