{"name":"Inquisitive rogue","overview":"","hitdice":"d8","hitpointsfirstlevel":"8","hitpointsathigherlevels":"8","armorproficiencies":"Light armor","weaponproficiences":"Simple weapons, hand crossbows, longswords, rapiers, shortswords","tools":"Thieves' tools","savingthrows":"Dexterity, Intelligence","skills":"Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealt","equipment":"","spellcasting":"","features":"Expertise\r\nAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.\r\nSneak Attack\r\n\r\nBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\r\n\r\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.\r\n\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.\r\nThieves' Cant\r\n\r\nDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\n\r\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.\r\nCunning Action\r\n\r\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.\r\nRoguish Archetype\r\n\r\nAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities:\r\n\u2022 Arcane Trickster\r\n\u2022 Assassin\r\n\u2022 Inquisitive\r\n\u2022 Mastermind\r\n\u2022 Revived (UA)\r\n\u2022 Scout\r\n\u2022 Soulknife (UA)\r\n\u2022 Soulknife Revisited (UA)\r\n\u2022 Swashbuckler\r\n\u2022 Thief\r\nYour archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.\r\nAbility Score Improvement\r\n\r\nWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\nUncanny Dodge\r\n\r\nStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.\r\nEvasion\r\n\r\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\nReliable Talent\r\n\r\nBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.\r\nBlindsense\r\n\r\nStarting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.\r\nSlippery Mind\r\n\r\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.\r\nElusive\r\n\r\nBeginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.\r\nStroke of Luck\r\n\r\nAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.","subclasses":"\r\nEar for Deceit\r\n\r\nWhen 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, treat a roll of 7 or lower on the d20 as an 8.\r\nEye for Detail\r\n\r\nStarting 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.\r\nInsightful Fighting\r\n\r\nAt 3rd level, you gain the ability to decipher an opponent\u2019s 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\u2019t incapacitated, contested by the target\u2019s 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.\r\n\r\nThis benefit lasts for 1 minute or until you successfully use this feature against a different target.\r\nSteady Eye\r\n\r\nAt 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.\r\nUnerring Eye\r\n\r\nAt 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.\r\n\r\nYou 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.\r\nEye for Weakness\r\n\r\nAt 17th level, you learn to exploit a creature\u2019s 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.","tabledata":"","tags":"only has stuff for Inquisitive and rogue","templateId":"25","blockId":"405172","isShared":"on"}