We had a rogue who jumped a candle, so how about a rogue who killed a giant?
Jack the Giant Slayer
Most rogues are sneaky fellows who walk the dark paths and hide in the shadows. You are not the person. You favor strength over speed . You follow a member of an old court of knights. Your mentor Jack the Giant Slayer used deception, large axes, and magic items to fell any foe fool enough cross your path.
The original Jack the Giant Slayer fell a beanstalk with an ax. You’ve trained to follow in his foot steps. Starting at 3rd level, you can make sneak attack with non-finesse weapons. In addition, you can now wield non-light weapons off-hand. Two-handed weapons must still be wielded two-handed.
Jack climbed a beanstalk, and you know how to do the same. You climb at the same rate you walk on the ground, unless you posses a faster climbing spread already.
In addition, you gain advantage on all Strength(athletics) checks.
Jack lied to giants to the point they killed themselves, and starting at 9th level, you gain advantage on a Charisma(Deception) checks.
Gift of the Round Table
Jack beat the devil at his own game, and he was awarded a magic sword, a cap of knowledge, a cloak of invisibility, and the shoes of swiftness. When you become 13th level, you are award a gift of your choosing from the round table. You must choose between a +1 weapon, a cloak of displacement, headband of intellect, or boots of speed. When chosen, this choice can never be undone
When you reach 17th level, you may not be the Jack of old, but you are the Jack of now! As a bonus action you can make a Charisma(Deception) check against another creature. If that creature fails, you gain advantage on your next attack roll against the creature.
In addition, when you reach level 17, your sneak attack damage against creatures larger than yourself increase to 1d8’s. If your sneak attack dice are already 1d8’s or larger, increase your sneak attack dice to the next larger dice size.