Base Class: Bard
To seek the truth is, just as anything else, an art form of self-expression. Bards who follow this path show arrays of different personalities, methods and motives to reach the root of this world's mysteries. They inspire others to follow a philosophy of their own making, and to be aware of the world that poses them such interesting hurdles to surmount.
Detective's Assistants
The detective inspires all other awestruck citizens to assist them in uncovering the truth. Starting at 3rd level, if an allied creature would add their Bardic Inspiration die to an Investigation, Perception or Persuasion check to search for clues or interrogate suspects, they can add an extra 1d6 to the roll as well.
Detective's Altruism
What's even more important than the truth? The people to whom that truth belongs to of course. At 3rd level, as your reaction, if a creature within 5ft of you would get attacked, you can choose to jump between a creature and their attacker, and make a Dexterity saving throw against the attacker's attack roll. Upon a failed save, you take all the damage the other creature would have taken, and half the damage instead on a successful save. Also, that creature then gains Bardic Inspiration if they don't already have it (this does not count towards your daily uses of Bardic Inspiration).
Case Closed
At 6rd level, you learn to properly confront the big bad criminals who commit crimes. Upon facing a creature that you have collected a sufficient amount of evidence and/or witness reports to accuse them of their crimes (DM's discretion), you and your allies gain Bardic Inspiration, and Bardic Inspiration dice are not lost upon first use, and can be used any number of times against that creature. All Bardic Inspiration is lost once the confrontation is over. This feature can only be used on one creature per long rest.
A Detective's Elegy
After a life of peril and exposing secrets, the bard strums a few chords of melancholy, reflecting upon the life they have lived. Perhaps people had more to their lives than the empty desire to solve mysteries. You sing of your grand tales about the life you have lived and touch the hearts of those who listen.
Starting at 14th level, at the end of every long rest, roll a d4. Until the start of your next long rest, as an action, choose any number of creatures who can hear you. They must make a Charisma saving throw against your own Performance check. Upon a failed save, they gain disadvantage on all ability checks, attack rolls and saving throws they make until the end of their next turn. This can be used any number of times up to the number you rolled on the d4 earlier.
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