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  Roguish Archetypes 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. 
  But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your choice 
  of archetype is a reflection of your focus—not necessarily 
  an indication of your chosen profession, but a description 
  of your preferred techniques. 
  Investigator 
  There are forces more ancient than time, larger than the 
  Great Wheel, and more powerful than gods. They slumber 
  now in the blackness between stars, behind prison walls of 
  eternity. But, one day when the stars are right, The Old 
  Ones will awaken, and we will come to learn new kinds of 
  fear. 
       Some understand how perilously close we stand to a 
  world replete with woe and terror. At the risk of their own 
  sanity, they investigate the eldritch madness that seeps into 
  this world in hopes of turning it back, or at the very least, 
  delaying it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Elder Secrets 
  Beginning when you select this archetype at 3rd level, you 
  can invoke a limited number of eldritch secrets which erode 
  your very sanity. 
       Madness Dice. You have a pool of 3 madness dice, 
  which are d6s. You may expend a madness die and add its 
  result to an ability check, attack roll, or saving throw you 
  make. Alternatively, you can expend madness dice to use 
  an Elder Rune. You regain all of your expended madness 
  dice when you finish a long rest. 
       If you begin your turn with no madness dice in your 
  pool, roll a d100 on the Long-Term Madness table found 
  on page 260 of the Dungeon Master's Guide. You are 
  immediately afflicted with the result which ends when you 
  take a short rest, and regain one expended madness die. 
       Elder Runes. By 3rd level, your investigations have 
  granted you terrible insight into magic older than the 
  universe itself, which comes at the cost of your own sanity. 
  You learn two elder runes of your choice, which you may 
  use by expending a madness die. You learn an additional 
  elder rune of your choice at 9th, 13th, and 17th level. 
       Additionally, when you learn a new elder rune, you can 
  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 
  creature within your reach. For up to 1 hour, you sound like 
  and you appear—including your clothing, armor, weapons, 
  and other belongings on your person—to be the designated 
  creature. Likewise, the creature appears to be you. These 
  changes hold up to physical inspection, but do not confer 
  changes in movement or behavior. To discern that you are 
  disguised, a creature can use its action to inspect your 
  appearance and must succeed on an Intelligence 
  (Investigation) check made with disadvantage. You can 
  dismiss this effect as a bonus action, reverting both you and 
  the target creature to your original appearances. 
  Confound the Senses 
  As an action, select 1 creature you can see within 60 feet to 
  make a Wisdom saving throw. On a failed save, you are 
  invisible and silent to that creature for 1 minute. The 
  creature can reattempt this saving throw with advantage if 
  it takes damage. 
  Convolute Space 
  As a reaction when a creature ends its movement, you can 
  contort space and time around it. The creature must make a 
  Constitution saving throw. On a failed save, the creature 
  teleports to the location it occupied before moving. 
  Distort Gravity 
  As an action, select a surface within 100 feet of you. For 
  the next minute, any creature within 100 feet of you may 
  walk on that surface as if it were level ground, even if the 
  surface is perpendicular to the ground or upside down. 
  Objects within this area, up to 15 feet away from that 
  surface, also fall to it as if it were the ground. When the 
  duration ends, all creatures and objects fall. 
  Hold of Hadar 
  As an action, you can call tendrils of dark energy to creep 
  forth and entangle a single creature you can see within 30 
  feet. This creature must make a Strength saving throw or be 
  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. 
   
   
   
   
  Logical Leap 
  As an action, you can teleport up to 60 feet in a direction 
  that you choose. If you would arrive in a place already 
  occupied by an object or creature, you are immediately 
  shunted to the nearest unoccupied space that you can 
  occupy and take force damage equal to twice the number of 
  feet you are moved. 
  Protect Threshold 
  As an action, you can ward a doorway, window, or other 
  portal from entry. For the next 1 minute, an invisible 
  eldritch creature stalks the warded portal. Creatures that 
  attempt to pass through must make a Wisdom saving throw 
  or take 4d6 psychic damage, or half as much on a 
  successful save. 
  Rumor Dust 
  As a bonus action, you become covered in a fine cloud of 
  dust. For up to 10 minutes or until you make an attack or 
  cast a spell, no creature will be able to remember details 
  about you or events that have taken place during this time, 
  except for the most basic details. Creatures will be able to 
  remember that someone was present and spoke to them, for 
  example, but be unable to remember your race, attire, or 
  other distinguishing features, nor will they remember the 
  topic of conversation. 
  Speak the Old Tongue 
  As a bonus action, you can speak in a dead, inhuman 
  language derived from that of the Great Old Ones. For the 
  next minute, no creature can understand precisely what you 
  say, but any creature that can hear you can understand the 
  meaning and intent behind your speech. 
  Visions of Beyond 
  As an action, you can make a creature you can see within 
  30 feet perceive terrifying images of unreal vistas. That 
  creature must make a Wisdom saving throw or be blinded 
  until the beginning of your next turn. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Investigator.pdf