Roguish Archetypes: Investigator

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Elder Secrets

Roguish Archetypes Beginning when you select this archetype at 3rd level, you
Rogues have many features in common, including their can invoke a limited number of eldritch secrets which erode
emphasis on perfecting their skills, their precise and deadly your very sanity.
approach to combat, and their increasingly quick reflexes. Madness Dice. You have a pool of 3 madness dice,
But different rogues steer those talents in varying which are d6s. You may expend a madness die and add its
directions, embodied by the rogue archetypes. Your choice result to an ability check, attack roll, or saving throw you
of archetype is a reflection of your focus—not necessarily make. Alternatively, you can expend madness dice to use
an indication of your chosen profession, but a description an Elder Rune. You regain all of your expended madness
of your preferred techniques. dice when you finish a long rest.
If you begin your turn with no madness dice in your
Investigator pool, roll a d100 on the Long-Term Madness table found
There are forces more ancient than time, larger than the on page 260 of the Dungeon Master's Guide. You are
Great Wheel, and more powerful than gods. They slumber immediately afflicted with the result which ends when you
now in the blackness between stars, behind prison walls of take a short rest, and regain one expended madness die.
eternity. But, one day when the stars are right, The Old Elder Runes. By 3rd level, your investigations have
Ones will awaken, and we will come to learn new kinds of granted you terrible insight into magic older than the
fear. universe itself, which comes at the cost of your own sanity.
Some understand how perilously close we stand to a You learn two elder runes of your choice, which you may
world replete with woe and terror. At the risk of their own use by expending a madness die. You learn an additional
sanity, they investigate the eldritch madness that seeps into elder rune of your choice at 9th, 13th, and 17th level.
this world in hopes of turning it back, or at the very least, Additionally, when you learn a new elder rune, you can
delaying it. choose one of the elder runes you know and replace it with
another one.
Saving Throws. Some of your elder runes require your
target to make a saving throw to resist its effects. The
saving throw DC is calculated as follows:

Elder rune save DC = 8 + your proficiency bonus + your


Intelligence modifier.

Investigator’s Insight
At 3rd level you have honed your investigative skills to a
fine point. You gain advantage on Wisdom (Insight) checks
to determine if someone is lying.
By 9th level, clues rarely escape your observation, and
you gain advantage on Intelligence (Investigation) checks
to detect hidden or out of place items.

Occult Secrets
At 9th level, your madness dice become d8s. When you
choose to add a madness die to an attack roll, you can add
its result to damage as well.

Psychic Resolve
At 13th level, you gain another madness die, and one more
at 17th level. Additionally, you gain resistance to psychic
damage at 13th level.
Elder Runes
Become Other
As an action, you can designate a willing humanoid Logical Leap
creature within your reach. For up to 1 hour, you sound like As an action, you can teleport up to 60 feet in a direction
and you appear—including your clothing, armor, weapons, that you choose. If you would arrive in a place already
and other belongings on your person—to be the designated occupied by an object or creature, you are immediately
creature. Likewise, the creature appears to be you. These shunted to the nearest unoccupied space that you can
changes hold up to physical inspection, but do not confer occupy and take force damage equal to twice the number of
changes in movement or behavior. To discern that you are feet you are moved.
disguised, a creature can use its action to inspect your
appearance and must succeed on an Intelligence Protect Threshold
As an action, you can ward a doorway, window, or other
(Investigation) check made with disadvantage. You can
portal from entry. For the next 1 minute, an invisible
dismiss this effect as a bonus action, reverting both you and
eldritch creature stalks the warded portal. Creatures that
the target creature to your original appearances.
attempt to pass through must make a Wisdom saving throw
Confound the Senses or take 4d6 psychic damage, or half as much on a
As an action, select 1 creature you can see within 60 feet to successful save.
make a Wisdom saving throw. On a failed save, you are
invisible and silent to that creature for 1 minute. The Rumor Dust
As a bonus action, you become covered in a fine cloud of
creature can reattempt this saving throw with advantage if
dust. For up to 10 minutes or until you make an attack or
it takes damage.
cast a spell, no creature will be able to remember details
Convolute Space about you or events that have taken place during this time,
As a reaction when a creature ends its movement, you can except for the most basic details. Creatures will be able to
contort space and time around it. The creature must make a remember that someone was present and spoke to them, for
Constitution saving throw. On a failed save, the creature example, but be unable to remember your race, attire, or
teleports to the location it occupied before moving. other distinguishing features, nor will they remember the
topic of conversation.
Distort Gravity
As an action, select a surface within 100 feet of you. For Speak the Old Tongue
the next minute, any creature within 100 feet of you may As a bonus action, you can speak in a dead, inhuman
walk on that surface as if it were level ground, even if the language derived from that of the Great Old Ones. For the
surface is perpendicular to the ground or upside down. next minute, no creature can understand precisely what you
Objects within this area, up to 15 feet away from that say, but any creature that can hear you can understand the
surface, also fall to it as if it were the ground. When the meaning and intent behind your speech.
duration ends, all creatures and objects fall.
Visions of Beyond
Hold of Hadar As an action, you can make a creature you can see within
As an action, you can call tendrils of dark energy to creep 30 feet perceive terrifying images of unreal vistas. That
forth and entangle a single creature you can see within 30 creature must make a Wisdom saving throw or be blinded
feet. This creature must make a Strength saving throw or be until the beginning of your next turn.
restrained until the end of its next turn.

Invoke the Unspeakable Name


As an action, you speak a few syllables of a name
forbidden by the gods. Creatures that can hear you within
30 feet must make a Wisdom saving throw or be deafened
for 1 minute.

You might also like