When you choose this archetype at 1st level, you gain proficiency with light armor, medium armor, and either shields or 4 martial or rare weapons of your choice. These weapons cannot have the heavy, versatile, or two-handed properties
At 1st level, whenever you enter a new, relatively self-contained location (as determined by the Narrator) such as a public square, the room of a dungeon or building, or similar environment, you may scrutinize it as an action. If you do, you can ask the narrator 1d4 questions of your choice from the following list.
Where are the exits from this place?
What cover and/or concealment exists here, if any?
What is the most dangerous-looking creature in this location?
What is the most hostile-looking creature in this location?
If someone wanted to assault this location, where would they most likely attack?
What environmental hazards exist here?
Who here is armed?
Who here is likely to know magic?
Are there any unsafe-looking weaknesses in the structure or environment?
Are there other sources of danger here?
You may also, if undisturbed, scrutinize a location for ten uninterrupted minutes and learn the answers to all of the questions above. Anything that has been deliberately hidden, such as hidden traps, doors shrouded by illusion, or creatures using Stealth is not revealed by this feature.
At 2nd level, you can spend 10 minutes examining a building from outside and learn the avenue of approach least likely to attract notice, the places where security (if any) is thickest, and any back or service entrances in regular use. You also gain advantage on your first Stealth check made to infiltrate such a building.
This feature does not reveal anything that has been purposefully hidden or obfuscated, though the Narrator may allow you to make rolls to see through Stealth, illusion magic, and the like.
Depending on the size and structure of the building, the Narrator may determine that this feature requires more or less time. A hovel may only take a minute, while a truly impressive fortress may require an hour’s worth of surveillance.
Also at 2nd level, if you are conscious, you are on guard. You gain an expertise die to initiative checks. Additionally, as long as you are not confused , grappled , incapacitated , paralysed , petrified , slowed , stunned , or unconscious , you can always use your reaction at any time during combat to do one of the following:
Draw a weapon.
Equip a shield.
Drop prone.
Move up to 10 feet to a position that provides at least half cover.
Shout a brief message.
At 6th level, you can perform the Search action as a bonus action and you gain advantage on checks to locate creatures using Stealth, traps, and other hidden hazards. You can also always choose to use Intelligence on such checks, as well as on Insight checks.