Starting at 1st level, the Treasure Hunter gains half again their movement speed on all attempts to flee from combat or an immediate environemntal hazard (collapsing structure, spreading flame, rising tide of lava, sprays of acid, etc). This also applies to disengaging and dashing, such that a Treasure Hunter who dashes away from danger's way does so at 2.5x their movement speed.

You start with the following equipment, in addition to the equipment granted by your background:

"Just Gonna Take a Look Around"

At 3rd level, a Treasure Hunter can lower the DC on a Perception or Investigation check by 5 once per long rest--with the caveat that they must loudly, verbally exclaim their intent to "just take a look around" whilst doing so, almost certainly alerting anyone lying in wait to their presence.

Cataloguer of Valuables

At 4th level, a Treasure Hunter gets advantage on all checks to determine something's monetary value. If the item is a unique artefact and hence priceless, they are aware of this.

Ways and Means

At 5th level, the Treasure Hunterer instinctually knows how many exits and entrances a given room was designed with. This does not apply to crude rennovations, holes taken out of walls\floors\roofs, or any naturally occuring phenomena not factored into the room's design (caverns, etc).

The Softest Descent

At 7th level, the Treasure Hunter gains the ability to incur 1d6 per only 20 feet of falling rather than 10ft.

Knowledge of Scrolls

At 7th and 13th level, the Treasure Hunter may choose one type of Spell Scroll. They now know how to read them, although they may only do so for 3rd level spells and below at the 7th level milestone. At 13th level, when they attain access to a second class list's Spell Scrolls, they can cast Spell Scroll spells from either list up to 6th spell leve.

Run Home

At 10th level, the Treasure Hunter always knows the exit to take which will bring them closest to escaping the dungeon\area they are in--either towards an outside wilderness or an exit of another sort, such as a passageway to a different plane of existance.

Springheeled

At 12th level the Treasure Hunter gains 10ft of movement speed and takes 1d6 of damage only ever 30ft fallen.

Knowledgable of Foes

At 15th level, a Treasure Hunter can make a Perception check to know a creature's AC within a 1d4 margin of error and its Hit Points within a 1d20 margin of error.

Treasure Hunting Philosophies

At 2nd level the Treasure Hunter chooses between the Philosophy of the Spry Scoundrel, or the Archaeologist.

Spry Scoundrel

The treasure hunter who knows what they want, and how to get it. Filthy lucre fuels their heart's lusty yearning for adventure.

Bonus Proficiences

Spry Scoundrels gain proficiency in water vehicles, acrobatics, deception, light vehicles, and ranged\melee martial weapons.

Spry Scoundrels gain proficiency in the Charisma Saving Throw.

I Know a Guy

At 2nd level. The spry scoundrel, through association with a wide variety of fences, antique dealer, and historians, gains advantage on all rolls to find a buyer for rare, exotic, or incredibly expensive loot.

En Garde!

At 2nd level, the spry scoundrel may use their Charisma mod to modify their attack and damage rolls with rapiers.

Yes, I Keep a Bottle of That Under my Bed

At 3rd level, the Spry Scoundrel gains resistance to poison, as well as proficiency with the poisoner's kit.

Quick to Their Feet

At 4th level, as a bonus action, the Spry Scoundrel may return to standing from prone.

I Saw That Coming!

At 5th level, the Spry Scoundrel may use a reaction to halve damage dealt to them via a trap.

Deviant

At 6th level gain expertise with Thieve's tools, gain expertise in deception.

Catchphrase

At 7th level, the Spry Scoundrel gains a catchphrase. One word to a full sentence in length, the Spry Scoundrel may utter it before any saving throw, check, or attack (so long as they can speak). If the attempt was successful, nothing happens. However, if it fails, they will gain +1d4 on their next attempted action before which they utter the catchphrase (up to 4d4). Upon a successful check all built up d4s are dismissed. The catchphrase can be changed as a town action, although this resets the amount of d4s to 0. After 24 hours or a long rest all stored catchphrase die are depleted, whichever comes first.

Maybe Don't Touch That

At 8th level, Spry Scoundrels gain an innate weariness towards hexes and curses. They get a Wisdom Saving Throw with advantage to avoid triggering a cursed item (whether that be right before attuning or right before picking it up). On a successful roll the Spry Scoundrel aborts the action before they can fall victim to the curse, but on a failed roll they still understand some grave ill has befallen them--it's simply too late to avert it.

Lucky Fizzle

9th level. Upon failing a saving throw against a trap effect, the Spry Coundrel rolls 1d4. On a roll of 4, the trap fizzles and destroys itself through malfunction rather than damaging the Spry Scoundrel, though the fallout of this event may prove equally dangerous.