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. 
   
   
  Acrobat 
  Trained by circuses, certain temples, and the odd 
  organization of criminals (or vigilantes), the 
  archetypical Acrobat is light on their feet and 
  incredibly agile, able to tumble, somersault, 
  and walk across tightropes with ease. The 
  skills of a gymnast find a myriad of 
  applications in the adventuring world, so 
  whether it be for dungeon diving, cat-burgling, or 
  brawling in a busy tavern, acrobats are always great 
  to have on your side. 
  Natural Acrobat 
  Starting at 3rd level, you have proficiency in the Dexterity 
  (Acrobatics) skill if you did not already have it, and you 
  have advantage on ability checks made using this skill on 
  your turn. Additionally, you can stand from being prone 
  without using any movement. 
  Advanced Tumbling 
  At 3rd level, you can move through the space of any 
  creature. Once you have moved through a creature's space, 
  that creature has disadvantage on Opportunity Attacks 
  against you until the end of your turn. 
       At 13th level, you can move though the space of any 
  other creature without using any movement, up to a 
  maximum of 30 feet on each of your turns. 
  Parting Toss 
  At 9th level, once on each of your turns, immediately after 
  you move out of a creature's reach, you can make a ranged 
  weapon attack with a thrown weapon targeting that 
  creature. 
  Freerunning 
  Starting at 13th level, you ignore difficult terrain and 
  climbing no longer halves your movement. Additionally, 
  you can spend up to half your movement speed on your 
  turn climbing even difficult surfaces (such as vertical walls) 
  without making an ability check. 
  Peerless Dodge 
  By 17th level, you are so nimble, you can dodge almost 
  anything. You can take the Dodge action as a bonus action 
  on your turn. Additionally, when a creature you can see 
  damages you with a spell, you can use your Uncanny 
  Dodge to halve the spell's damage against you. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Acrobat.pdf