Rogue
Base Class: Rogue

A bespectacled sleuth is, first and foremost, an

investigator. They are known to have brilliant

deductive minds and are able to solve most any

crime. However, their brilliance comes at a price.

The training methods these rogues undergo slowly

rob them of their eyesight, forcing them to wear

thick glasses to see at all. Without their spectacles,

these sleuths are all but useless.

Spectacles

 When you choose this archetype at 3rd level, you

require the use of glasses to functionally see. While

wearing glasses, you have advantage on any

Intelligence (Investigation) or Wisdom (Perception)

checks. If you are not wearing glasses, you are

considered to be under the blinded condition.

Whenever you are hit by an attack, roll a d20.

On a 1, your glasses fall off and land somewhere

random within 5 feet of you. You can attempt to

find your glasses with a DC 12 Intelligence

(Investigation) check made at disadvantage. Your

glasses can be retrieved and handed back to you

as a bonus action by any friendly creature within 5

feet of you.

Ear for Deceit

Starting at 3rd level, you develop a keen ear 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.

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 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

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.

Improved Spectacles

At 9th level, you have improved on the original

design of your spectacles and gain several benefits.

While wearing your glasses, you have darkvision,

can make out details on objects up to 60 feet away,

and may read the lips of any creature you can see

as long as you understand their language.

Sixth Sense

At 13th 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 Wisdom modifier (minimum of once),

and you regain all expended uses of it when you

finish a long rest.

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.

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