Class Features

As a detective, you gain the following class features.

Hit Points
Hit Dice: 1d8 per detective level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per detective level after 1st

Armor: No armor
Weapons: Simple weapons, firearms
Tools: Computers, forensics tools
Saving Throws: Intelligence, Wisdom
Skills: Choose 3 from History, Insight, Investigation, Medicine, Nature, Perception, Sciences, Sleight of Hand, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:

  • forensics kit, forensics lab access, autoloader, 40 bullets, multipurpose tool, and credentials (police or private investigator)
  • (a) infiltrator's pack or (b) explorer's pack
  • (a) desktop computer or (b) laptop computer
  • (a) business outfit, (b) uniform and BDUs, or (c) any costume
The Detective
Level Proficiency Bonus Features
1st +2 Insightful Defense, Profile Specialist
2nd +2 Danger Sense
3rd +2 Detective Archtype, Expertise
4th +2 Ability Score Improvement
5th +3 Detective Dice (4d8)
6th +3 Expertise
7th +3 Detective Archetype feature, Jack of All Trades
8th +3 Ability Score Improvement
9th +4 Detective Dice (Insight), Single Minded
10th +4 Ability Score Improvement
11th +4 Reliable Talent
12th +4 Ability Score Improvement
13th +5 Investigator
14th +5 Profile Specialist Improvement
15th +5 Insightful Damage
16th +5 Ability Score Improvement
17th +6 Detective Archtype feature
18th +6 Detective Dice (4d10)
19th +6 Ability Score Improvement
20th +6 Moment of Brilliance

Insightful Defense

When wearing no armor, you may add your Intelligence or Wisdom modifier to your Armor Class.

Profile Specialist

As Favored Enemy to track one subtype of Humanoid. At 14th level you gain this benefit with all Humanoids, or you may add another creature type.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Detective Archetype

At 3rd level, you choose an archetype that you strive to emulate in your techniques. The archetype you choose grants you features at 3rd level and then again at 7th, 13th, and 17th level.


At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Detecitive Dice

The 5th level, you earn 4d8 to spend on Perception skill checks. At 9th level these Expert Dice can be used to improve Insight checks as well. At 18th level you earn 4d10.

Detective dice recharge after a short or long rest.

Jack of All Trades

Starting at 7th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Single Minded

At 9th level, you can make Intelligence checks instead of Wisdom checks, or make Wisdom checks instead of Intelligence checks.

Reliable Talent

By 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.


At 13th level you gain the Spirit Walker ability, PHB 50, but you use non-mystical investigation.

Insightful Damage

At 15th level, you may add your Intelligence or Wisdom modifier to damage instead of Strength or Dexterity.

Moment of Brilliance

At 20th level, you have an uncanny brilliance that surfaces when you need it most. If you fail a Wisdom (Perception) or Wisdom (Insight) check, you can treat the d20 roll as a 20. You may roll the check again, and if you meet the DC of 15, you also gain a moment of clear insight into the factors of your investigation, revealing a clue or making a connection that reveals the truth behind the mystery.

Once you use this feature, you can’t use it again until you finish a long rest.

Detective Archetypes

Detective have many features in common, including their emphasis on criminology, deductive reasoning, and forensics. But different detectives steer those talents in varying directions, embodied by the detective archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Two-Fisted Detective

Unarmed strike bonuses


Improved perception and deduction

Criminal Psychologist

Knowledge of criminals and motives
15th Dedicated Damage: Add Wis mod to damage instead of Str or Dex; 16th ASI; 17th Detective: As "Commune" PHB 223 as investigation; 18th Expert Dice Improvement: d12; 19th ASI; 20th Stroke of Genius (as Stroke of Luck)

Madcap Detective

You're wrong, but inadvertently right

Private Eye


Special Agent


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