Rogue: Inquisitive - Revision by FFGogo (2024)

Rogues shared a common affinity for cunning and daring feats of skill, as well as for getting into things others would rather be left unfound or unopened. Rogues are resourceful and adaptable, having what could be called a “sixth sense” for avoiding peril, which helped them get out of the dangerous situations they often found themselves in.

Rogues can be anything from a lawfully employed person to a harden criminal; often working in various fields like assassins, burglars, con artists, couriers, exterminators, guards, investigators, locksmiths, repairmen, or treasure hunters.~

Project

This project’s goals were to make an update to help low ranked subclasses to be closer to the middle or high ranked subclasses of the same class. Rather than focus only on game mechanics or personal views of a subclass, the goal was to keep the subclass balanced within the designer’s intent and to the creator’s original concept. Lore, story, previous editions, characters, etc. were included if that was the focus of the creator or if there was a lack of enough information to fill in the required comparisons.

Inquisitive

From Xanathar's Guide to Everything
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.

Advice:

Before playing an Inquisitive Rogue, you should talk to your GM on how they rule, use, or response to these ability checks. This places a large requirement on the GM’s play style. If they rule all checks as binary results, or very limited on how they interact or response to these checks, then this subclass will be limited as well.
Check the FAQ file for a way to handle checks.

Ear for Deceit

When you choose this archetype 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, you can treat a d20 roll of 7 or lower as an 8.

At 9th level, whenever you make a Wisdom (Insight) check to determine whether a creature is lying, you can treat a d20 roll of 9 or lower as a 10.

Additional Expertise (Optional)

This feature replaces Ear for Deceit.
At 3rd level, choose another skill or tool that you do not have proficiency with, but that you can gain proficiency in. That skill or tool gains proficiency. Then pick a skill or tool that you are proficient in, but does not have Expertise, double proficiency. That skill or tool is affected by Expertise and has double proficiency when used.

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

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 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.

Steady Eye

At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Note:

DMs should remember about passive checks, which might assist this rogue.
Example: Passive Insight is 10 + Wisdom Modifier + Proficiency Bonus. They are proficient with Insight, so with their Wisdom at 20 and being level 13, then their passive Insight is 20 or 25 if they have double proficiency. The similar for other checks like Wisdom (Perception) or Intelligence (Investigation).

Feb 2021 - 2021

Unerring Eye

At 13th level, your senses are almost impossible to foil. You are able to sense the presence of illusions, shapechangers not in their original form, and other magical or non-magical designed to deceive the senses. As an Action, you sense that an effect within 30 feet is attempting to trick you, provided you aren't blinded or deafened. You are able to tell what is wrong, 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 1), and you regain all expended uses of it when you finish a long rest.

Unerring Eye Examples

You can tell there is something strange about a section of wall, but you do not know if that section is a hidden door, an illusion, a repair, a trap, or a fake wall.

You can tell there is something off about the man's appearance, but you don’t know if he is a doppelganger, if he is in disguise, or if there is a spell at work.

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.

Unerring Eye (Alternatives)

While effective changes to the number of times this can be used had many factors, like the player, the DM, the scenario, and a few other variables. The only times when this normally did well without a number of times was when having a number wouldn’t have mattered. These alternatives were originally suggested for rogues that kept their Wisdom low.

So, suggested alternatives if you find it too limited.1.Regain all uses on short rests.
2.Set a number of times. (5 times per long rest)

Origion File Location

Files copied from Revision on Homebrewery.

Feb 2021 - 2021

Rogue: Inquisitive - Revision by FFGogo (2024)

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