Base Class: Fighter
This is based off the shown Konosuba.
As an adventurer, you are the most basic, and low level of classes. Even so, you're the most versatile. With your ability to use all weapons and armor, now you can gain skills to utilize like never before. While you may usually adventure, you also take on odd jobs often.
Beginner's Skill
Starting when you choose this subclass, you gain a special ability to choose from. While none are to special, all can help in different scenarios.
Freeze
You have a skill that commands a small amount of cold. With this, you can freeze the surface of water, and deal 1d6 of cold damage, when you target a creature within 60 feet of you as an action, with a ranged spell attack. This does 1d8 cold damage if the target is wet.
Lurk
With lurk, you can hide yourself away into shadows. Whenever you are in dim light or darkness, you can use a bonus action or reaction to do the equivalent of taking the hide action.
Snipe
With snipe, you can aim at enemies that are up to 80 feet away, with great accuracy. As long as they are within that range, you get a +1 on rolls to hit.
Steal
With the ability steal, you can target a creature within 20 feet of yourself. The creature must be of a level or challenge rating equal to or lower than your level + your intelligence modifier. The target has to make a dexterity saving throw against 8 + your intelligence modifier + your proficiency bonus. On a failure, you take an object of 100 gold or less. You can increase the price of the item you can steal by decreasing your DC by 1 point for every 100 gold added.
Tinder
With the ability, tinder, you can start fires. This gives you the cantrip produce flame.
Skill Acquirement
At 7th level, you have enough experience to be able to acquire new abilities.
You start with 5 skill points, and get another for every level up after this. You can spend skill points during a long rest to get new abilities. You can spend 2 to get a new skill, tool, or instrument proficiency. You are also able to learn spells of 1st to 5th level with skill points. You can spends points equal to 2 + (2 x the spell's level) to learn new spells, and only spells you have seen cast. You have as many spell slots as your intelligence modifier (minimum of 1), and the slots apply to any spell you cast.
Linguist
Starting at 10th level, you can learn an additional language, due to your high versatility on the field. Not just the field of battle, but the works field as well.
Critical Strike!
Beginning at 15th level, you can now add your proficiency bonus when you get a critical hit.
Advanced Skill
At 18th level, you can now learn a skill that is a little more advanced than other's.
Drain Touch
With the skill drain touch, you can make a melee spell attack against a creature within 5 feet. On a hit, the creature will take 2d8 necrotic damage. You regain an amount of hit points equal to the damage the target has taken, and if the total is 15 or 16, you regain one of your spell slots.
Explosion
With the skill explosion, you can use an action to chant an incantation for one of the greatest attack spells. You pick an area within 60 feet of yourself, and all creatures within a 10 feet radius of that point must make a dexterity saving throw. On a failure, they take 5d20 fire damage, and half as much on a successful save. This uses one of your spell slots, and can only be used once per long rest.
As a question how is 5d20 fire damage too much? At level eighteen the wizard can cast spells such as wish and Power word kill. Power word kill technically by how it's read it can do 100 damage because that's the upper limit. And your really trying to say an average damage of 52 damage is two much? Not a hundred percent sure but I'm pretty sure If a barbarian is raging at level 18 they can do this much damage depending on the circumstance. Other than that you made some pretty valid points.
Sorry dude, but this seriously needs work.
The idea is pretty good, don't get me wrong, but it wasn't executed too well.
Firstly, the language you use is extremely vague, for example, the skill 'snipe' states 'with snipe, you can aim at enemies that are up to 80ft away, with great accuracy. As long as they are within the range, you get a +1 on rolls to hit' this isn't phrased very well, for example, it does not specify if the ability applies to ranged weapon attacks or melee weapon attacks. So. theoretically, I could hit someone with a melee weapon attack from 80ft away, which definitely isn't right.
Another thing you didn't really take into account is balance, or if the ability makes sense at all. For example, with the 'steal' ability, you can take ANY object from your target as long as it is less than 100gp and your target is within 20ft of you. This is completely fundamentally broken because, if I so wished, I could, from 20ft away, from behind a wall, without being able to see my target, teleport all of my target's clothes, money, the horse they're riding on, the slave they have accompanying them, and their wife, into my hand, as long as the collective price is >100gp.
Back to the concept of balance, some of the abilities are straight broken, such as the aforementioned 'steal' ability, but the damage figures on some of these abilities are wayyyy too high. For example, the 'explosion' ability does 5D20 fire damage, without any real drawback other than you can only use it 1/per long/short rest, and I don't even have to explain why an average of 52 damage is too much.
Also, some of the abilities are straight redundant, such as 'critical strike,' because you already add your proficiency to the damage of an attack roll. as long as you are proficient in the weapon.
I could go on for a while longer on the many typos, balance issues and other problems, but I think you get the point.
Sorry if this came off rude, but I think it's the best if we hear what our downsides are, so we can improve them down the line. :)