The following homebrew adds a modern option to the Rogue class in 5E TTRPGs. All of the core Rogue class abilities can stay rules as written; see the official 5E System Reference Document (SRD v5) for details. Note: This subclass has not yet gone through playtesting.
Investigator
You don’t rely on magic or luck; you rely on evidence, insight, and timing. Whether you’re a private detective, a field agent, or a crime scene analyst, your edge lies in reading people, reconstructing events, and staying two steps ahead. To you, every scene tells a story if you know where to look.
Level 3: Forensic Instincts
You have a trained eye for the overlooked and the incriminating. You gain the following benefits:
Keen Analysis. As a Bonus Action, you can make a Wisdom (Perception) or Intelligence (Investigation) check to spot evidence, analyze a clue, or detect hidden motives in the next 30 feet. If the check succeeds, you gain advantage on your next attack roll or ability check made against that target or situation before the end of your next turn.
Quick Hands. You can use the Utilize action as a Bonus Action to handle specialized tools, forensics kits, or surveillance devices. You can also take the Magic action to use a magic or technological item that requires that action (such as a camera drone or lie-detection charm).
Level 3: Pursuit Training
You’ve trained to chase suspects and navigate urban environments.
Climb Speed. You gain a Climb Speed equal to your Speed.
Fleet Movement. When you Dash, difficult terrain caused by clutter, stairs, or urban debris doesn’t cost you extra movement. You can also determine your jump distance using Dexterity instead of Strength.
Level 9: Vanish in Plain Sight
You’ve learned how to stay unseen even under observation. You gain the following Cunning Strike option:
Silent Step (Cost: 1d6). When you attack while Hidden, this attack doesn’t end your Hidden condition if you end your turn in cover or among crowds. Until the start of your next turn, you can make one Dexterity (Stealth) check as a Bonus Action to blend into bystanders or shadows, even while lightly obscured.
Level 13: Master Sleuth
Your experience and intuition let you anticipate how evidence connects and how people lie.
Expanded Intuition. You can add your Proficiency Bonus to any Insight, Investigation, or Perception check you make that doesn’t already include it.
Pattern Recognition. When you make an Intelligence (Investigation) check to analyze evidence or solve a mystery, you can roll a d4 and add it to your result.
Case Files. You can mentally recall any detail you’ve seen or heard within the last week with photographic clarity, provided you took at least 1 minute to observe it at the time.
Level 17: Split-Second Deduction
Your instincts fire before thought, a reflexive calculation that turns chaos into clarity.
During the first round of combat, you can take two turns: one at your normal initiative and one at your initiative -10. You can use this feature even if you were Surprised, but not if you are Unconscious.
During your second turn, you gain advantage on one attack roll, saving throw, or ability check as your perception sharpens to near-superhuman focus.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.