Rogue: Daredevil
Daredevils are rogues who specialize in dodging and acrobatics. Using techniques that originated from the jungle in the Heart of Maguuma, a Daredevil's ability to evade attacks is unmatched among rogues. They also learn to use weapons that usually requite brute force with finesse.
Archetype Features
Your training as a Daredevil grants you the following features:
Daredevil
When you choose this archetype at 3rd level, you adopt the ways of a Daredevil. You can use any simple weapon as if it had the finesse property. In addition, whenever you make a Dexterity (Acrobatics) check you can treat a roll of 7 or lower on the d20 as an 8.
Fast Evader
Starting at 3rd level, you can use your bonus action to Dodge, as long as you didn’t use this ability on your previous turn. When you use this ability after using it a number of times equal to your Dexterity modifier before taking a short or long rest, you must make a Constitution saving throw with a DC of 10+the number of times you had to make this saving throw, to avoid exerting yourself. On a failure, you gain a point of exhaustion. The DC resets after taking a short or long rest.
Escapist's Fortitude
Starting at 9th level, whenever you use your action or bonus action to Dodge and someone misses you with an attack you can choose to gain temporary hit points equal to your dexterity modifier + half your level (rounded down). These hit points last until the end of your next turn
Unhindered Combatant
Starting at 13th level, whenever you use your action or bonus action to Dodge, you also gain the benefits of the Disengage action.
Swift Strike
Starting at 17th level, whenever you use a bonus action from your Cunning Action or Fast Evader features, you can also make a weapon attack as part of that bonus action.