Rogue
Base Class: Rogue

A rouge subclasses that uses evidence checks earned from detective work against chosen culprits to perform maneuvers.

BUILD THE CASE

Intelligence (Investigation), Intelligence (Nature), Wisdom (Perception), and Wisdom (Survival) checks are considered “Evidence Checks” for you. When you make an Evidence Check and are not proficient, you may add half your proficiency bonus. Additionally, when you make an Evidence Check, if you succeed, you gain 1 Evidence. If you gained this Evidence in a settled area, it is considered “Humanoid Evidence.” If you gathered this Evidence in the wilderness, it is considered “Monstrous Evidence.” The maximum Evidence you can have at one time equals your Intelligence score + your Proficiency bonus + your rogue level.

ACCUSATION

On your turn, you may use a bonus action to declare a creature within 60 feet of you the Culprit. You may only have one Culprit at a time, and may only declare a Culprit once, regaining the ability when you take a short or long rest. When you declare a new Culprit, you lose any benefits you gained against previous Culprits as a result of this feature, though you retain any information you learned about their abilities. Once on each of your turns, you may use a free action and spend Evidence to gain a bonus against the active Culprit. Learn a number of Sleuth abilities equal to your Proficiency bonus. Each time your Proficiency bonus increases, select a new ability.

INFORMANT NETWORK

Once each week while in this settled area, you may meet with your informant and pay 2 additional sc. In exchange, you learn some of the latest gossip in regards to the most powerful individuals in the area. You also gain 2 Humanoid Evidence. You may have a number of informants equal to your Intelligence modifier + your Charisma modifier (min 1).

QUICK DRAW

When you finish taking a short or long rest, choose a weapon you possess with the light property. You may effectively hide it on your person. For a creature to find the weapon, it must f first make a Wisdom (Perception) check against a DC of 8 + double your proficiency bonus + double your Intelligence modifier. The first time you make an attack with a weapon concealed in this way after rolling initiative, you may do so as a bonus action. When using this feature, you may ignore a hand crossbow’s loading property.

LABYRINTHIAN MIND

Once per month when you take a long rest, you may reselect which Sleuth Abilities you know. Additionally, you may now have up to six active Culprits at once.

SLEUTH ABILITIES

Analyze (1 Evidence). Choose one ability score. You learn the Culprit’s number in the chosen ability score.

Anticipate (4 Evidence). When the Culprit forces you to make a Dexterity, Wisdom, Intelligence, or Charisma saving throw in the next 1 minute, do so with advantage.

Befuddle (4 Evidence). End the charmed or frightened condition on yourself if the creature that imposed it is a Culprit.

Crack in the Armor (2 Evidence). The next time you deal sneak attack damage against a Culprit, add an extra 2d6 sneak attack damage.

Discombobulate (8 Evidence). Force a Culprit to make an Intelligence saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failure, the Culprit is stunned until the end of its next turn. On a successful save, the creature may take one action, move, or bonus action, but not all three, on its next turn.

Duck and Roll (1 Evidence). A Culprit cannot target you with opportunity attacks until the end of your current turn.

Follow the Trail (X Evidence). When you make a skill check, increase your roll by twice the amount of Evidence you spent on this ability, to a maximum of +10 for a cost of 5 Evidence.

Outmaneuver (4 Evidence). Gain advantage on your attack rolls against the Culprit until the end of your next turn.

Peerless Locator (6 Evidence). Cast the locate creature spell on a Culprit. This spell is nonmagical when cast in this way, so it ignores antimagic fields, nondetection, and the like.

Spot the Tell (6 Evidence). Cast the detect thoughts spell on a Culprit within range. This spell is nonmagical when cast in this way, so it ignores antimagic fields, nondetection, and the like.

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2025 6:27:48 AM
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0
2014
Coming Soon
8/3/2025 6:31:46 AM
1
0
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Coming Soon
8/3/2025 6:39:33 AM
1
0
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Coming Soon

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