Base Class: Rogue
Cat burglars are experts at athletic intrusion. They pride themselves on their ability to invade any safe haven without being noticed. Often, such heists will require amazing acrobatic feats to insure success. They are also experts in using contraptions and devices to improve their athletic abilities.
Up, Over, and In
Beginning when you choose this archetype at 3rd level, you have a climbing speed of 25. If you already have a climbing speed by 5 feet. In addition, when you are falling, you can use your reaction to soften the fall. You reduce the falling damage by an amount equal to your proficiency bonus + your rogue level. You don't land prone unless the damage you take from the fall would reduce you to less than half your hit point maximum.
Artful Dodger
At 3rd level, alert to the dangers posed by hidden traps and wards, you have advantage on saving throws made to avoid or resist a trap or a magic effect with a trigger, such as a glyph of warding spell, and you have resistance to the damage dealt by such effects.
Cat's Eye
Starting at 9th level, you have advantage on Wisdom (Perception) or Intelligence (Investigation) checks made to find or disarm traps, locate secret or hidden doors, discern the existence of an illusion, or spot a glyph of warding. You can also search for traps while traveling at a normal pace, instead of only while at a slow pace.
Breaking And Entering
At 13th level, when you make an attack against a door, gate, window, shutters, bars, or similar object or structure that is blocking or barring an egress, you have advantage on the attack roll, and you can add your Sneak Attack damage on a hit. You can choose for this damage to be audible to 100 feet or be audible only within 5 feet of the point where you hit the object or structure. Similarly, you can choose for this damage to appear more or less impactful than it actually is, such as neatly carving a hole for you to squeeze through a wall or window or busting a door off its hinges.
Master Burglar
At 17th level, you can slip past a fire-breathing statue unscathed or tread lightly enough to not set off a pressure plate. The first time on each of your turns that you would trigger a trap or magic effect with a trigger, such as the glyph of warding spell, you can choose not to trigger it.
As a bonus action, you can choose a number of creatures equal to your proficiency bonus that you can see within 30 feet of you and grant them the effects of this feature for 1 hour. Once you grant this feature to others, you can't do so again until you finish a long rest.
Master Burglar
At 17th level, you can slip past a fire-breathing statue unscathed or tread lightly enough to not set off a pressure plate. The first time on each of your turns that you would trigger a trap or magic effect with a trigger, such as the glyph of warding spell, you can choose not to trigger it.
As a bonus action, you can choose a number of creatures equal to your proficiency bonus that you can see within 30 feet of you and grant them the effects of this feature for 1 hour. Once you grant this feature to others, you can't do so again until you finish a long rest.
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