Investigator (5e Subclass)
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Not all rogues work against the law. Investigators use their skills to serve the law, often in the employ of nobles or in the pursuit of noble causes. In some cities cabals of investigators work for rulers or bureaucracies, but often an investigator is a free agent who pursues whatever mysteries come across their path. Of course, not all investigators serve the law. Crime lords and guildmasters often have squads of investigators serving their own nefarious purposes.
|Do I strike you as a friend or a foe? I'll let you decide.|
At the 3rd level, you gain proficiency in the Investigation skill, and your proficiency bonus is doubled for any ability check that uses this skill. If you already chose this skill for your Expertise feature, apply this to Insight instead.
You know how to find many things. People, places or goods. At the 3rd level if you spend at least 1 hour carousing a populated area, you can find one of the following, if available:
- Lodgings equal to a modest lifestyle for up to five creatures.
- Information regarding the location of persons of interest.
- Access to rare/illegal goods and services
Also at 3rd level, you can reliably strike at a target’s weak points. When you roll damage as part of sneak attack, you can reroll a number of damage dice equal to your Intelligence modifier (minimum one) You must use the new rolls.
At level 9, you've become adept at tracking your quarries. You may mark a creature you can see within 90 feet as a quarry. They are under the same effects of a hunter's mark spell, except these effects are nonmagical, and you need not maintain concentration. At level 9, this effect lasts up to 4 hours. At level 13, it lasts up to 8 hours. At level 17, it lasts up to 24 hours.
While your quarry is restrained, or in a similar vulnerable predicament (as determined by the DM), you have advantage on Charisma checks against it. You must complete a long rest to use this feature again.
Starting at 13th level, you gain advantage on all saving throws and checks against illusion spells, and on Intelligence checks to escape the maze spell.
At 17th level, by spending some time inspecting an object or scanning a room, you can determine detailed information about people and events related to them. If you spend at least 1 minute in quiet observation, you can deduce a timeline of events that took place. You can analyse information this way for a number of minutes equal to your Intelligence score. Once you use this feature, you can’t use it again until you complete a short or a long rest.
Object Analysis. Inspecting an object allows you to determine facts about the object’s previous owner and conditions. After observing an object for 1 minute, you learn where this object was created, how it found it’s way into your possession, and at least one significant personality trait about it’s previous owner. If the object was was owned by another creature within the past year, you can spend 1 additional minute for each owner to learn the same information about that creature.
Room Investigation. As you analyse the area in your immediate vicinity (a room, a street, tunnel, clearing, or the like, up to a 50-foot cube), you are able to determine the routine events that took place in this area, and the types of people travelled through it, going back a number of weeks equal to your Intelligence score. For each minute you spend observing, you discover one significant pattern or break in behavior that occurred in this location. A pattern may include individuals who wore a particular type of clothing or a group who belonged to a certain ethnicity. A break in behavior may include a fight, a dalliance that occurred, or the presence of a stranger. They may include more mundane events that are nevertheless important in your current situation.