Investigator
Spell trait: KnowledgePlay an Investigator if you want to use logic and deduction to analyze your foes and solve mysteries.
On the Case: Choose one Case that you are pursuing - a secret you want to uncover or mystery you want to solve. After each long rest, place a number of tokens equal to your Spellcast trait on this card. When you make an action roll that directly ties to your Case, you can spend a token to use a d20 for your Fear die or spend two tokens to use a d20 for your Hope die. On a long rest, clear all unspent tokens. Your Case lasts until you solve it or until you and the GM decide that the Case is closed for another reason.
Deductive Mind: You may use your Knowledge trait in place of your Instinct to detect lies and notice your surroundings.
Follow Clues: You may take a few minutes to examine clues within the immediate area. Make a Spellcast roll (Difficulty determined by the GM). On a success, spend a Hope to piece together all the major events that happened in the area within the last 24 hours.
True Detective: When using “Follow Clues,” you can piece together major events in an area that took place up to a week prior.
Analyze Opponent: Make a Spellcast Roll against an adversary within Close range. On a success, the adversary becomes temporarily Analyzed. Against an Analyzed adversary, your Sneak Attack dice become d10s and you may add the extra damage on all successful attacks against them.
