Roguish Archetype (v1.0)

Savant

You are a genius, with a mind keener and sharper than most people can ever hope to gain in their lives. Information reveals patterns to you that would normally elude the average person. In combat, your analytical mind and well-read background allow you to find creative ways to dance around enemies and defeat them quickly and efficiently.

Knowledge Above Experience

When you choose this Archetype at 3rd level, you derive patterns from your wealth of studied knowledge. When you make an Insight or a Perception check, you can use your Intelligence in place of Wisdom.

Capitalization

Starting at 3rd level, you gain the ability to capitalize heavily on the slightest missteps of the enemy. If a hostile creature’s attack roll made within 30 feet of you and in line of sight of you is lower than or equal to your Intelligence modifier (minimum 1) before modifiers, the next attack you make against that target before the end of your next turn is automatically a Sneak Attack. This feature’s range increases by an additional 30 ft. at 7th, 9th, and 13th level. At 7th level, this feature also applies to a hostile creature’s Strength and Dexterity checks and saving throws.

Calculated Strike

Also at 3rd level, your intelligence shows in your precise strikes. When you roll damage as part of a Sneak Attack, you can roll an Intelligence (Investigation) check contested by the target’s AC or their Dexterity (Acrobatics), whichever is higher. On a success, you can reroll a number of damage dice up to your Intelligence modifier (minimum 1).

Critical Analysis

Starting at 9th level, you delve further into your knowledge on the history of specific items, locations, and creatures. You can spend one minute to roll an Intelligence check (the DM selects between Arcana, History, Nature, or Religion; whichever one is most relevant) to remember the traits and lore of anything you've encountered before, have heard of in detail, or are familiar with in some intimate manner (the DC is determined by the DM). On a success, you apply the knowledge recalled, and gain advantage on all checks made to notice/search for/interact with this item/location/creature for one hour. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you complete a long rest.

Intellectual Influence

Starting at 13th level, as an action, you may suggest a course of activity (limited to a sentence or two) and attempt to logically influence a creature you can see within range that can hear and understand you for 1 hour. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect. The target must make an Intelligence saving throw. The DC for this save is 8 + your Intelligence modifier + your Charisma modifier + your proficiency bonus. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the effect expires, the activity isn't performed. If you or any of your companions damage the target, the effect ends. You must complete a long rest before you can use this feature again.

Devastating Counter

An enemy is most exposed while they are in the midst of reckless attack. Starting at 17th level, when you are hit with an attack, you can use your reaction to strike your enemy back, dealing damage equal to the damage you took from the attack in addition to using your Sneak Attack.