TEXT:  
  Roguish Archetype 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. 
  But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your choice 
  of archetype is a reflection of your focus—not necessarily 
  an indication of your chosen profession, but a description 
  of your preferred techniques. 
   
   
   
   
   
   
   
   
   
  Outlaw 
  In the untamed wilderness, you can have anything you can 
  get your hands on, as long as you have the guts to take it 
  for yourself. This belief is cherished by the archetypical 
  bandit, who is ruthless and self-seeking, but not foolish; 
  bandits nearly always run in gangs to protect themselves 
  from other bandits and from the law. As threatening as a 
  bandit might be when backed into a corner, a gang working 
  in unison is a force to be feared. Such a team can rob 
  anything from a bank to a moving train -- no lawman could 
  hope to stop them. 
  Stick Up 
  Starting at 3rd level, you can use your Sneak Attack against 
  a target within 30 feet that does not have any allies within 5 
  feet of it. You can make a Sneak Attack in this way even if 
  you don't have advantage on the attack roll, but not if you 
  have disadvantage on it. 
       Additionally, when you hit a creature within 5 feet with 
  a Sneak Attack, you can use your bonus action to steal one 
  object it is carrying, but is not holding in a hand. For 
  example, you could steal a drawstring pouch the target is 
  wearing or a dagger that is sheathed at its side. You must 
  have a free hand to steal an object in this way. 
  Mob Action 
  Beginning at 9th level, you can always gang up on 
  unsuspecting foes. You can grant your Cunning Action to 
  an ally within 5 feet of you as a bonus action. Your ally can 
  use its reaction to take the Dash, Disengage, or Hide action. 
  Jailbreak 
  By 13th level, no prison can hold you. 
  You have advantage on ability checks 
  you make to slip bonds, escape grapple, 
  or pick locks. Moreover, you are able to 
  undetectably conceal a small tool of your 
  choice, such as a file or a small knife, on 
  your person at all times. Lastly, you are 
  immune to the imprisonment spell. 
   
  Most Wanted 
  Starting at 17th level, your name is feared 
  throughout the land, with ludicrously high 
  bounties promised for your gang. Once on 
  each of your turns, in combat, if your allies 
  outnumber the allies of a creature you hit 
  with an attack, you can add 2d6 to the 
  damage roll. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Outlaw.pdf