Deft Hands
Acquisitions Practice: 3rd level You learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver. Some of your deft hand maneuvers require your target to make a saving throw to resist the deft hand maneuver's effects. The saving throw DC is as follows:
Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier
Hinder
You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level until the end of its next turn and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.
Pilfer
You attempt to pick your target's pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.
Tumble
You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.