Level 3: Code Breaker, Knowledge is Power, Bookish*
Level 9: Finer Ear, Keen Mind, Information Broker, Master's Gaze**
Level 13: Shared Insight
Level 17: Nemesis
*: from the revised Rogue Thief subclass
**: from the revised Battle Master Fighter subclass
Starting at 3rd level, when trying to decipher a code, you have advantage to your Investigation skill check rolls.
Starting at 3rd level, when trying to recall information about anything, you have advantage to your skill check rolls. The same is true if you're trying to make sense of rumors you have heard or trying to figure out what someone is up to after observing them.
You also gain proficiency in Insight and in 2 of the following skills: Arcana, History, Medicine, Nature, Religion.
You have advantage to your Insight skill check rolls.
Starting at 9th level, your Ear for Deceit feature enables you to now treat a roll lower than your Rogue level as if you had rolled a number equal to your Rogue level.
Starting at 9th level, people now know instinctively that if they give you information or a favor, that you will return it in kind. Unless it goes against their personal interest, they will help you out.
However, if someone comes to you with a demand for information or a favor, and you do not reciprocate, you will lose this feature. How long depends on who asked. If it was someone who you owed one, your loss will last until you gain a new level, if not, it lasts until you finish a long rest.
If someone now owes you one, you can collect the debt at any time. If what you want goes against their personal interest, you can for their hand with a Persuasion check higher than their Deception check. If what you’re asking would put their life in danger, you have disadvantage to your Persuasion check.
Starting at 9th level, you gain proficiency in Intelligence saving throws and your Insightful Fighting feature gives you advantage to your weapon attacks against the creature it applies to.
Starting at 13th level, you can share verbally the knowledge you have gleaned from your Insightful Fighting feature. If you do so on your turn, then until the beginning of your next turn, your allies gain advantage to their weapon attack rolls aimed at the creature it applies to.
Starting at 17th level, when you finish a long rest, you can name one creature you have seen or heard of as your Nemesis. If you do not name a new Nemesis, the last one you named is still your Nemesis.
Every skill check rolls concerning your Nemesis, every attack rolls aimed at your Nemesis, and every saving throw triggered by your Nemesis is done with advantage.