Rogue: Thief (Burglar)
A journeyman with skill enough to run their own thieves guild. Burglars have moved beyond simple cons and picking pockets to grander faire. A few find meaningful employment as adventurers.
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.
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 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 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 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.
Alternate
With the GM’s permission, these class features can be used in place of those above.
Faster Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to take the Use an Object or Shove actions.
Trade Secrets: Thievery
At 3rd level, you gain one of the options from the list below. You can choose an additional option at the fifth and seventh levels.
Duck and Cover: When you use your Cunning Action to Hide in combat, you do so with advantage.
Conman: You gain proficiency and Expertise in one of the following: Deception or Persuasion.
Wall Running: You gain the ability to move along vertical surfaces on your turn without falling during the move.
Off-Balance: When you shove a creature, you don’t provoke opportunity attacks from it for the rest of the turn, whether you succeed or not.
Throat Strike: When you deal damage with a melee sneak attack, the target gains the Silenced condition until the end of their next turn.
Pilfered Knowledge
Starting at 9th level, you can treat any magic scroll as being on your spell list, even if you are otherwise unable to cast spells. When you make an ability check to use a scroll, your spellcasting ability is Charisma.
Use Mystic Device
At 13th level, the number of items you can attune to increases by one.
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.