This subclass has received significant changes
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn six languages of your choice and can learn new languages with 8 hours of study.
In addition, you add your Intelligence modifier to all Deception checks you make
Starting at 3rd level, whenever you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, and the ally gains a bonus to the attack roll equal to your Intelligence modifier. If you haven’t yet dealt your Sneak Attack damage on that round and the attack hits you may add your Sneak Attack damage to their damage roll.
In addition, while you aren't wearing armor you gain a bonus to your armor class equal to your intelligence modifier as you employ your knowledge of body language and anatomy to predict attacks.
Starting at 6th level when another creature fails an ability check or saving throw or hits with an attack roll within 60ft of you, you can declare that you saw this coming and planned a contingency. You force the attack roll, Saving throw or ability check to be rerolled as your contingency comes into effect. You can only affect a single roll with this ability once and can use it a number of times equal to your Intelligence Modifier, regaining spent uses on a long rest.
You can also spend a use of this feature to declare that you have a useful nonmagical item on your person. Choose any number of small or smaller items whose collective gold piece value doesn’t exceed 20 times your Rogue level, you gain that item in your inventory. The item disappears when you finish a long rest unless you spend an amount of gold equal to the item’s value to keep it.
Beginning at 9th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a different creature is within 5 feet of you, you can use your reaction to make an attack roll against that creature using your Intelligence modifier plus your proficiency bonus. On a hit apply the attack’s damage to the new target and the triggering attack automatically misses you.
Starting at 13th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.
Beginning at 17th level, when you use the Help Action to give Advantage on an attack roll against a creature, you grant the benefits of your help action to all attack rolls against that creature until the end of your next turn.