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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.
Source: Player's Handbook
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. Out of combat, you can make one attempt to do these things per minute without risk of attracting attention.
You can use Dexterity (Sleight of Hand) to trick an opponent within 5 ft. Make a roll with a DC equal to target's passive Wisdom (Perception). If you succeed, the target is Stunned until the end of your current turn.
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. This is halved normally for a standing jump..
Finally, you can use Dexterity (Acrobatics) as if it was Strength (Athletics) to climb and jump.
Starting at 3rd level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
At 9th level you become hard to detect by magic. You and allies within 30 ft. of you are protected by Nondetection at all times. Furthermore, you can hide number of locations equal to half your rogue level, each a 10 ft. cube. It takes an action to apply or remove Nondetection at a location. You do not need a material component and the duration is permanent. If you exceed your maximum number of locations, one location of your choice stops being protected.
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.
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.
Moving Supreme Sneak to 3rd level and introducing a feint option to Sleight of Hand both improve the thief's combat abilities. The new ability Safe Stash looks good on paper, but this rarely comes up in play because the players are the proactive party. However, around this level you begin facing powerful mages who may use scrying and detection spells.