Roguish Archetype
Paranormal Detective
Haunted happenings and urban legends are the bread and butter of the paranormal detective. Always on the hunt for knowledge of the spectacular and to solve the mysteries thats haunt the average man are within the purview of these rogues.
Armed with a sixth sense for the supernatural when it comes to the most dangerous outsiders these rogues are uniquely adept at handling creatures that hunt mortals.
Eye for Detail
At 3rd level, You can use Cunning Action feature on your turn to take the Search action.
Supernatural Senses
Also at 3rd level, you've developed an otherworldly senses.
You can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane when you are on the Material Plane, and vice versa.
Additionally, if you are within 60ft. of a dwelling or a lair that is haunted by an Outsider, Undead, or Aberration you are alerted to it presence but not its exact location.
Otherworldly Contacts
At 9th level, your information network spans far through the realms. You can cast the contact other plane spell once per long rest and when cast this way you have advantage on the saving throw from this spell.
Well-Connected
At 9th level, You know how to find many things. People, places or goods. If you spend at least 1 hour carousing a populated area, you can find one of the following, if any:
- Any haunted places of interested.
- Lodgings equal to a modest lifestyle for up to five creatures.
- Information regarding the location of persons of interest.
- Access to rare and or illegal goods and services.
Haunter to the Haunted
Also at 13th level, the first time on each turn when you hit an Outsider, Shapeshifter, Undead, or Aberration this attack triggers your Sneak attack feature. Additionally, you know the location of creatures you hit with your sneak attack feature for the next minute as long as they are within 300ft. of you.
Calling in a Favor
At 17th level, when all all starts getting out of hand you can alway rely on those who owe you. As an action, you can summon a creature using the relevant conjuration spell as if it were cast using a 9th level spell slot. This creature is sentient and owes you a debt. The nature of this debt is determined by this DM as well as the kind of actions this creature is willing to provide. The creature can remain up to 24 hours before disappearing.
Once you use this feat you cannot use it again for 1d4 days.
ART CREDIT
- Max Schiller - https://www.artstation.com/maxschiller
- @idlebirch - https://twitter.com/idlebirch