Base Class: Rogue
Drawn by the strange mysteries of the world or kept alive by precious gems of knowledge concealed by dangerous entities, Secret Stealers are rogues who venture into the unknown and are specialized in extracting concealed information.
The Mind Reader's Sequence
When you choose this archetype at 3rd level, your traffic in arcane secrets makes you able to create (but not use) scrolls of Detect Thoughts even without a general proficiency in the Arcana skill.
Each scroll of Detect Thoughts requires 2 days of downtime, a piece of parchment, an ink pen and 250 gp worth of rare magical ink (25 gp in gold-poor worlds) to create, in addition to the normal material component of 1 copper coin.
You can also spend 1d4 hours of downtime verbally reciting the Mind Reader's Sequence to a Wizard, allowing them to add the Detect Thoughts spell to their spellbook free of charge.
Stolen Feat
Starting at 3rd level, you receive a bonus Feat of your choice. Your ability to perform this Feat must be derived from a specific article of stolen knowledge determined between the player and the DM, and the original owners of this secret must be dangerous entities who would be displeased by your knowledge of the secret.
Gather Intelligence
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Intelligence score
• Wisdom score
• Charisma score
• Class levels (if any)
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Detect Lies
Beginning at 13th level, you are able to determine whether or not a sentient creature is lying with a reasonable level of certainty twice per long rest. This ability does not require a check but may return a false positive if the target's Charisma score is at or above 15 plus your Wisdom modifier.
Reveal Plans
Beginning at 17th level, your Gather Intelligence ability becomes much more powerful. Rather than picking 2 stats or qualities, you are able to determine all applicable qualities of a creature after studying them or interacting with them for 1 minute outside of combat.
In addition, you can study or interact with a sentient creature for at least 5 minutes outside of combat to reveal all of the above and also intuitively pick up on:
- The presence (or lack thereof) of nearby allies of the creature, even if hidden. (Returns a "yes" for allies or a "no" for a lack or allies.)
- Whether or not the creature is relying on nearby physical traps to trigger to harm its enemies (returns a "yes" or a "no").
- If the creature is a spellcaster, the spell level and damage type of one of its damaging abilities, determined by the DM.
The improved version of Gather Intelligence can be used at any time, but Reveal Plans can only be used once per long rest.
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