Rogue
Base Class: Rogue

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins and using magic items you normally couldn’t employ.

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 thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Additionally, when you use one of the following objects (alchemist’s fire, ball bearings, caltrops, or a hunting trap), you can use either the item's DC, or have the DC be equal to 8 + your proficiency bonus + your Dexterity modifier.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; you gain a climbing speed equal to your walking speed.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

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 attunement requirements on the use of magic items, and you don't need access to a class' spell list to make use of spell scrolls, and you use your proficiency bonus in place of your spellcasting ability modifier to determine whether you cast the spell successfully.

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.

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