Rake
The Rake is a Rogue Variant Class in the BECMI edition of Dungeons & Dragons. Introduced in the boxed set "Dawn of the Emperors: Thyatis and Alphatia", the Rake is a cultural variation of the thief who possesses "roguish charm", but isn't actually a professional crook.
Mechanically, this works by taking the BECMI Thief class and stripping out the Pick Pockets and Backstab abilities. And that's it. Even the splatbook admits that all the Rake gains compared to the standard Thief is that "your comrades may trust you more than they would a normal thief".
...Yeah, this class sucks and nobody ever used it.
Pathfinder 1E saw this return as an archetype for the basic Rogue with a similar leaning but without robbing much else. Sneak Attacks here could opt to replace a die of extra damage to gain a free chance to intimidate someone, and they got a scaling bonus to Diplomacy and Bluff checks. All that got sacrificed was their ability to sense traps, which while inconvenient, can be replaced by a competent enough Barbarian who didn't also sacrifice their Trap Sense.
Mr. Welch updated it to 5th edition as a Rogue subclass focused on the social aspect of the game, so whilst it definitely shines best outside of combat, it can still actually pull its weight competently in battle, and it can still do a decent bit of thievery. Its subclass features by level are as follows:
- Courtly Indiscretion (3rd): It takes you half the normal time to don or doff light armor (with help, it takes 1 round), and you get to roll twice and choose the result when using the Carouse downtime activity.
- Bonus Proficiencies (3rd): History, Religion
- Social Butterfly (9th): In a group of 10+ people, add your Charisma modifier as a bonus to Stealth, Perception and Investigation checks.
- Glib Speaker (13th): You have Proficiency in Charisma saving throws.
- Extra Panache (17th): By spending an Action to engage in a conversation with a creature you can mutually understand, you can force that creature to make a Charisma save (DC 8 + your Proficiency bonus + your Charisma bonus). If it fails, the creature is Charmed, Stunned or Frightened (your choice) until either damaged, it successfully makes a save (repeat every minute), or minutes equal to your Charisma modifier pass.