Base Class: Rogue
"...though the studious are never seen as dangerous or cunning, wouldn't you say that only goes to show how proficient they are at hiding that ability?"
-Grand Minister Geoffrey Kaisos
Those that learn are those that grow. That much is true about the miraculous group of researchers, archaeologists, and sages that find themselves either enthralled by the strength of intellect, or using unseelie methods to learn more of their worlds. Either way, the rogues that harnessed intellect to improve their ability were known as Factotums. These rogues turned researchers, (or vice versa), rely on their wit to give them an upper hand in every situation they may need it in. Obtaining encyclopedias, exposes, and pamphlets to guide them on their misadventures. Through their efforts they may apply their knowledge to all situations, helping them evade danger and come to precise conclusions quicker than ever the most efficient of scholars. Though, many witnesses have described these adventurers as " quite lucky indeed" or "ridiculously difficult to kill," many Factotums simply deny such claims of Luck, Pluck, or adjectives in between, addressing these quotes as a "Misunderstanding of pure, acquired, skill." No matter what, these skilled few are everything everyone says they are, and somewhat of legends the few believe.
Know-it-All
When you choose this archetype at 3rd level you have the intellect to support your misadventures. You gain proficiency with History and Investigation checks, Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Additionally, you gain proficiency in two tool sets of your choice, one gaming set of your choice, and you learn two languages of your choice.
Applicable Knowledge
Starting at 3rd level, your wit is helpful in all realms in and outside of the library. You may add your Intelligence Bonus to Initiative checks. Additionally, when you fail an ability check, attack roll, or saving throw, you may use your reaction to Apply Knowledge you know to the situation adding your Intelligence modifier to the roll, potentially turning your failure into a success. You cannot apply your knowledge to ability checks which already use your Intelligence and you may only use Apply Knowledge a number of times per Long rest equal to your Proficiency Bonus.
Analytical
Beginning at 9th level, your can use your knowledge to better protect yourself against threats. You may use a bonus action and spend a use of Apply Knowledge to Analyze a creature's fighting style, for the next minute, that creature cannot critically hit against you and their attack rolls against you are reduced by an amount equal to your intelligence modifier. You may only have one creature analyzed at a time.
Additionally, when a creature you have analyzed misses you with an attack, you may use your reaction to make an attack of opportunity against it. If you make an attack in this way, you deal Sneak Attack damage
Harmful Secrets
Starting at 13th level, you may harness your mind to use weapons to their full effect. You may take 1 minute and expend one use of Apply Knowledge to study and examine a weapon. Once you have studied a weapon, until the end of your next Long Rest, this weapon deals additional damage equal to your Intelligence Modifier.
Objective Fact
Starting at 17th level, for every failure that you meet, a greater lesson is learned. Once per short rest, if you fail an ability check or saving throw, you regain all expended uses of Apply Knowledge.
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