You learn to take advantage of your opponent's mistakes, and actively look for opportunities to do so. When an opponent rolls a natural 1 on a melee attack roll against you, you may use your Reaction to perform an Opportunity Attack. Additionally, you roll initiative with advantage. Finally, you can target an item (not a weapon, vehicle, or set of armor) that a creature is wearing or holding. If you hit the creature's AC, you destroy the object. This can be used even on objects that aren't easy to destroy, such as a NOKIA. The only exceptions to this are items that are sentient, artifacts, constructs, or those that have the Unbreakable minor property, unless you damage them in a way that is predefined to allow them to be damaged or destroyed with the attack.
Your senses betray your enemies and environment in ways you might not think of. You can make a Perception, Investigation, or Insight check once during your turn without taking an action to do so. Additionally, you can take an Extra Bonus Action during your turn.
You've finally figured out how to implement your deductive reasoning in a fight. You gain the following abilities, all used as an action:
You cannot use any of these abilities if you have any Exhaustion Points, are afflicted with a Disease, or are under the effects of a Feeblemind chemical, or any similar effect that lowers your Intelligence or Wisdom score.