The Sleuth The traditional detective. They'll work any case for money, although they'd tend to avoid the darker cases. While a pickpocket can nip in and out of a situation without being seen, a sleuth could tell you how. Normally trained to some degree in combat, they can hold their own, but would rather stay back with a pistol and avoid getting their hands dirty

There are very few sleuths, although many people have tried and failed. It takes a certain way of thinking to make a success of this career. They tend to be a bit of a loner, with maybe one or two close friends that they can confide in Class Features As a Sleuth, you gain the following class features Hit Points Hit Dice: 1d8 per level

1d8 per level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st Proficiencies Armor: Light armour

Light armour Weapons: Simple weapons, Pistols, hand crossbows, sword cane, rapiers

Simple weapons, Pistols, hand crossbows, sword cane, rapiers Tools: Thieves' tools Saving Throws: Charisma, Intelligence

Charisma, Intelligence Skills: Choose four from Deception, History, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: single proficient melee weapon

(a) a hand crossbow and quiver of 20 bolts or (b) flintlock pistol

(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack

Leather armour, two daggers, and thieves' tools Knowledge is the Greatest Weapon At 1st level, you can choose to roll advantage on any skill check or attack roll, using your Sleuth’s eye to get a good understanding of the situation. You can perform this twice per long rest at 1st level, and this increases as you level up (see table) Intuition You can get a good gut feel of a situation when talking to someone. After 5 minutes of conversation, you get an automatic 10 + Insight check to tell if they are lying, and what factors of their conversation was not true. Conclude Once per day, a sleuth can deduce the answer to a riddle or puzzle without fail Goal Focused If a sleuth has an objective or goal, they can push beyond normal feats of exertion, and bypass the need for sleep or food. The number of days they can pull this off increases as they level up Predictive Dodge If no enemies are immediately around the sleuth, they can take +1 on their AC as the breathing space enables them to read their enemies' next move Impersonate Using local knowledge, a sleuth can impersonate an individual's voice well enough to fool someone who can't see them Well Aimed Shot When a critical hit is rolled with a ranged weapon and there are multiple targets, the player can choose to attack 2 targets at normal damage instead of the single target with critical damage by deflecting the bullet / bolt using the environment Improvised Weaponry A Sleuth can use any item in an encounter as an effective weapon (Welding with str + Prof bonus) Improvised Weapons Size Damage Example Small one handed 1d4 Gavel, Kitchen Knife Normal one handed 1d6 Table Leg, Desk Lamp, Brick in a Sock Large one handed / Small two handed 1d8 Bar Stool, Sack of Potatoes Large two handed 1d10 Chair, Marble Bust Very large two handed 1d12 Table, Packing crate, Pallet Enhanced Disguise When attempting to disguise yourself, treat Deception as expertise AND automatically roll advantage. If you already have expertise in Deception, you can opt to take a roll of 20 (not crit) automatically Observer On starting an encounter, a Sleuth can pick to know one of the following about all current targets: Base AC

Immunities

Vulnerabilities

Resistances

The Sleuth Level Proficiency Bonus Features Advantages / Day Binge Slots Goal Days 1st +2 Knowledge is the Greatest Weapon, Intuition 2 - - 2nd +2 Conclude 2 - - 3rd +2 Specialisation 3 1 - 4th +2 Goal Focused 3 1 1 5th +3 - 3 1 1 6th +3 Specialisation Feature 4 1 1 7th +3 - 4 2 1 8th +3 Impersonate 4 2 1 9th +4 Knowledge is the Greatest Weapon, Goal Focused 5 2 2 10th +4 Predictive Dodge 5 2 2 11th +4 - 5 3 2 12th +4 Knowledge is the Greatest Weapon 6 3 2 13th +5 Goal Focused 6 3 3 14th +5 Specialisation Feature 6 3 3 15th +5 Knowledge is the Greatest Weapon 7 3 3 16th +5 Well Aimed Shot 7 4 3 17th +6 Improvised Weaponry 7 4 3 18th +6 Knowledge is the Greatest Weapon, Goal Focused 8 4 4 19th +6 Enhanced Disguise 8 4 4 20th +6 Observer 8 5 4 a new target appears during the en counter, this feat does not apply. The player will also know whether this statistic is unique to the target(s) or a he player will also know whether this statistic is unique to the target(s) or a generic stat that can be applied to all the same types. E.g. Sewer Rat - Resistant to poison - applies to all Sewer Rats Specialisation Working close to the street means many sleuths pick up habits that might be considered not so good, but they are able to turn these flaws to their advantage Functioning Addict Whether it's because they've been exposed to the nasty underbelly of the city, or they need that 'little something' to keep them going through the night, many sleuths have resorted to narcotics or alcohol, and as a result, they operate at their peak when there's chemicals coursing through their veins. Drug Induced Epiphany By taking whatever drugs they may have on them, a Sleuth gets advantage to any wisdom or intelligence checks for the next hour, at the cost of disadvantage to strength and dexterity checks for the next 8 hours. this includes enemies taking advantage on attack rolls at level 3, they can do this once per day. As a sleuth levels up, they can use this feat multiple time per day, but the strength / dex penalty does not stack Paranoia the constant reliance on narcotics has left you slightly prone to suspecting most people of hiding something or being out to get you. This gives you advantage on insight checks at level 3, seeing as you're assuming everyone is lying to you Dirty Needles By level 6, your body has had plenty of stuff pumped into it, and not all of it intentional. given this, you have developed a natural resistance to the effects of poison. you get advantage on poison saves, and resistance to the damaging effects if you are afflicted