Investigator (Rogue Archetype)

The investigator specializes in cracking secrets. Either following evidence with cold logic or pressing witnesses with probing questions, the investigator unveils the truth. As an investigator, you may work for a local government but you are more likely a private investigator. Your clients may be aristocrats or citizens that have been the victims of crime or who suspect others of committing crimes.

Inquisitive Investigation

Beginning at 3rd level, you can use a bonus action to make an Intelligence (Investigation) check to find or decipher clues. You can also use a bonus action to make a Wisdom (Perception) check to notice hidden objects and creatures.

Pressing Interrogation

Starting at 3rd level, you can use your insight to gain influence over creatures you have evaluated. If you learn the true intentions of a creature due to a successful Wisdom (Insight) check you have advantage on any Charisma (Deception, Intimidation, or Persuasion) checks against the creature for 10 minutes.

Learn The Weakness

Also at 3rd level, you can decipher an opponent’s tactics and exploit their openings. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that is engaged in combat. The DC is equal to 8 + the target’s proficiency bonus. If you succeed, you have advantage on your next attack roll against the creature. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Sense The Truth

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you may obtain certain Truths about that creature. Select one of the following:

  • Truth of the Fight. You add double your proficiency bonus to your next attack against the creature.
  • Truth of the Flight. You can make a DC 12 Wisdom (Insight) check to deduce where and how the creature will attempt to escape. If it attempts to flee, you can use your reaction to make an attack against the creature before it moves.
  • Truth of the Self. The GM provides you with one fact about the creature that you learn through observation or eavesdropping, such as any diseases, vulnerabilities, resistances or magical ability the creature might have.

Cunning Manipulation

Upon reaching 13th level, your skills at reading and manipulating creatures become supernatural. If you succeed at a Wisdom (Insight) check opposed by the target’s Charisma (Deception), that creature becomes charmed or frightened by you (your choice) for 1 minute. Creatures with an Intelligence of 5 or lower and those that are immune to being charmed or frightened are also immune to this ability. You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all spent uses when you complete as long rest.

Master Investigator

Upon reaching 17th level, your deductive reasoning and intellectual prowess reach legendary status. You gain the following features.

  • Detect Lie. Your Wisdom (Insight) checks to detect a lie always succeed.
  • Detect Thoughts. With keen interpretation of body language, facial expressions, and vocal cues, you can effectively read a creature’s mind. If you succeed on a Wisdom (Insight) check contested by the target creature’s Charisma (Deception) check, you effectively cast detect thoughts on the creature. When you probe the creatures mind, it makes a Wisdom saving throw with a DC equal to 8 + your Wisdom modifier + your proficiency bonus.
  • Detect Deception. As an action you can study the area around you for subtle discrepancies and anomalies that divulge the presence of deceptive magic. As long as you are not blinded, deafened, or unconscious, you notice all illusions, shapechangers not in their original form, and other deceptive magic within 30 feet of you.
Section 15: Copyright Notice

Amazons vs Valkyries: Rogue Archetypes, Copyright 2022, Bloodstone Press

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