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. 
  Body Snatcher 
  Creeping around in darkened graveyards, making their 
  living by desecrating the resting places of the fallen, the 
  body snatchers are a singularly unsavory bunch. Their 
  grubby clothes, perpetually covered with soil and muck, 
  mirror their dirty fighting styles: these rogues pick on the 
  weakest of targets and are more than willing to stoop to any 
  number of cheap tricks to gain an advantage - sometimes 
  even making their own corpses when fresh ones are not 
  available elsewhere. Despite this, their clients know that 
  there is no one more reliable when it comes to clandestine 
  excavation and exploration, and are therefore willing to 
  hand over handsome sums to these filthy criminals. 
  Dirty Work 
  When you choose this archetype at 3rd level, 
  you become adept at moving earth quickly 
  and quietly. As  
   
   
   
   
  long as you have appropriate tools (such as picks and 
  shovels), you can use an action to excavate a five-foot cube 
  of natural earth within five feet of you, or fill in a hole of 
  the same volume. 
  Walls are Closing In 
  At 3rd level, you are most comfortable fighting in enclosed 
  spaces. When your target is in a corridor or tunnel that is no 
  more than 5 feet wide, you can use Sneak Attack against 
  that creature, even if you do not have advantage against it 
  or if no enemy of the target is within 5 feet of it. 
  ‘Alternative Blessings’ 
  By 9th level, you have found a way – perhaps by having a 
  sign of protection tattooed into your skin, or by drinking 
  nothing but holy water – to protect yourself from the many 
  hexes and afflictions that are found among grave goods. 
  You are immune to being cursed by magic items and your 
  maximum hit points can't be reduced. 
  Shadow Fade 
  Starting at 13th level, you excel at escaping into the 
  shadows and out of harm's way. When you use your 
  Cunning Action to take the Dash or Disengage actions, you 
  take both of these actions as part of a single bonus action. 
  Putrid Stench of the Grave 
  When you reach 17th level, you learn to extract vile fluids 
  from diseased cadavers, which you can then turn into a 
  weapon against your enemies. As an action, you can apply  
  infectious slime to one weapon or three pieces of 
  ammunition, which then works like an injury poison 
  (you cannot use this in combination with other 
  poisons). When you hit a creature with the diseased 
  weapon, it must make a Constitution saving throw 
  (DC is equal to 8 + your Intelligence modifier + your 
  proficiency bonus) or become diseased. A 
  diseased creature cannot regain hit points 
  except by magical means, and 
  immediately gains 1 level of 
  exhaustion. Every hour, the creature 
  must make the saving throw again, curing the disease 
  on a successful save. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Body Snatcher.pdf