Detective
Prowling at the edge of darkness, detectives
chase down clues and pull on threads to unravel
conspiracies which bring darkness into the world.
Sometimes, this requires that you infiltrate a cult’s
secret meetings, other times it calls on you to
reconstruct a man’s last moments at a murder scene,
but no matter what the mystery, you know that there
is always an explanation.
INVESTIGATOR'S HUNCH
Starting when you choose this specialization at 3rd
level, you can unravel even the toughest of mysteries.
If you spend at least 10 minutes combing through
documents and arranging clues, you can make an
Intelligence check with advantage.
TRINKETS
By 3rd level, you’ve collected a number of magical
trinkets to aid you in tracking supernatural creatures
and unraveling mysteries. You can use the following
trinkets:
Glass Medallion. As a bonus action, you can
cast the spell invisibility, targeting yourself only, once
without using a spell slot or spell components.
Fogstone Periapt. As a bonus action, you can
cast the spell misty step once without using a spell
slot or spell components.
Skeleton’s Key. As a bonus action, you can cast
the spell knock once without using a spell slot or spell
components.
PREDICTIVE INTUITION
By 6th level, you can turn your skills at
reconstructing events towards anticipating the next
likely moment of a fight. As a bonus action, you can
examine the movements of a creature you can see
within 30 feet. You can choose to add 1d4 to your
next attack roll targeting that creature before the start
of your next turn, or you can choose to subtract 1d4
from the creature’s next attack roll against you before
the start of your next turn.
INTERROGATOR'S INSTINCT
At 10th level, you are so accustomed to uncovering
the truth that you can sense the intents behind
someone’s voice. You can tell if a creature that
you can hear speaking is charmed, possessed, or
otherwise enchanted to speak against their will, and
you have advantage on any ability check you make to
determine if you hear a lie.
POWER OF DEDUCTION
Starting at 14th level, you can use your action to
examine a creature you can see within 30 feet, taking
note of innumerable details and making a lengthy
string of logical deductions. For the next minute, you
have advantage on Intelligence and Charisma checks
you make to interact with this creature, and you have
advantage on attack rolls against them.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
Exterminator
An exterminator suffers no monster to live. Trained
in the art of slaying aberrations, fiends, and undead,
you stand against evil where others falter, and draw
your blade before others recognize a threat. Grand
schemes and plots are less important than retribution
against those monsters which stalk the night, and
your thirst for such retribution is unquenchable.
There is always another werewolf to be slain, another
vampire to be staked, another demon to be banished;
people rarely thank you, but you find satisfaction
enough in your work.
BONUS PROFICIENCIES
Starting when you choose this specialization at 3rd
level, you gain proficiency with martial weapons and
medium armor.
TRINKETS
By 3rd level, you’ve collected a number of magical
trinkets to aid you in the elimination of monsters
and other fiendish threats. You can use the following
trinkets:
Consecrated Whetstone. As a bonus action,
you can cast the spell magic weapon once without
using a spell slot or spell components.
Gilded Dragon Scale. As a bonus action, you
gain resistance to one damage type of your choice for
a minute.
Wyverntooth Necklace. When you hit a
creature with a melee weapon attack, you can use
your bonus action to activate this trinket, dealing an
additional 2d6 acid damage to the creature.
MONSTER SLAYER
Beginning at 6th level, when you use the Attack
action, you can make one weapon attack as a bonus
action. You can use this feature a number of times
equal to your Intelligence modifier (a minimum of
once) and regain all expended uses when you finish a
short or long rest.
SILVERED EDGE
Starting at 10th level, whenever you deal damage to
a creature with a weapon attack, it can’t regain hit
points until the start of your next turn. Additionally,
when you reduce a creature to 0 hit points, it can’t be
raised as an undead creature nor be returned to life
for 7 days.
KILLER INSTINCT
Starting at 14th level, you can use your Exploit
Weakness feature twice on your turn, but can’t use it
against the same target more than once.