I'm a big fan of the idea of the Inquisitive Rogue, but the performance of the subclass is... suboptimal. It just doesn't seem to do what its' supposed to do, and other Rogues seems to be able to do most of it and have their cool feature on top of it. Which leads me to this -
I'd really appreciate any constructive feedback.
Updated Inquisitive Rogue
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
Eye for Detail
Starting at 3rd level, you can use a bonus action instead of an action to make a Search or Study check.
In addition, you have advantage on those checks if you move no more than half your speed on the same turn.
Focused Attention
Starting at 3rd level, whenever you make an ability check using one of the following skills, you can make it as an Intelligence check, even if it normally uses a different ability: Deception, Insight, Intimidation, or Persuasion. What you might lack in charisma, you can make up for with your knowledge of how creatures think or behave.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a Reaction, you can make an Intelligence (Investigation) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you have Advantage on Attacks against that creature, and all of that creature's Attacks that target only you have Disadvantage. If that creature's Attack instead forces a Saving Throw, you gain Advantage on that Saving Throw.
This benefit lasts until the end of your next Turn or you successfully use this feature against a different target.
Unerring Eye
Beginning at 9th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses of it when you finish a long rest, and you regain one use of it when you finish a short rest.
Deductive Combat
Starting at 9th level, while your Inciteful Fighting feature applies to a target creature, you gain the following benefits:
You learn the target creature's damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Your Sneak Attack damage bypasses any damage resistances the target creature might possess.
Eye for Weakness
At 13th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. In addition, your Insightful Fighting feature lasts for 1 minute or until you successfully use this feature against a different target.
Master of Deduction
At 17th level, you have become a master of investigation and deductive reasoning. Your attack rolls against targets of your Inciteful Fighting can score a Critical Hit on a roll of 19 or 20 on the d20. In addition, you gain Truesight to a range of 10' if you move no more than half your speed on the same turn.
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I'm a big fan of the idea of the Inquisitive Rogue, but the performance of the subclass is... suboptimal. It just doesn't seem to do what its' supposed to do, and other Rogues seems to be able to do most of it and have their cool feature on top of it. Which leads me to this -
I'd really appreciate any constructive feedback.
Updated Inquisitive Rogue
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
Eye for Detail
Starting at 3rd level, you can use a bonus action instead of an action to make a Search or Study check.
In addition, you have advantage on those checks if you move no more than half your speed on the same turn.
Focused Attention
Starting at 3rd level, whenever you make an ability check using one of the following skills, you can make it as an Intelligence check, even if it normally uses a different ability: Deception, Insight, Intimidation, or Persuasion. What you might lack in charisma, you can make up for with your knowledge of how creatures think or behave.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a Reaction, you can make an Intelligence (Investigation) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you have Advantage on Attacks against that creature, and all of that creature's Attacks that target only you have Disadvantage. If that creature's Attack instead forces a Saving Throw, you gain Advantage on that Saving Throw.
This benefit lasts until the end of your next Turn or you successfully use this feature against a different target.
Unerring Eye
Beginning at 9th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses of it when you finish a long rest, and you regain one use of it when you finish a short rest.
Deductive Combat
Starting at 9th level, while your Inciteful Fighting feature applies to a target creature, you gain the following benefits:
You learn the target creature's damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Your Sneak Attack damage bypasses any damage resistances the target creature might possess.
Eye for Weakness
At 13th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. In addition, your Insightful Fighting feature lasts for 1 minute or until you successfully use this feature against a different target.
Master of Deduction
At 17th level, you have become a master of investigation and deductive reasoning. Your attack rolls against targets of your Inciteful Fighting can score a Critical Hit on a roll of 19 or 20 on the d20. In addition, you gain Truesight to a range of 10' if you move no more than half your speed on the same turn.