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.

Fast Hands

Starting at 3rd level, you can use the bonus action
granted by your Cunning Action to make a Dexterity
(Sleight o f Hand) check, use your thieves’ tools to
disarm a trap or open a lock, or take the Use an
Object action.

Second-Story Work

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 o f 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 o f 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 o f 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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