So I have been playing DnD for a while now and one of my favorite arch types is the inquisitive. However, I feel as if the current build for it does not do it justice, everything that the inquisitive does feels either super underwhelming OR is repeated later on in terms of their abilities so I decided to make my own version of it. Please provide feedback, just don't be hateful :)
Ears that Hear All Starting at 3rd level your mind is able to filter and process noise at an incredible level. When listening to a creature within 30 feet of you, you can make a Wisdom (Perception) check contested by a target’s Dexterity (Stealth) check to listen in on their conversation if the check is successful you can hear everything they are saying for 10 minutes.
Eyes that See All Starting at 3rd level, your eyes have supernatural abilities; you gain a +5 to Wisdom (Perception) checks to spot a hidden creature or object and a +5 to Intelligence (Investigation) checks to uncover or decipher clues and find traps. Additionally, your eyes have unique properties that give you Devil’s Sight and Eyes of the Rune Keeper for 1 minute, you can use either property a number of times equivalent to your Wisdom or Intelligence modifier per long rest.
Insightful Fighting At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a way to counter them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage if you do not have advantage on the creature. This also applies if you have disadvantage on attack rolls against the creature. In addition if you already have advantage outside of insightful fighting against a creature you can instead add +2 to your to hit. This feature increases to +3 at level 9, +4 at level 13, and +5 at level 17. This benefit lasts for 1 minute or until you successfully use this feature against a different target, you cannot apply Insightful Fighting to the same target twice in the same combat if the first time was successful.
In Conclusion At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. You have advantage on all Intelligence and Wisdom checks (including saving throws). Additionally, when there is an invisible creature within 30 feet of you, the creature must make a Dexterity (Stealth) or Charisma (Deception) check contested by your Wisdom (Insight) check if they fail or you succeed you are able to discern the size, shape, and location of the creature and whether or not the creature is hostile to you or your companions.
Relentless Investigator At 13th level, you become a relentless investigator when trying to solve a mystery or quest, you gain advantage on the following Charisma Checks: Deception, Intimidation, and Persuasion. Additionally your words have sway over your targets if you succeed on a Deception or Persuasion check using your words you may attempt to charm the target. If you succeed on an intimidation check using your words you may attempt to frighten the target. They must succeed on a saving throw of a DC = 8 + your proficiency bonus + intelligence or wisdom modifier . If they fail they are frightened or charmed by you for an hour. If they succeed they are immune to the condition you attempted to place them in however they automatically succeed if they are immune to the frightened or charmed condition.
The Eyes of the Inquisitive At 17th level, you unlock the Eyes of the Inquisitive, which give you the benefits of the foresight spell whenever active for one hour. You are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. You also have Truesight when using this feature. You can use this feature a number of times equivalent to your Wisdom or Intelligence modifier plus proficiency per long rest. Additionally, this feature is automatically activated if not active when the user succeeds on their insightful fighting check. The opposing creature has vulnerability on the first successful attack made, as you can discern the distinct weakness of the foe and surprise them. This vulnerability only applies on your first successful attack made after using insightful fighting against that specific foe. After the successful hit the foe will attempt to protect that weakness preventing you from using this ability after the initial successful hit.
Much like most homebrew things, this is flat out broken.
D&D is based off a bonded accuracy system. At 3rd level, let’s assume you have a bard/druid with you that has faerie fire. They’re playing support for you so they cast to give you advantage for that sneak die. You’re giving your rogue advantage at a +7, and that’s only 16 dex. That could be +8 or 9 at 18 or 20 dex, respectively. Kobolds have 12 AC. Goblins generally 13 or 14. Your rogue is going to hit at least 65% against that goblin, higher with advantage and higher still with more dex. This doesn’t even factor in a magic weapon which a lot of campaigns are now doing vestige type stuff.
I don’t like the skill contest of the first ability simply because dexterity has nothing to do with the spoken word. I’d like to see it as a Deception contest.
Giving the rogue the ability to just say screw it to one of the only way to negate a casters ability to defend themselves, which is their senses. Being able to just walk into magical darkness or say screw a warlock and their unique invocation of the Eyes of the Rune Keeper is insulting to anyone playing that class.
All rogues get wisdom saves at 15th level. Makes no sense to make the 15th level ability literally not worth achieving.
The final ability is just earth shattering. 11 foresight castings A DAY? So you get advantage on everything literally all day. Sure. Why not. The rest was broken so we needed a cherry on top.
Alright then provide me what you would do to change the class overall, this was my first time editting it so of course I would go as high as I possibly can now lets take it down a notch and you tell me how you would change it.
Alright then provide me what you would do to change the class overall, this was my first time editting it so of course I would go as high as I possibly can now lets take it down a notch and you tell me how you would change it.
What was your intent for the character? Is this for you or one of your players? How do they play the character? I was a bit harsh with the critique of it so in all fairness, I am happy to help balance it, if you can answer those questions I will absolutely give input. The final ability needs to be once per day though. Foresight is a 9th level spell. Even 20th level casters only get one wish a day.
My intent for the character was to make his abilities comparable to that of Sherlock holmes. Sherlock had the ability to analyze situations and find answers based on logic and reasoning. I ended up revamping a few things but I will give you a run down of each ability:
Ears that Hear All Starting at 3rd level your mind is able to filter and process noise at an incredible level. When listening to a creature within 30 feet of you, you can make a Wisdom (Perception) check contested by a target’s Dexterity (Stealth) check to listen in on their conversation if the check is successful you can hear everything they are saying for 10 minutes.
- This is relatively simple to understand, being able to hear and process information at a breakneck pace of those around you is significantly more useful roll play wise and plays around the detective roll much better than the inquisitive's Ear for deceit. I used dexterity (stealth) as a way to hiding the sound or movement of lips, but deception was on my mind too.
Eyes that See All Starting at 3rd level, your eyes have supernatural abilities; you gain a +5 to Wisdom (Perception) checks to spot a hidden creature or object and a +5 to Intelligence (Investigation) checks to uncover or decipher clues and find traps. Additionally, your eyes have unique properties that give you Devil’s Sight and Eyes of the Rune Keeper for 1 minute, you can use either property a number of times equivalent to your Wisdom or Intelligence modifier per long rest.
- This was to give the player the ability to have a heightened chance to see and spot those around them, the Devil's Sight and Eyes of the Rune keeper are a feature for the eyes that are only active for 1 minute. Which btw is not nearly as broken as the warlock's invocation of getting them out right... as a passive..... at level two..... this has a limit of utilizing a number of times through your wisdom or intelligence modifiers as the consistent problem for the inquisitive class as a whole was their massive issue of having to rely on 2 stats, intelligence AND wisdom on top of that you have to think about the other stats of your character constitution, dex, and charisma all of which are important as well for social situations and survivability in battle. I had half a mind and was mulling over whether or not to use wis or intelligence as a passive to replace your dex as your to hit and damage modifier for attacks as you use your wisdom to find weaknesses found in opponents.
Insightful Fighting At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a way to counter them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage if you do not have advantage on the creature. This also applies if you have disadvantage on attack rolls against the creature. In addition if you already have advantage outside of insightful fighting against a creature you can instead add +2 to your to hit. This feature increases to +3 at level 9, +4 at level 13, and +5 at level 17. This benefit lasts for 1 minute or until you successfully use this feature against a different target, you cannot apply Insightful Fighting to the same target twice in the same combat if the first time was successful.
- I revamped insightful fighting for the soul reason that it straight up sucks in the new set, all other rogues have some way to proc sneak attack or an ability that allows them to be able to have sneak attack without worrying about having to proc it through other means, or have something in their kit that makes it worth having, but I am wasting a bonus action on an ability check that I am not guaranteed to succeed in for the ability to proc of sneak attack that does not guarantee that my attacks will hit. Instead i decided on advantage if the attack succeeds and if the individual already has advantage they gain a + to their to hit when they are using insightful fighting against an individual. Think of this as sherlock holmes finding weakpoints in his enemies abilities, he gains advantage because he is able to find the weaknesses in their joints and their bodies and if the opponent is already distracted (aka advantage) his ability to see their weaknesses becomes easier to see.
In Conclusion At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. You have advantage on all Intelligence and Wisdom checks (including saving throws). Additionally, when there is an invisible creature within 30 feet of you, the creature must make a Dexterity (Stealth) or Charisma (Deception) check contested by your Wisdom (Insight) check if they fail or you succeed you are able to discern the size, shape, and location of the creature and whether or not the creature is hostile to you or your companions.
- THIS WAS REVAMPED FROM ONE OF THE ABILITIES FOUND IN THE ORIGINAL INQUISITIVE ROGUE so thank you for validating that it straight up sucked, yes I agree this is a bit repetitive and but then I got to thinking how I could change it and instead I decided on this:
At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. When performing an Intelligence (Investigation) or Wisdom (Perception or Insight) check you automatically succeed on the check. You can use this ability a number of times equal to your Wisdom or Intelligence modifier per long rest. Additionally, during combat, if you succeed on your insightful fighting check on a target, your first attack on that target automatically succeeds on the target. This ability can be used once per short rest.
- My logic for this was during the day you find information that you have gathered from data around you and using that logic and information you immediately succeed on checks like investigation, perception, or insight related to your case, think about those aha moments for detectives. The secondary ability is about getting information from the person you are fighting you are able to analyze their stance, fighting style, and counter it and land a successful hit on the first time. Of course the hit will never crit and it can only be used once per short rest.
Relentless Investigator At 13th level, you become a relentless investigator when trying to solve a mystery or quest, you gain advantage on the following Charisma Checks: Deception, Intimidation, and Persuasion. Additionally your words have sway over your targets if you succeed on a Deception or Persuasion check using your words you may attempt to charm the target. If you succeed on an intimidation check using your words you may attempt to frighten the target. They must succeed on a saving throw of a DC = 8 + your proficiency bonus + intelligence or wisdom modifier . If they fail they are frightened or charmed by you for an hour. If they succeed they are immune to the condition you attempted to place them in however they automatically succeed if they are immune to the frightened or charmed condition.
- I am not changing this... I refuse, this is literally good cop bad cop in the investigator route it is very self explanatory.
The Eyes of the Inquisitive At 17th level, you unlock the Eyes of the Inquisitive, which give you the benefits of the foresight spell whenever active for one hour. You are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. You also have Truesight when using this feature. You can use this feature a number of times equivalent to your Wisdom or Intelligence modifier plus proficiency per long rest. Additionally, this feature is automatically activated if not active when the user succeeds on their insightful fighting check. The opposing creature has vulnerability on the first successful attack made, as you can discern the distinct weakness of the foe and surprise them. This vulnerability only applies on your first successful attack made after using insightful fighting against that specific foe. After the successful hit the foe will attempt to protect that weakness preventing you from using this ability after the initial successful hit.
- Yeah I know i overloaded this one but can you blame me? Have you seen the scout's level 17 ability? The arcane trickster? the assasin? and what does the inquisitive get at that level? oh an extra 3d6 of sneak attack... the ****. No that is bs. I changed the wording on this one and did the following:
The Eyes of the Inquisitive At 17th level, you unlock the Eyes of the Inquisitive, which give you the benefits OF THE FORESIGHT SPELL FOR ONE MINUTE. You are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. You also have Truesight when using this feature. You can use this feature a number of times equivalent to your WISDOM OR INTELLIGENCE MODIFIER PER LONG REST. Additionally, this feature is automatically activated if not active when the user succeeds on their insightful fighting check. The opposing creature has vulnerability on the first successful attack made, as you can discern the distinct weakness of the foe and surprise them. This vulnerability only applies on your first successful attack made after using insightful fighting against that specific foe. After the successful hit the foe will attempt to protect that weakness preventing you from using this ability after the initial successful hit.
- This is the penultimate ability of the rogue subclass, yeah it seems a bit op but again have you read the assasin? arcane trickster? or the scout? This is the final ability that distinguishes it from the other subclasses and since you have to work your ass off to level 17 and most campaigns dont even reach past level 15 this should be good af. If you still feel this is op then what would you change with it that works with it. The foresight ability is... well... sherlock's foresight, the true sight is more magical and seeing past through tricks and lies but if it needs to be removed because it is repetitive with the other abilities of the rogue that is fine. The vulnerability though plays on that finding weakness aspect of the inquisitive and being able to locate and target a major weak point and take advantage of it.
For your 3rd level ability, I’m truly okay with the bonuses you gave. Observant literally does the same thing on a passive level. I still don’t like the magical eyes. Maybe give the player some sort of magic item that allows something of this effect. Remember that rogues already get expertise and they can use that for perception and investigation. Sherlock sometimes didn’t find things. Jack The Ripper was never caught. The fear of failure is still a powerful tool for DMs to utilize. If Sherlock can’t figure it out he has Watson and the Baker Street Irregulars to also gather clues. Have the party assist the rogue in these things. That way its not a one man show.
If you are truly intent on giving the bonuses from insightful fighting, I’d tone it down to +1 through +3. There is a reason that legendary items top out at a +3, and to give a bonus that is two tiers higher than legendary is nuts.
I’d keep the level 9 ability with the out of combat stuff. Leave the in combat pieces out. You already gave a VERY powerful combat ability, and now you are giving a role play one. Giving a class that already is going to have very high to hit ability the ability to say screw it can’t miss again takes the tension out of combat. Missing is just as important as hitting, and you as the DM can flavor it. Sherlock is a known character. Yeah he’s smart, but he always does the same things. Maybe the combatants know this?
For your 13th one, the only thing I’d change is during combat when the enemies are struck they get a save to snap out. Even if someone plays bad cop, if you keep hitting the person at some point they’re going to fight back with all they have.
The 17th one is still too strong. Halster, Blackstaff, Elminster. The most powerful wizards in Faerun in 5e, get one 9th level spell a day. This rogue is going to get a potential 4x hit on turn one thanks to vulnerability and now if the enemy lives it has disadvantage because of Foresight. One casting of Foresight per day, TWO if you’re feeling fancy. Nothing more. Otherwise what point do the other characters serve in helping him in combat anymore?
Scouts ability forces the rogue to do something it doesn’t want to do. Go inside melee range against multiple opponents since they can only get multiple attacks with two weapon fighting assuming no multiclassing. Also requires the rogue to have some sort of support to provide advantage against both targets or have allies flanking both targets. It’s a lot harder to pull off. Arcane Tricker is a glorified counter spell. Even if you win the check, you now get to cast a spell, assuming the thing you are countering is 4th level or below. If you wipe out a 5th or higher slot congrats but you still can’t cast it and odds are neither can the person you stole it from either because spell slots above 6th level are VERY limited. Assassin requires a con save against a surprised target. Odds are at this level if the target is surprised its going to be dead anyway. If its a monster at that level most have some pretty amazing con saves. Inquisitive I feel is the only one that provides the rogue with a consistent ability to increase its damage and it also doubles to 6d6 extra damage on a crit. It’s not bursts, but it shouldn’t be. Rogues already get extremely consistent high damage thanks to sneak die. If you’re truly concerned about damage, maybe something to the effect of “On all sneak die, treat all 1s as a 2” or even going further to 1s and 2s as a 3. I would never allow that in my games but it seems like you want to augment this classes damage.
I have also been working on a revised version of the Inquisitive. I wanted to add more synergy between the subclass's different abilities, while still keeping much of the original design, so the most I've done was change most of the core ability checks from Wisdom Insight checks to Intelligence Investigation checks. I also wanted to add a something to play up the idea of your character using deductive reasoning. I liked the contested checks the Insightful Fighting feature gave us, and drew inspiration from the Battle Master Fighter "Know Your Enemy" for the expanded Eye for Detail feature. I liked the idea of the 9th level feature adding bonuses to the 3rd level features, creating more subclass synergy. I also felt like the vanilla level 13 feature was much to situational and underpowered, so I sought to remove some of its restrictions. The initiative bonus is currently a placeholder until I can think of something to replace that bonus with. Lastly, the level 17 capstone feature is unchanged.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Additionally, through careful study of a person you can determine information about them. As an action, you can make an Intelligence (Investigation) check against a creature you can see. If that creature is incapacitated, you must pass a DC of 10. If the creature is not incapacitated, your check is instead contested by the target’s Charisma (Deception) check. If you succeed, you learn two of the following about the target (your choice):
Armor Class
Current Hit Points
Any one Resistance/Weakness
Whether the Target is Poisoned or Diseased
You may also gain more information or clues about the target, such as their past whereabouts, lifestyle or environment at the DM's discretion.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, 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 can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Steady Eye
Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. This ability applies to your Eye for Detail and Insightful Fighting features.
Unerring Eye
Beginning at 13th level, your senses are almost impossible to foil. You can give yourself a bonus to your initiative rolls equal to your Intelligence and Wisdom modifiers.
Additionally, 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 and can gain insight into what is hidden or into its true nature at the DM's discretion.
Eye for Weakness
At 17th 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.
I will be quite frank, I do not like repetitious abilities I would literally change almost all the abilities that are repetitious and found at higher levels.
Starting at 3rd level your mind is able to filter and process noise at an incredible level. When listening to a creature within 30 feet of you, you can make a Wisdom (Perception) check contested by a target’s Charisma (Deception) check to listen in on their conversation if the check is successful you can hear everything they are saying for 10 minutes.
Eyes that See All
Starting at 3rd level, your eyes have supernatural abilities; you gain a +5 to Wisdom (Perception) checks to spot a hidden creature or object and a +5 to Intelligence (Investigation) checks to uncover or decipher clues and find traps.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a way to counter them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage if you do not have advantage on the creature. This also applies if you have disadvantage on attack rolls against the creature. In addition if you already have advantage outside of insightful fighting against a creature you can instead add +1 to your to hit. This feature increases to +2 at level 13 and +3 at level 17.
This benefit lasts for 1 minute or until you successfully use this feature against a different target, you cannot apply Insightful Fighting to the same target twice in the same combat if the first time was successful.
In Conclusion At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. When performing an Intelligence (Investigation) or Wisdom (Perception or Insight) check you automatically succeed on the check. You can use this ability once per short rest.
Relentless Investigator
At 13th level, you become a relentless investigator when trying to solve a mystery or quest, you gain advantage on the following Charisma Checks: Deception, Intimidation, and Persuasion. Additionally your words have sway over your targets if you succeed on a Deception or Persuasion check using your words you may attempt to charm the target. If you succeed on an intimidation check using your words you may attempt to frighten the target. They must succeed on a saving throw of a DC = 8 + your proficiency bonus + Wisdom modifier . If they fail they are frightened or charmed by you for an hour. If they succeed they are immune to the condition you attempted to place them in however they automatically succeed if they are immune to the frightened or charmed condition. Additionally, if the creature is asked to perform an action that places them in immediate harms way or the user deals damage to the afflicted party the condition immediately ends.
The Eyes of the Inquisitive
At 17th level, you unlock the Eyes of the Inquisitive, your eyes in conjunction with your mind have unlocked talent that is the pinnacle of this class. Once per long rest you gain the properties and the abilities of the foresight spell for one hour. Additionally, you are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. Furthermore, this feature is automatically activated if not active when the user succeeds on their first insightful fighting check. Lastly, once per long rest the user may push their abilities to the max, the user may attempt to roll another insightful fighting check on a target they already succeeded against (your insight versus the opponents deception check) if on the opponent's failure or the player's success the player finds the fundamental weakness of the opponent and the creature is now vulnerable to the next attack made on it. At the end of the battle, the user takes one point of exhaustion as the mind and body are exhausted from pushing past one's limits.
Starting at 3rd level your mind is able to filter and process noise at an incredible level. When listening to a creature within 30 feet of you, you can make a Wisdom (Perception) check contested by a target’s Charisma (Deception) check to listen in on their conversation if the check is successful you can hear everything they are saying for 10 minutes.
Eyes that See All
Starting at 3rd level, your eyes have supernatural abilities; you gain a +5 to Wisdom (Perception) checks to spot a hidden creature or object and a +5 to Intelligence (Investigation) checks to uncover or decipher clues and find traps.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a way to counter them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage if you do not have advantage on the creature. This also applies if you have disadvantage on attack rolls against the creature. In addition if you already have advantage outside of insightful fighting against a creature you can instead add +1 to your to hit. This feature increases to +2 at level 13 and +3 at level 17.
This benefit lasts for 1 minute or until you successfully use this feature against a different target, you cannot apply Insightful Fighting to the same target twice in the same combat if the first time was successful.
In Conclusion At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. When performing an Intelligence (Investigation) or Wisdom (Perception or Insight) check you automatically succeed on the check. You can use this ability once per short rest.
Relentless Investigator
At 13th level, you become a relentless investigator when trying to solve a mystery or quest, you gain advantage on the following Charisma Checks: Deception, Intimidation, and Persuasion. Additionally your words have sway over your targets if you succeed on a Deception or Persuasion check using your words you may attempt to charm the target. If you succeed on an intimidation check using your words you may attempt to frighten the target. They must succeed on a saving throw of a DC = 8 + your proficiency bonus + intelligence or wisdom modifier . If they fail they are frightened or charmed by you for an hour. If they succeed they are immune to the condition you attempted to place them in however they automatically succeed if they are immune to the frightened or charmed condition. Additionally, if the creature is asked to perform an action that places them in immediate harms way or the user deals damage to the afflicted party the condition immediately ends.
The Eyes of the Inquisitive
At 17th level, you unlock the Eyes of the Inquisitive, your eyes in conjunction with your mind have unlocked talent that is the pinnacle of this class. Once per long rest you gain the properties and the abilities of the foresight spell for one hour. Additionally, you are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. Furthermore, this feature is automatically activated if not active when the user succeeds on their first insightful fighting check. Lastly, once per long rest the user may push their abilities to the max, the user may attempt to roll another insightful fighting check on a target they already succeeded against (your insight versus the opponents deception check) if on the opponent's failure or the player's success the player finds the fundamental weakness of the opponent and the creature is now vulnerable to the next attack made on it. At the end of the battle, the user takes one point of exhaustion as the mind and body are exhausted from pushing past one's limits.
Starting at 3rd level your mind is able to filter and process noise at an incredible level. When listening to a creature within 30 feet of you, you can make a Wisdom (Perception) check contested by a target’s Charisma (Deception) check to listen in on their conversation if the check is successful you can hear everything they are saying for 10 minutes.
Eyes that See All
Starting at 3rd level, your eyes have supernatural abilities; you gain a +5 to Wisdom (Perception) checks to spot a hidden creature or object and a +5 to Intelligence (Investigation) checks to uncover or decipher clues and find traps.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a way to counter them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage if you do not have advantage on the creature. This also applies if you have disadvantage on attack rolls against the creature. In addition if you already have advantage outside of insightful fighting against a creature you can instead add +1 to your to hit. This feature increases to +2 at level 13 and +3 at level 17.
This benefit lasts for 1 minute or until you successfully use this feature against a different target, you cannot apply Insightful Fighting to the same target twice in the same combat if the first time was successful.
In Conclusion At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. When performing an Intelligence (Investigation) or Wisdom (Perception or Insight) check you automatically succeed on the check. You can use this ability once per short rest.
Relentless Investigator
At 13th level, you become a relentless investigator when trying to solve a mystery or quest, you gain advantage on the following Charisma Checks: Deception, Intimidation, and Persuasion. Additionally your words have sway over your targets if you succeed on a Deception or Persuasion check using your words you may attempt to charm the target. If you succeed on an intimidation check using your words you may attempt to frighten the target. They must succeed on a saving throw of a DC = 8 + your proficiency bonus + intelligence or wisdom modifier . If they fail they are frightened or charmed by you for an hour. If they succeed they are immune to the condition you attempted to place them in however they automatically succeed if they are immune to the frightened or charmed condition. Additionally, if the creature is asked to perform an action that places them in immediate harms way or the user deals damage to the afflicted party the condition immediately ends.
The Eyes of the Inquisitive
At 17th level, you unlock the Eyes of the Inquisitive, your eyes in conjunction with your mind have unlocked talent that is the pinnacle of this class. Once per long rest you gain the properties and the abilities of the foresight spell for one hour. Additionally, you are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. Furthermore, this feature is automatically activated if not active when the user succeeds on their first insightful fighting check. Lastly, once per long rest the user may push their abilities to the max, the user may attempt to roll another insightful fighting check on a target they already succeeded against (your insight versus the opponents deception check) if on the opponent's failure or the player's success the player finds the fundamental weakness of the opponent and the creature is now vulnerable to the next attack made on it. At the end of the battle, the user takes one point of exhaustion as the mind and body are exhausted from pushing past one's limits.
While this is better, the Rentless Investigator DC language bothers me a little. I think basing the DC on INT would work just fine.
So I have been playing DnD for a while now and one of my favorite arch types is the inquisitive. However, I feel as if the current build for it does not do it justice, everything that the inquisitive does feels either super underwhelming OR is repeated later on in terms of their abilities so I decided to make my own version of it. Please provide feedback, just don't be hateful :)
Ears that Hear All
Starting at 3rd level your mind is able to filter and process noise at an incredible level. When listening to a creature within 30 feet of you, you can make a Wisdom (Perception) check contested by a target’s Dexterity (Stealth) check to listen in on their conversation if the check is successful you can hear everything they are saying for 10 minutes.
Eyes that See All
Starting at 3rd level, your eyes have supernatural abilities; you gain a +5 to Wisdom (Perception) checks to spot a hidden creature or object and a +5 to Intelligence (Investigation) checks to uncover or decipher clues and find traps. Additionally, your eyes have unique properties that give you Devil’s Sight and Eyes of the Rune Keeper for 1 minute, you can use either property a number of times equivalent to your Wisdom or Intelligence modifier per long rest.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a way to counter them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage if you do not have advantage on the creature. This also applies if you have disadvantage on attack rolls against the creature. In addition if you already have advantage outside of insightful fighting against a creature you can instead add +2 to your to hit. This feature increases to +3 at level 9, +4 at level 13, and +5 at level 17.
This benefit lasts for 1 minute or until you successfully use this feature against a different target, you cannot apply Insightful Fighting to the same target twice in the same combat if the first time was successful.
In Conclusion
At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. You have advantage on all Intelligence and Wisdom checks (including saving throws). Additionally, when there is an invisible creature within 30 feet of you, the creature must make a Dexterity (Stealth) or Charisma (Deception) check contested by your Wisdom (Insight) check if they fail or you succeed you are able to discern the size, shape, and location of the creature and whether or not the creature is hostile to you or your companions.
Relentless Investigator
At 13th level, you become a relentless investigator when trying to solve a mystery or quest, you gain advantage on the following Charisma Checks: Deception, Intimidation, and Persuasion. Additionally your words have sway over your targets if you succeed on a Deception or Persuasion check using your words you may attempt to charm the target. If you succeed on an intimidation check using your words you may attempt to frighten the target. They must succeed on a saving throw of a DC = 8 + your proficiency bonus + intelligence or wisdom modifier . If they fail they are frightened or charmed by you for an hour. If they succeed they are immune to the condition you attempted to place them in however they automatically succeed if they are immune to the frightened or charmed condition.
The Eyes of the Inquisitive
At 17th level, you unlock the Eyes of the Inquisitive, which give you the benefits of the foresight spell whenever active for one hour. You are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. You also have Truesight when using this feature. You can use this feature a number of times equivalent to your Wisdom or Intelligence modifier plus proficiency per long rest. Additionally, this feature is automatically activated if not active when the user succeeds on their insightful fighting check. The opposing creature has vulnerability on the first successful attack made, as you can discern the distinct weakness of the foe and surprise them. This vulnerability only applies on your first successful attack made after using insightful fighting against that specific foe. After the successful hit the foe will attempt to protect that weakness preventing you from using this ability after the initial successful hit.
Much like most homebrew things, this is flat out broken.
D&D is based off a bonded accuracy system. At 3rd level, let’s assume you have a bard/druid with you that has faerie fire. They’re playing support for you so they cast to give you advantage for that sneak die. You’re giving your rogue advantage at a +7, and that’s only 16 dex. That could be +8 or 9 at 18 or 20 dex, respectively. Kobolds have 12 AC. Goblins generally 13 or 14. Your rogue is going to hit at least 65% against that goblin, higher with advantage and higher still with more dex. This doesn’t even factor in a magic weapon which a lot of campaigns are now doing vestige type stuff.
I don’t like the skill contest of the first ability simply because dexterity has nothing to do with the spoken word. I’d like to see it as a Deception contest.
Giving the rogue the ability to just say screw it to one of the only way to negate a casters ability to defend themselves, which is their senses. Being able to just walk into magical darkness or say screw a warlock and their unique invocation of the Eyes of the Rune Keeper is insulting to anyone playing that class.
All rogues get wisdom saves at 15th level. Makes no sense to make the 15th level ability literally not worth achieving.
The final ability is just earth shattering. 11 foresight castings A DAY? So you get advantage on everything literally all day. Sure. Why not. The rest was broken so we needed a cherry on top.
Alright then provide me what you would do to change the class overall, this was my first time editting it so of course I would go as high as I possibly can now lets take it down a notch and you tell me how you would change it.
What was your intent for the character? Is this for you or one of your players? How do they play the character? I was a bit harsh with the critique of it so in all fairness, I am happy to help balance it, if you can answer those questions I will absolutely give input. The final ability needs to be once per day though. Foresight is a 9th level spell. Even 20th level casters only get one wish a day.
My intent for the character was to make his abilities comparable to that of Sherlock holmes. Sherlock had the ability to analyze situations and find answers based on logic and reasoning. I ended up revamping a few things but I will give you a run down of each ability:
Ears that Hear All
Starting at 3rd level your mind is able to filter and process noise at an incredible level. When listening to a creature within 30 feet of you, you can make a Wisdom (Perception) check contested by a target’s Dexterity (Stealth) check to listen in on their conversation if the check is successful you can hear everything they are saying for 10 minutes.
- This is relatively simple to understand, being able to hear and process information at a breakneck pace of those around you is significantly more useful roll play wise and plays around the detective roll much better than the inquisitive's Ear for deceit. I used dexterity (stealth) as a way to hiding the sound or movement of lips, but deception was on my mind too.
Eyes that See All
Starting at 3rd level, your eyes have supernatural abilities; you gain a +5 to Wisdom (Perception) checks to spot a hidden creature or object and a +5 to Intelligence (Investigation) checks to uncover or decipher clues and find traps. Additionally, your eyes have unique properties that give you Devil’s Sight and Eyes of the Rune Keeper for 1 minute, you can use either property a number of times equivalent to your Wisdom or Intelligence modifier per long rest.
- This was to give the player the ability to have a heightened chance to see and spot those around them, the Devil's Sight and Eyes of the Rune keeper are a feature for the eyes that are only active for 1 minute. Which btw is not nearly as broken as the warlock's invocation of getting them out right... as a passive..... at level two..... this has a limit of utilizing a number of times through your wisdom or intelligence modifiers as the consistent problem for the inquisitive class as a whole was their massive issue of having to rely on 2 stats, intelligence AND wisdom on top of that you have to think about the other stats of your character constitution, dex, and charisma all of which are important as well for social situations and survivability in battle. I had half a mind and was mulling over whether or not to use wis or intelligence as a passive to replace your dex as your to hit and damage modifier for attacks as you use your wisdom to find weaknesses found in opponents.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a way to counter them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage if you do not have advantage on the creature. This also applies if you have disadvantage on attack rolls against the creature. In addition if you already have advantage outside of insightful fighting against a creature you can instead add +2 to your to hit. This feature increases to +3 at level 9, +4 at level 13, and +5 at level 17.
This benefit lasts for 1 minute or until you successfully use this feature against a different target, you cannot apply Insightful Fighting to the same target twice in the same combat if the first time was successful.
- I revamped insightful fighting for the soul reason that it straight up sucks in the new set, all other rogues have some way to proc sneak attack or an ability that allows them to be able to have sneak attack without worrying about having to proc it through other means, or have something in their kit that makes it worth having, but I am wasting a bonus action on an ability check that I am not guaranteed to succeed in for the ability to proc of sneak attack that does not guarantee that my attacks will hit. Instead i decided on advantage if the attack succeeds and if the individual already has advantage they gain a + to their to hit when they are using insightful fighting against an individual. Think of this as sherlock holmes finding weakpoints in his enemies abilities, he gains advantage because he is able to find the weaknesses in their joints and their bodies and if the opponent is already distracted (aka advantage) his ability to see their weaknesses becomes easier to see.
In Conclusion
At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. You have advantage on all Intelligence and Wisdom checks (including saving throws). Additionally, when there is an invisible creature within 30 feet of you, the creature must make a Dexterity (Stealth) or Charisma (Deception) check contested by your Wisdom (Insight) check if they fail or you succeed you are able to discern the size, shape, and location of the creature and whether or not the creature is hostile to you or your companions.
- THIS WAS REVAMPED FROM ONE OF THE ABILITIES FOUND IN THE ORIGINAL INQUISITIVE ROGUE so thank you for validating that it straight up sucked, yes I agree this is a bit repetitive and but then I got to thinking how I could change it and instead I decided on this:
At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. When performing an Intelligence (Investigation) or Wisdom (Perception or Insight) check you automatically succeed on the check. You can use this ability a number of times equal to your Wisdom or Intelligence modifier per long rest. Additionally, during combat, if you succeed on your insightful fighting check on a target, your first attack on that target automatically succeeds on the target. This ability can be used once per short rest.
- My logic for this was during the day you find information that you have gathered from data around you and using that logic and information you immediately succeed on checks like investigation, perception, or insight related to your case, think about those aha moments for detectives. The secondary ability is about getting information from the person you are fighting you are able to analyze their stance, fighting style, and counter it and land a successful hit on the first time. Of course the hit will never crit and it can only be used once per short rest.
Relentless Investigator
At 13th level, you become a relentless investigator when trying to solve a mystery or quest, you gain advantage on the following Charisma Checks: Deception, Intimidation, and Persuasion. Additionally your words have sway over your targets if you succeed on a Deception or Persuasion check using your words you may attempt to charm the target. If you succeed on an intimidation check using your words you may attempt to frighten the target. They must succeed on a saving throw of a DC = 8 + your proficiency bonus + intelligence or wisdom modifier . If they fail they are frightened or charmed by you for an hour. If they succeed they are immune to the condition you attempted to place them in however they automatically succeed if they are immune to the frightened or charmed condition.
- I am not changing this... I refuse, this is literally good cop bad cop in the investigator route it is very self explanatory.
The Eyes of the Inquisitive
At 17th level, you unlock the Eyes of the Inquisitive, which give you the benefits of the foresight spell whenever active for one hour. You are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. You also have Truesight when using this feature. You can use this feature a number of times equivalent to your Wisdom or Intelligence modifier plus proficiency per long rest. Additionally, this feature is automatically activated if not active when the user succeeds on their insightful fighting check. The opposing creature has vulnerability on the first successful attack made, as you can discern the distinct weakness of the foe and surprise them. This vulnerability only applies on your first successful attack made after using insightful fighting against that specific foe. After the successful hit the foe will attempt to protect that weakness preventing you from using this ability after the initial successful hit.
- Yeah I know i overloaded this one but can you blame me? Have you seen the scout's level 17 ability? The arcane trickster? the assasin? and what does the inquisitive get at that level? oh an extra 3d6 of sneak attack... the ****. No that is bs. I changed the wording on this one and did the following:
The Eyes of the Inquisitive
At 17th level, you unlock the Eyes of the Inquisitive, which give you the benefits OF THE FORESIGHT SPELL FOR ONE MINUTE. You are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. You also have Truesight when using this feature. You can use this feature a number of times equivalent to your WISDOM OR INTELLIGENCE MODIFIER PER LONG REST. Additionally, this feature is automatically activated if not active when the user succeeds on their insightful fighting check. The opposing creature has vulnerability on the first successful attack made, as you can discern the distinct weakness of the foe and surprise them. This vulnerability only applies on your first successful attack made after using insightful fighting against that specific foe. After the successful hit the foe will attempt to protect that weakness preventing you from using this ability after the initial successful hit.
- This is the penultimate ability of the rogue subclass, yeah it seems a bit op but again have you read the assasin? arcane trickster? or the scout? This is the final ability that distinguishes it from the other subclasses and since you have to work your ass off to level 17 and most campaigns dont even reach past level 15 this should be good af. If you still feel this is op then what would you change with it that works with it. The foresight ability is... well... sherlock's foresight, the true sight is more magical and seeing past through tricks and lies but if it needs to be removed because it is repetitive with the other abilities of the rogue that is fine. The vulnerability though plays on that finding weakness aspect of the inquisitive and being able to locate and target a major weak point and take advantage of it.
For your 3rd level ability, I’m truly okay with the bonuses you gave. Observant literally does the same thing on a passive level. I still don’t like the magical eyes. Maybe give the player some sort of magic item that allows something of this effect. Remember that rogues already get expertise and they can use that for perception and investigation. Sherlock sometimes didn’t find things. Jack The Ripper was never caught. The fear of failure is still a powerful tool for DMs to utilize. If Sherlock can’t figure it out he has Watson and the Baker Street Irregulars to also gather clues. Have the party assist the rogue in these things. That way its not a one man show.
If you are truly intent on giving the bonuses from insightful fighting, I’d tone it down to +1 through +3. There is a reason that legendary items top out at a +3, and to give a bonus that is two tiers higher than legendary is nuts.
I’d keep the level 9 ability with the out of combat stuff. Leave the in combat pieces out. You already gave a VERY powerful combat ability, and now you are giving a role play one. Giving a class that already is going to have very high to hit ability the ability to say screw it can’t miss again takes the tension out of combat. Missing is just as important as hitting, and you as the DM can flavor it. Sherlock is a known character. Yeah he’s smart, but he always does the same things. Maybe the combatants know this?
For your 13th one, the only thing I’d change is during combat when the enemies are struck they get a save to snap out. Even if someone plays bad cop, if you keep hitting the person at some point they’re going to fight back with all they have.
The 17th one is still too strong. Halster, Blackstaff, Elminster. The most powerful wizards in Faerun in 5e, get one 9th level spell a day. This rogue is going to get a potential 4x hit on turn one thanks to vulnerability and now if the enemy lives it has disadvantage because of Foresight. One casting of Foresight per day, TWO if you’re feeling fancy. Nothing more. Otherwise what point do the other characters serve in helping him in combat anymore?
Scouts ability forces the rogue to do something it doesn’t want to do. Go inside melee range against multiple opponents since they can only get multiple attacks with two weapon fighting assuming no multiclassing. Also requires the rogue to have some sort of support to provide advantage against both targets or have allies flanking both targets. It’s a lot harder to pull off. Arcane Tricker is a glorified counter spell. Even if you win the check, you now get to cast a spell, assuming the thing you are countering is 4th level or below. If you wipe out a 5th or higher slot congrats but you still can’t cast it and odds are neither can the person you stole it from either because spell slots above 6th level are VERY limited. Assassin requires a con save against a surprised target. Odds are at this level if the target is surprised its going to be dead anyway. If its a monster at that level most have some pretty amazing con saves. Inquisitive I feel is the only one that provides the rogue with a consistent ability to increase its damage and it also doubles to 6d6 extra damage on a crit. It’s not bursts, but it shouldn’t be. Rogues already get extremely consistent high damage thanks to sneak die. If you’re truly concerned about damage, maybe something to the effect of “On all sneak die, treat all 1s as a 2” or even going further to 1s and 2s as a 3. I would never allow that in my games but it seems like you want to augment this classes damage.
I have also been working on a revised version of the Inquisitive. I wanted to add more synergy between the subclass's different abilities, while still keeping much of the original design, so the most I've done was change most of the core ability checks from Wisdom Insight checks to Intelligence Investigation checks. I also wanted to add a something to play up the idea of your character using deductive reasoning. I liked the contested checks the Insightful Fighting feature gave us, and drew inspiration from the Battle Master Fighter "Know Your Enemy" for the expanded Eye for Detail feature. I liked the idea of the 9th level feature adding bonuses to the 3rd level features, creating more subclass synergy. I also felt like the vanilla level 13 feature was much to situational and underpowered, so I sought to remove some of its restrictions. The initiative bonus is currently a placeholder until I can think of something to replace that bonus with. Lastly, the level 17 capstone feature is unchanged.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Additionally, through careful study of a person you can determine information about them. As an action, you can make an Intelligence (Investigation) check against a creature you can see. If that creature is incapacitated, you must pass a DC of 10. If the creature is not incapacitated, your check is instead contested by the target’s Charisma (Deception) check. If you succeed, you learn two of the following about the target (your choice):
You may also gain more information or clues about the target, such as their past whereabouts, lifestyle or environment at the DM's discretion.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, 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 can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Steady Eye
Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. This ability applies to your Eye for Detail and Insightful Fighting features.
Unerring Eye
Beginning at 13th level, your senses are almost impossible to foil. You can give yourself a bonus to your initiative rolls equal to your Intelligence and Wisdom modifiers.
Additionally, 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 and can gain insight into what is hidden or into its true nature at the DM's discretion.
Eye for Weakness
At 17th 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.
This is a much more balanced approach to fixing the inquisitive.
I really do not like the Intelligence or Wisdom language. Choose Insight or Investigation and build off that. Subclasses shouldn't be this MAD.
I will be quite frank, I do not like repetitious abilities I would literally change almost all the abilities that are repetitious and found at higher levels.
Well, okay. We tried. Wrap it up boys.
I actually did not see your post as I was scroll Ill fix up the abilities when I get the opportunity taking what you said into consideration.
Ears that Hear All
Starting at 3rd level your mind is able to filter and process noise at an incredible level. When listening to a creature within 30 feet of you, you can make a Wisdom (Perception) check contested by a target’s Charisma (Deception) check to listen in on their conversation if the check is successful you can hear everything they are saying for 10 minutes.
Eyes that See All
Starting at 3rd level, your eyes have supernatural abilities; you gain a +5 to Wisdom (Perception) checks to spot a hidden creature or object and a +5 to Intelligence (Investigation) checks to uncover or decipher clues and find traps.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a way to counter them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage if you do not have advantage on the creature. This also applies if you have disadvantage on attack rolls against the creature. In addition if you already have advantage outside of insightful fighting against a creature you can instead add +1 to your to hit. This feature increases to +2 at level 13 and +3 at level 17.
This benefit lasts for 1 minute or until you successfully use this feature against a different target, you cannot apply Insightful Fighting to the same target twice in the same combat if the first time was successful.
In Conclusion
At 9th level you have gained the incredible ability to form conclusions based on logic and the information around you. When performing an Intelligence (Investigation) or Wisdom (Perception or Insight) check you automatically succeed on the check. You can use this ability once per short rest.
Relentless Investigator
At 13th level, you become a relentless investigator when trying to solve a mystery or quest, you gain advantage on the following Charisma Checks: Deception, Intimidation, and Persuasion. Additionally your words have sway over your targets if you succeed on a Deception or Persuasion check using your words you may attempt to charm the target. If you succeed on an intimidation check using your words you may attempt to frighten the target. They must succeed on a saving throw of a DC = 8 + your proficiency bonus + Wisdom modifier . If they fail they are frightened or charmed by you for an hour. If they succeed they are immune to the condition you attempted to place them in however they automatically succeed if they are immune to the frightened or charmed condition. Additionally, if the creature is asked to perform an action that places them in immediate harms way or the user deals damage to the afflicted party the condition immediately ends.
The Eyes of the Inquisitive
At 17th level, you unlock the Eyes of the Inquisitive, your eyes in conjunction with your mind have unlocked talent that is the pinnacle of this class. Once per long rest you gain the properties and the abilities of the foresight spell for one hour. Additionally, you are immune to the blind condition and any spells, abilities, or items that cause blindness and if you are afflicted with blindness the effects end immediately. Furthermore, this feature is automatically activated if not active when the user succeeds on their first insightful fighting check. Lastly, once per long rest the user may push their abilities to the max, the user may attempt to roll another insightful fighting check on a target they already succeeded against (your insight versus the opponents deception check) if on the opponent's failure or the player's success the player finds the fundamental weakness of the opponent and the creature is now vulnerable to the next attack made on it. At the end of the battle, the user takes one point of exhaustion as the mind and body are exhausted from pushing past one's limits.
While this is better, the Rentless Investigator DC language bothers me a little. I think basing the DC on INT would work just fine.
I can do that, I might change it to wisdom instead honestly since that is the majority of the abilities.