Rogue
Base Class: Rogue

You’re not just a detective—you’re a seer of secrets the world was never meant to know.

As an Occult Sleuth, you blend classic rogue instincts with unnatural perception. You investigate crime scenes stained with spectral residue, speak to the dead, and track hidden forces that manipulate reality. Whether hired to solve arcane murders, banish spirits, or expose ancient conspiracies, your mind cuts through lies like a ritual dagger.

Some sleuths were once mundane investigators, until they touched something wrong—a cursed object, a soul-wrenching sigil, or the echoes of a god long forgotten. Others were born with a second sight and have always lived half in shadow. Wherever your path began, your fate is to see what others cannot, and to suffer the truths no one else dares to know.

Justice, for you, is not written in law—it’s etched in bone ash, whispered in blood, and bound by mystery.

Level 3: Esoteric Inquiry

At 3rd level, your study of the bizarre and inexplicable grants you proficiency in one of the following tools of deduction: Calligrapher's Supplies, Poisoner's Kit, or Forgery Kit (your choice). You also gain proficiency in Insight and Arcana if you don't already have it.

Additionally, when making an Investigation or Insight check to analyze an area for magical disturbances, residual energy, or supernatural activity, you may double your proficiency bonus. You have a knack for sensing things others cannot—like cursed objects, lingering spirits, or concealed runes.

Level 3: Occult Sense

Beginning at 3rd level, you can attune your senses to unseen forces. As an action, you may enter an Occult Focus for 10 minutes.

You may use this feature a number of times equal to your Proficiency Bonus, and regain all uses on a long rest.

Additionally, you may increase an ability score by 1.

Level 9: Cryptic Catalog

At 9th level, you gain a library of esoteric lore in your mind. You may cast the Augury and Detect Thoughts spells once each without expending a spell slot. You regain the ability to do so when you complete a long rest.

Additionally, when you make an Arcana, Religion, or Investigation check to identify or analyze something supernatural or cursed, you may add your Intelligence modifier as a bonus to the roll.

Level 13: Mind Pierce

Starting at 13th level, you can break through mental defenses. As a bonus action, you can force one creature you can see within 30 feet to make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Intelligence modifier). On a failed save:

  • You learn one hidden memory, intention, or secret of your choice from the creature’s surface thoughts.

  • The creature has disadvantage on Insight and Deception checks for 1 minute.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and regain all uses on a long rest.

Level 17: Beyond The Veil

At 17th level, your understanding of the veil between worlds lets you walk its edge. When you take the Hide action, you may teleport up to 30 feet to an unoccupied space you can see that is lightly or heavily obscured.

Additionally, once per turn when you hit a creature with a Sneak Attack, you can choose to curse the target with an ethereal brand. The next time the target makes an attack roll, ability check, or saving throw, it subtracts 1d6 from the result. Only one target can be branded this way at a time.

All attacks made after teleporting, will deal an additional 2d6 necrotic damage.

Previous Versions

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8/31/2025 10:06:16 PM
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