Base Class: Rogue
The world is a mysterious place and in order to find it's many secrets, one must either fit in or poke around long enough to find a weak spot. Turns out you're good at both. You have been keenly preceptive of those whom you surround yourself with and not much gets past you in the grand scheme of things. Those akin to these ideals are those of nature that work as detectives, scouters and spies amongst other organizations. Though you may not be bred for head-on combat, you make up for it in tenfold when it comes to tracking down information and exploiting weaknesses of your targets, whether it be for 'the' greater good or 'your' greater good.
Mind of the Quaesitor
Starting at 3rd level, when you choose this archetype, you gain proficiency in the Investigation skill. Additionally, you can spend 10 minutes screening a scene of 50 square feet or smaller to discover any clues to misconduct that might have happened in the area within the past 72 hours. The focus of Misconduct can involve any of the following, but only up to one focal point of:
- Signs of Vandalism, property damage or burglary damage
- Signs of blood, which might lead to someone having been assaulted, maimed or killed
- Signs of cult activity, such as propaganda, signs and posters, or any markings that are otherwise out of place
- Search for Secret doors, hidden passageways, illusions and hideouts
You can focus on an additional area of search at levels 7, 10 and 15. You can do this twice per long rest.
Professor of Tactical Ingenuity
At 3rd level, you can spend your action in combat to focus on studying an opponent's moves. You roll an Intelligence (Investigation) check vs the target opponent's (single opponent) passive Wisdom (Insight) score. If you roll higher than their score, you can choose to learn two of the following:
- Their current hit points
- Their next movement direction from their current position
- The target of their next attack (and whether it is a spell or a weapon/unarmed attack)
- Their total hit points
- Their resistances (if any)
- Their weaknesses (if any)
You cannot use this action if your are stunned, blinded or unconscious. You can use this action 3 times per short rest. You cannot concentrate on any spells while preforming this action, and preforming this action ends any spell concentration you might have.
Skeptical Inquiry
At 9th level, you become proficient in Wisdom (Insight) checks if you aren't already. Additionally, when you enter combat, you can add your Intelligence modifier to your initiative. Also, whenever you make an Intelligence (Investigation) to peer through an illusion, or a Wisdom (Insight) check to discern a lie, you have advantage on the check.
One Step Ahead
At 13th level, if critically succeed at performing the "Professor of Tactical Ingenuity - Prediction" ability, you completely deduce the enemies game plan, all of their actions against any party members or yourself being made at disadvantage until the end of combat.
True Plainclothesman
At 17th level, if you start your turn in combat with no charges of the "Professor of Tactical Ingenuity - Prediction" ability, you regain 1 charge. Additionally, your intelligence ability score max is raised to 24 instead of 20.
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