Investigator
Bodyguard | Burglar | Contriver
Courtier | Cutthroat | Investigator
Occult Blade | Shadow Stalker
Throwing Ace | Trapsmith
Investigators treat a mystery or a foe as a problem to be solved. They prosper by thwarting their opponents as often as by slaying them. A rogue with an investigative bent might be a bounty hunter, a detective, a vigilante, a con artist, or an archaeologist.
Bonus Expertise
When you choose this archetype at 3rd level, you gain proficiency with Investigation, Insight, and Perception, and you gain an expertise die on checks made using any of these skills. For you, expertise dice in these skills can be upgraded from d8 to d10, exceeding the usual limit on expertise dice. You can use all three of these skills with your Cunning Action when they’d normally take an action.
Adept Researcher
Starting at 3rd level, you have advantage on rolls made to perform the Research downtime activity.
Teamwork
Starting at 3rd level, you and your allies can work together in combat beyond what each of you can individually achieve. You add the Sanguine Knot tradition to the list of martial traditions you can choose combat maneuvers from. In addition, choose one of the following options.
Helper
By creating a brief diversion or signalling an enemy’s vulnerability, your allies can strike true. You can use a bonus action and choose an ally within 30 feet who can see or hear you, granting advantage on the next ability check or attack roll they make before the start of your next turn.
Hinderer
By distracting an enemy, you can reduce its ability to harm you and your allies. You can use a bonus action and choose a creature within 30 feet who can see or hear you, giving it disadvantage on the next ability check or attack roll it makes before the start of your next turn.
Track Recognition
Starting at 9th level, when you examine a creature’s trail (footprints or similar signs), you can recall the circumstances under which you examined this individual creature’s trail before.
Defiant Mind
Starting at 9th level, you have proficiency with Wisdom saving throws. When a creature targets you with a spell or attack that forces you to make a Wisdom or Intelligence saving throw , and you succeed, you can use your reaction to make a melee or ranged attack against that creature.
Gather Lore
Starting at 13th level, you can try to secretly gather information about a person or object. You can only do so in a settlement in which you have spent at least a week. You must spend a day and 100 gold or more in order to make this attempt. You may only make one such attempt per person or object.
If you are researching a person, you learn at least one location where they were seen within the last month (if any) and one secret about the person, as well as any notable allies, enemies, and current gossip.
If you are researching an object, you learn its last owner and one place it was seen within the last month or its last known approximate location. If the object is magical, you learn any powers it possesses. Unless the Narrator decides otherwise, you don’t learn curses and secrets.
Study Weakness
Starting at 17th level, you can recognize a flaw in a creature’s defenses. As your Cunning Action, you can study a creature. You gain advantage on all attacks and contested ability checks against that creature. This benefit lasts for 24 hours or until you study a different creature.