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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