You seek out the dark secrets of the world, secrets beyond the bounds of mortal thinking. While others might look for thieves and murderers, you look for those that take items of no value and for killings that make no sense or have no connections. Perhaps they lead to some dark secret that has haunted you and your family for generations, or you just can't stand to let the world go to ruin when you can do something about it. Either way, you will bring the dark of the world into the light.
As an investigator, you want the truth no matter the cost. You skills and abilities let you root out lies and mysteries that border on the supernatural. You find the clues that can lead you down the path to greater truths, and more often than not, greater trouble.
Investigators generally favor Acuity for noticing details. You may also want to focus on Intelligence for searching for hidden details or learning obscure facts that will help you in the future. Some investigators will focus on Cunning to help them gather information from people rather than obscure facts. Almost all investigators have a healthy amount of Will. You might have started life as a Criminal or a Charlatan before finding out something that you shouldn't have, or maybe you were a Hermit or a Sage that stumbled on some great secret that needs to be brought to life.
Starting skills: Stealth, Awareness, and choose 1 from Survival, Medicine, or Chemical
General skills: 2 skill rank per level
Skill boosts: 2 skill boosts per level
Physical skills: 1 skill rank per level
Mental skills: 1 skill rank per level
Equipment
You start with the following equipment, in addition to any other starting equipment:
(a) a burglar’s pack or (b) an explorer’s pack
Determined
You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to something you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. You have advantage on Awareness rolls when looking for information about a source of your investigation and Speechcraft rolls made to get information about your investigation.
Ear for Deceit
At 3rd level, you develop a talent for picking out lies. Whenever you make a Awareness roll to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Steady Eye
Starting at 7th level, you have advantage on any Awareness roll if you move no more than half your movement on the same turn.
Grim Psychometry
When you reach 10th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence roll to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM's discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.
Unerring Eye
Beginning at 13th level, your senses are almost impossible to foil. Out of combat. you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.