This subclass has received significant changes
Beginning at 3rd, your charm becomes extraordinarily beguiling. As a bonus action, you can make a Charisma (Persuasion or Deception) check contested by a creature’s passive Wisdom (Insight). The creature must be able to hear you.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against you until the end of your next turn
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. If you hit, your movement speed increases by an amount equal to 5 times your Charisma modifier until the end of your turn.
In addition you can always trigger Sneak Attack on attacks made using one-handed melee weapons unless you have disadvantage.
Beginning at 6th level you gain a bonus on all Athletics and Acrobatics checks equal to your charisma modifier.
In addition, if you fail any skill check that adds your charisma modifier to the roll you may choose to treat the check as if you had rolled a 20. Once you have used this feature you cannot use it again until you finish a short or long rest.
When you reach 9th level you gain an Additional Mastery Property on each weapon that you have Mastered. This property can be the “Specialist” property or one property from that weapon’s Additional Mastery Properties list.
When you reach 13th level you gain an Additional Mastery Property on each weapon that you have Mastered. This property can be the “Specialist” property or one property from that weapon’s Additional Mastery Properties list.
You gain a second Bonus Action and Reaction on your turn that can only be used to activate Weapon Masteries. Once you have used this Bonus Action or Reaction to activate a Mastery, you cannot activate that same Mastery again until the start of your next turn.
When you reach 17th level your Sneak Attack uses d10s instead of d8s for any Sneak Attack made with a melee attack