Base Class: Fighter
Not every mystery is solved from behind a desk. Detectives survive on grit, instinct, and determination, tracking criminals through dark alleys, uncovering hidden truths, and staring down danger without flinching. Whether armed with a revolver, a quick wit, or their own two fists, Detectives excel at finding answers and bringing a case to its conclusion—no matter how dangerous the trail becomes.
Level 3: Hardboiled Investigator
You gain proficiency in both Investigation and Insight. You also gain Expertise in Investigation.
Level 3: Street Brawler
While not wearing armor or wielding a shield, your Armor Class becomes 10 + DEX + CON.
Your Unarmed Strike deal 1d6 bludgeoning damage or deal 1d8 while not wielding any other weapon or shield.
When you make your first attack with a melee weapon or Unarmed Strike on your turn, you can make one additional Unarmed Strike as part of that action.
Level 3: Crack Shot
You gain Proficiency with Firearms.
Additionally, provided you have not moved on your turn, your next ranged attack gains Advantage or you can instead choose to have your speed drop to 0 and gain +5 to your next ranged attack.
Level 7: Prime Suspect
You gain the ability to cast the spell Hunter's Mark a number times equal to your CON modifier (minimum of 1 use). You regain all uses after taking a Short or Long Rest.
While a creature is under your Hunter's Mark, the damage from your Unarmed Strike and firearms ignore the target's damage resistance and treats a damage immunities as resistances instead.
Level 10: Follow the Clues
You gain Advantage on Investigation, Perception, and Insight checks.
Additionally, you Proficiency in Intelligence saving throws.
Lastly, after spending 10 minutes examining:
- a crime scene
- a creature's tracks
- an object
- a room
you can ask the DM one question from the following:
- What happened here recently?
- Which creature was most involved?
- Which direction did the subject travel?
- What detail stands out as unusual?
The answer should be truthful but not necessarily complete.
Level 15: Dogged Pursuit
When you choose a target to place your Hunter's Mark on, you can choose 1 additional creature to also be affected by the mark.
While a creature is placed under your Hunter's Mark, you score critical hits against them on a natural roll of 18, 19, or 20.
Additionally, your Hunter's Mark no longer requires concentration and lasts for 1 hour or until your marked targets are killed or knocked Unconscious or Incapacitated. Your Hunter's Mark also ends if you mark a new target, fall Unconscious, cancel it early, or become Incapacitated.
You can only ever have two creatures marked at one time.
Level 18: Hard As Nails
Not even death can stop you from find the the truth.
Don't Count Me Out Yet. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
This Ain't Nothin'. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
Previous Versions
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6/19/2026 11:50:20 PM
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6/19/2026 11:52:28 PM
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