Investigator Rogue

Investigator Rogue Subclass

## Level 3

#### **Detective Work**

When you choose this archetype at 3rd level, you gain proficiency in your choice of History, Insight, or Investigation. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

#### **Survey the Scene**

You carefully consider the situation and narrow down some of the details. Starting at 3rd level, when you spend at least 10 minutes investigating a location you may ask two questions relating to the clues you find. The DM must answer truthfully with “yes” or “no,” though if the answer would be misleading or have no practical application to your investigation the DM can answer “immaterial.” You can't use Survey the Scene more than once on the same location within 24 hours.

Your questions must come from the following list, applying to either to an involved creature or the clue you found:

1. Was the clue left by a [creature type]? (Choose a creature trait such as humanoid, undead, or fae; this trait must be accurate as of the time the clue was left.)
2. Was this clue left within the last hour?
3. Was this clue left within the last day?
4. Was the creature that left the clue in a heightened emotional state when it left the clue?
5. Did the creature attempt to conceal this clue?

#### **Exploit Weakness**

At 3rd level, through anatomical understanding and keeping a cool mind in battle, you know how to watch and use precisely when a creature's defenses are at their weakest. When you hit a creature who has less than half its hit points remaining and would deal sneak attack damage, you can roll double the number of sneak attack dice you would normally, up to a maximum of additional dice equal to your intelligence modifier.

## Level 9

#### **Empirical Analysis**

Starting at 9th level, Investigators can take 10 minutes of studying their surroundings to mimic the effects of certain spells. The results are not magical, rather it is from their training of their own quick thinking, observation and logic. The spells they can mimic are Detect Magic, Detect Poison and Disease, Detect Thoughts, Find Traps, Locate Creature, and Locate Object.

Under stress, the Investigator can strain themselves to quickly come to a conclusion. As an action you can mimic one of the aforementioned spells instead of taking the full ten minutes. This can be done a number of times equal to your proficiency modifier, regaining all uses on a long rest.

## Level 13

#### **Detective’s Readiness**

An investigator is always sizing up every small detail, thinking of potential situations. You can no longer be surprised, and when you roll for initiative, you can instead choose the result of your d20 after all other initiatives have been rolled.

In addition, the maximum number of additional dice you can roll with **Exploit Weakness** is now equal to twice your Intelligence modifier.

## Level 17

#### **Discombobulate**

When you deal damage to a creature with Exploit Weakness, they must make a Constitution saving throw with a DC equal to half the damage dealt by sneak attack dice. On a failure, the creature has their speed reduced to 0 and is incapacitated until the end of your next turn, or until they take damage. You can do this a number of times equal to your proficiency modifier, regaining all uses on a long rest.