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.
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.
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.
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.
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.