Base Class: Rogue
Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
Bandit’s' Talent
Beginning of 3rd level you have a certain skill that you nearly perfected early in your life. Pick two skills that you are proficient in and whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. You can swap the skills with another skill that you are proficient per long rest.
Climbing Mobility and Fall React
Starting at 3rd level you gain the ability to climb faster than normal; climbing no longer costs you extra movement. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
You are so experienced with climbing that Fall Damage no longer applies to you. When Falling you can use your reaction to gain the effects from the spell Feather Fall, but only for yourself.
Quick Audacity
You also gain an additional way to use your Sneak Attack and Cunning Action. You can chose to take the attack action as a bonus action with only a finesse weapon,you also don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Use Magic Device
By 9th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Unbelievable Dodge
Starting at 13th level, you can dodge in unforeseen ways. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Bandit’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.