Base Class: Rogue
Mechanic home brew for home game (incomplete)
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your tinkers’ tools to repair or fiddle with a mechanism, or take the [Tooltip Not Found] action.
Grease Monkey
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Overclock
Starting at 9th level, as a bonus action you may touch a weapon or piece of armor carried or worn by another creature. If you used on a weapon, that weapon it deals additional damage equal to your proficiency bonus for a number of round equal to your intelligence modifier. If used on a piece of armor increase the wearer’s movement speed by 15 feet for a number of rounds equal to your intelligence modifier. This ability can be used a number of times equal to your proficiency bonus before needing to take a long rest.
Doohickey
By 13th 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.
Thief’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.