Subclass Name: The Truthseeker
Roleplayable Detailed Description: Truthseekers are the detectives, the inquisitors, the interrogators among the rogues. They have an uncanny ability to sense falsehood and seek the truth. They are often reserved, observant, and patient. Always watching and listening, they rarely accept anything at face value. Known for their analytical minds and keen intuition, they're also adept at piecing together clues and making sense of complex situations. In conversation, they're often tactful and insightful, steering discussions towards the truth they seek.
Daily life of such a Rogue: A typical day in the life of a Truthseeker involves a lot of observation, research, and inquiry. They may be seen at a crime scene, carefully examining every detail, or perhaps in a tavern, listening attentively to the locals' gossip and discerning truth from rumor. They might spend hours in a library, engrossed in historical records and notes, trying to piece together a mystery. Above all, they are patient, knowing that truth often reveals itself in time and under scrutiny.
Spells: Truthseekers do not traditionally cast spells. However, they develop certain ritual-like abilities over time that provide them with the magical means to uncover the truth. These abilities are not tied to spell slots and are instead used a specific number of times per long rest.
3rd Level: Eyes of the Inquisitor:
At 3rd level, you gain an uncanny sense for when people are hiding something. Whenever you make an Insight check to determine if a creature is lying, you add double your proficiency bonus to the check.
3rd Level: Tongue of Truth:
Also at 3rd level, you develop a specialized interrogation technique. After spending at least one minute in conversation with a creature, you can attempt to compel them to be truthful. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is compelled to speak only the truth for the next 10 minutes. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
9th Level: Mind Reader:
At 9th level, your ability to find the truth improves further. By focusing your attention on a creature, you can pick up on subtle cues and hidden thoughts. As an action, you can attempt to read the surface thoughts of one creature you can see within 30 feet of you. The creature must make a Wisdom saving throw against your DC. On a failed save, you learn its surface thoughts, giving you insight into its emotional state and something that looms large in its mind. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
13th Level: Veil Piercer:
At 13th level, your pursuit of the truth allows you to see through illusions and resist mind-altering effects. You have advantage on saving throws against spells and effects that would deceive your senses or manipulate your mind, such as the illusion school of magic and enchantment spells like charm person or suggestion.
17th Level: Master Inquisitor:
At 17th level, your relentless pursuit of truth reaches its zenith. As an action, you can declare one creature you can see within 60 feet as your query. For the next hour, you gain several benefits:
- You have advantage on Insight, Perception, and Investigation checks related to your query.
- Your query has disadvantage on saving throws against your Tongue of Truth and Mind Reader features.
- You can use your Tongue of Truth and Mind Reader features on your query without expending uses.
Once you use this feature, you can't use it again until you finish a long rest.