System	
  Reference	
   Document	
  5.1 	
   41	
  
(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.	
  
	
  