Detective
You’re a detective buddy
Level 3: Telltale Signs
When you apply a Flaw to a creature, you can learn one of the following Characteristics of your choice:
- Armour Class
- All Senses
- The targets Ability Scores modifiers
- Resistances and Immunities
- Vulnerabilities
- If any of the above are altered due to external effects (though you do not learn the nature of those effects)
When you have learnt two or more Characteristics about a creature, you treat it as Identified for 24 hours. Your Flaw Dice increase by one size (d6 to d8) when triggered against an Identified target. In addition, you have Advantage on Wisdom(Perception and Survival) checks made to find or track an Identified creature.
Level 6: Foreseen Blow
When a creature hits you or an ally you can see within 30 feet with an attack, you can take a Reaction to reduce the attack by an amount equal to your Intelligence modifier, potentially causing it to miss. If the creature is Identified, this reduction applies to all attacks it makes until the end of the turn. If the triggering attack misses, you can apply a Flaw to the creature.
Level 6: Sharp Eyes
If your total for a Wisdom(Insight or Perception) or Intelligence(Investigation) check is less than your Intelligence score, you can use that score in place of the total.
Level 10: At a Glance
Once per turn when you take the Study action, and as part of rolling Initiative when you aren’t Surprised, you learn one Characteristic from Telltale Signs of a creature you can see within 30 feet. In addition, you consider any Identified creature as having a Flaw for the sake of your Premeditated Dodge feature.
Level 14: All Laid Bare
Your eyes have grown sharp enough to see when the world itself is not genuine. By expending a Wit, you can give yourself Truesight with a range of 30 for 1 hour.
In addition, you gain two new openings you can attach to Flaws you create:
Dead to Rights. Damage from attacks made against Flawed targets that you have learnt the Resistances and Immunities of Ignores those Resistances and treats Immunity as Resistance.
Exposé. When the Flawed creature succeeds a saving throw, you can take a Reaction to end the Flaw on the creature. If you do so, the target subtracts your Intelligence modifier from it’s saving throw, potentially turning it into a failure.
