Roguish Archetype: Analyst
Analyst rogues are obsessed with information. They believe that, if they can gather and process enough data, no one will be able to defeat them in business, combat or any other endeavour. While the intricacies of an analyst's techniques are beyond the ken of all but the most bookish wizards, adventurers around the world have nonetheless come to value their insights.
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
>>Cantrips. You learn three cantrips: true strike and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
>>Spell Slots. The Arcane Trickster Spellcasting table (PHB 98) shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
>>Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation schools on the wizard spell list.
>>The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an transmutation or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
>>The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
>>Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an transmutation or divination spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
>>Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Multiplexed True Strike
Starting at 3rd level, when you cast true strike, you can choose up to three targets rather than just one. Additionally, you can ignore half and three-quarter cover when attacking a creature you have marked with true strike, and you do not need to perform any spell components when you cast true strike.
By 9th level, you have amassed enough data to gain the upper hand in commercial transactions. You can add double your proficiency bonus to any Intelligence check you make to appraise an item, compute currency exchanges and interest rates, and predict which commodities will be in demand up to 30 days into the future.
At 13th level, you can cast any divination spell you know as a bonus action.
At 17th level, whenever you cast a divination spell, you can telepathically broadcast the information you glean to any willing creature within 30 feet of you, granting them the benefits of the spell. If the spell can be controlled or manipulated after being cast (e.g. arcane eye), only you can control it.