Base Class: Rogue
You hone your skills in the larcenous arts. 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.
Deft 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 [Tooltip Not Found] action.
Master of Mobility
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 fact, your adeptness at finding pathways up and utilizing your mastered deftness allows you to make a Dexterity (Acrobatics) check to scale vertical surfaces that would normally warrant a Strength (Athletics) check.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier, and difficult terrain caused by urban terrain no longer hinders you.
Master Thief
Starting at 9th level, you have mastered the skill of navigating through the shadows and moving undetected by even the most vigilant. You have advantage on Dexterity (Stealth) checks so long as you are not dashing. You gain advantage on Sleight of Hand checks against creatures that don't see you. Dim light doesn't pose disadvantage on Wisdom (Perception) checks.
Magical Improviser
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. Unless the object casts a spell, you can use the object as a part of your Fast Hands ability.
Thief Master's Reflex
When you reach 17th level, you have become adept at laying ambushes and quickly responding to and escaping danger. You have advantage on initiative and 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 - 10. If you are surprised, you act on your second initiative. Additionally, you can now take the Dodge or the Search action as part of your Cunning Action.
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Posted Mar 25, 2022These are good changes to the thief subclass to give it that needed boost. Well done.