Also available at GM Binder.

Sleuth

Rangers who take on the archetype of the sleuth are master investigators, trained in uncovering clues and secrets and connecting the dots in an investigation. Calm and collected, they are cool under pressure and ever alert.

It is common for such rangers to work with local constabularies or peace keepers to provide detective services. Sleuths are equally at ease in the hustle of the city as in the wilds.

Sleuth Features
Ranger LevelFeature
3rdSleuth Magic, Civilized Environs, Uncanny Awareness
7thCanvass, Suspicious
11thReversal
15thUncanny Reaction

Sleuth Magic

3rd-level Sleuth feature

You learn an additional spell when you reach certain levels in this class, as shown in the Sleuth Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Sleuth Spells
Ranger LevelSpell
3rddisguise self
5thsee invisibility
9thtongues
13tharcane eye
17thlegend lore

Civilized Environs

3rd-level Sleuth feature

You gain either rustic or urban as a favored terrain for your Natural Explorer feature. When you gain a new terrain, you can add the terrain you didn’t choose instead of a terrain from the Natural Explorer feature described in the Player’s Handbook.

If you use the Deft Explorer feature from Tasha’s Cauldron of Everything to replace Natural Explorer, you instead gain a +1 bonus on Wisdom (Insight) checks against civilized humanoids and Wisdom (Survival) checks while within a farmstead, village, town, or city.

Uncanny Awareness

3rd-level Sleuth feature

You have exceptional reflexes and a mind that processes variables astonishingly fast. You add your proficiency bonus to initiative rolls.

In addition, once during your turn when you hit a target within 5 feet of an ally who isn’t incapacitated with a weapon attack, you deal an extra 1d6 weapon damage.

Canvass

7th-level Sleuth feature

Adept at gathering information from accounts, written and spoken, you gain a bonus equal to half your proficiency bonus on Intelligence checks to recall knowledge, and Charisma checks to solicit information from others. This bonus is in addition to your proficiency bonus, if any.

Suspicious

7th-level Sleuth feature

When you make an Intelligence (Investigation) or Wisdom (Perception) check to detect hidden and secret things, you can treat a d20 roll of 9 or lower as a 10.

Reversal

11th-level Sleuth feature

When you miss a target with a weapon attack, the next attack roll you make against it before the end of your next turn it has advantage and deals an extra 1d6 weapon damage on a hit. This extra damage stacks with the extra damage from your Uncanny Awareness feature.

Uncanny Reaction

15th-level Sleuth feature

Your awareness is such that you can swiftly react to impending danger. When you are attacked by a melee or ranged attack, you can use your reaction to add your proficiency bonus to your AC for that attack. If the attack misses and is from a melee weapon, you have advantage on your next attack roll or ability check against your attacker. If the attack still hits, you regain the use of your reaction, but can’t use this feature again until the start of your next turn.

If this causes a trap to miss you with an attack roll, you can jam the mechanism as part of the same reaction, if it is possible.