Thief Class Revisit
As time is spent in game, the various classes deficiencies become more apparent. Today's class to look at is the Thief.
Overall comments to the changes:
THIEF CONCEPT
Thieves are quick and cunning, using their agility and speed to steal from their victims and surprise their enemies. They are pickpockets and pilferers, who are adept at picking locks and infiltrating areas that would be otherwise off limits to the lesser skilled.
Although all thieves are skilled in legerdemain, they come in many shapes in sizes. Acrobats rely on balance and a nearly supernatural skill at scaling walls, running, jumping, and tumbling, while Burglars act more like thugs, using their strength to beat down any opposition. Pirates, on the other hand, entertain romantic notions of their charm and cleverness in their acquisitive activities.
Exploiters and opportunists, thieves watch their foes closely, keeping an eye out for an opening to strike, or chance to flee.
REVISIONS
Proficiencies
The thieves' toolbox has been replaced with the standard thieves' tools.
Legerdemain
Minor changes to how this feature is written for clarity.
Stealth
This feature has been removed. It was far too overpowered at such a low level. Muffled Movement has been reworked to include a similar, more balanced skill.
Sneak Attack
This feature has been reworked to be identical to the D&D equivalent. This feature was originally a pared down version of D&D to create a base line for the Rogue and Thief classes.
Wax Key
This feature has been removed. This works great for a wondrous item.
Grand Facade
Another feature that works better as a wondrous item than a feature. It has also been removed.
Treasure Hunter
This feature has been redesigned. 50% more gold from treasure was a weird ability that creates too much suspension of disbelief. It has been redesigned to play on a thief's familiarity with hidden, allowing them to sense the location on treasure hidden nearby. Thieves make their living on knowing where someone keeps their most valuable possessions, so it's easy for to spot the clues.
Muffled Movement
This feature has been reworked to be equal to the Supreme Sneak feature from the D&D Rogue's Thief subclass.
Distraction
Distracting Strike has been removed and replaced with a similar feature. Distraction allows the thief to get the attention of a creature, allowing someone else to take advantage of their preoccupation.
Night Thief
This feature has been removed, as it was unnecessary and boring.
Blindsense
The new 15th level feature is the same as the D&D Rogue's 14th level feature of the same name. It only makes sense that a thief so skilled in being hidden would be an expert at detecting hidden things.
Thieves Reflexes
This feature has been calmed down to now match the D&D equivalent skill. Being able to take two turns in combat on each round, combined with bonus attacks, sneak attack, and extra attacks, was just way too much. Used well, this feature can still allow a Thief to make a huge impact on the first round of combat,
THIEF ARCHETYPES
Acrobat
Second-Story Work
You now must use a bonus action on your turn to gain advantage on Agility (Acrobatics) skill checks, instead it being a passive effect.
Lightfoot
This feature has been moved to 13th level. With this feature at 9th level, you only had 2 levels between having advantage while sneaking at half speed and having advantage while sneaking at full speed. Moving it 4 levels further in makes both features feel like powerful progression in skill.
The second benefit has also changed. You now have advantage on agility saving throws against traps such as trip lines, pressure plates, or weight related traps, instead of not triggering them.
Evasion
With the change to Lightfoot, this feature has been moved to 9th level, which puts it closer to the level you would gain this feature in D&D.
Anatomy
This feature was very lackluster for a high level ability. At this level, you are likely to already have +6 to hit from your proficiency, +5 from your attribute, and +2 from a magic item for a total of +13. At least. Another +2 doesn't feel that exciting. This has been replaced with:
Opportunist
The 17th level feature from the Monk's Way of the Shadow Monastic Tradition fits perfectly for the Thief. I was actually really excited when I found this. This feature lets you exploit your target when they are the most vulnerable, allowing you to strike a creature after it has just taken damage from someone else.
Burglar
Beatdown
This feature has been significantly revised and moved to 3rd level to make it more iconic of the Burglar class. The extra attack has been removed and retained as a 5th level feature. You can now attempt to cause disadvantage to your target once per short or long rest, with additional attempts available as you level.
Extra Attack
With the changes to beatdown, this feature mostly remains the same while having a familiar name.
Blackjack
This feature now stuns the target and includes a clear way to determine the DC of the target's saving throw. This can now only be used once every short or long rest.
Please take a look and leave any comments and questions below. This class will eventually replace the class that is listed on the Thief page. When that happens, I will include a "patch notes" page that will more accurately describe the changes.
THIEF (Version 1.1)
CLASS FEATURES
As a Thief, you gain the following features:
HIT POINTS
Hit Die: d8
Starting Hit points: 8 + your endurance modifier
At higher levels: 1d8 (or 5) + your endurance modifier
PROFICIENCIES
Armor: Light armor
Weapon: Blunt Weapon, Hand-to-Hand, Marksman, Short Blade
Saving Throws: Agility, Endurance
Skills: Pick three from Acrobatics, Athletics, Deception, Insight, Lock-picking, Perception, Pick-pocketing, Sneak, Speechcraft
Tools: You gain proficiency in thieves' tools
Exceptional Speed
You gain an additional 5 Speed. This increases as you level. Refer to the Exceptional Speed column of the Thief table.
Legerdemain
At 1st level, you gain advantage when making pickpocket and lock-picking ability checks.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you ca deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on an attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels, as shown on the Sneak Attack column of the Thief table.
Cunning Action
At level 2, your quick thinking and dexterity allow you to move quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
You are also able to use the bonus action to make a Lock-picking or pick-pocketing check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
ARCHETYPE
When you reach level 3 you are able to choose one of 2 archetypes: Acrobat, Burglar, or Pirate, each detailed at the end of the class description. Your archetype grants you features at 3rd level and then again at 5th, 9th, 13th, and 17th level.
Attribute Score Improvement
At levels 4, 8, 10, 12, 16 and 19, you gain either a perk, +2 to one attribute, or +1 to two attributes. You can't increase an attribute score above 20 using this feature.
Treasure Hunter
Beginning at 6th level, you have an almost supernatural talent for finding hidden treasure. As an action, you can sense the location of nearby treasure for the next minute. This sense has a range of 30 feet and can penetrate most barriers, but it is blocked by by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Once you use this ability, you must finish a long rest before being able to use it again.
Muffled Movement
Starting at 7th level, you have advantage on an Agility (Sneak) check if you move no more than half your speed on the same turn.
Distraction
At 11th level, you can use a bonus action to distract one enemy that is within 30 feet of you that can see and hear you, granting advantage on the next attack made by a creature other than you against that target until the start of the targets next turn.
Cunning Manipulator
Starting at 14th level, you can talk your way out of virtually anything. You gain advantage on Personality (Deception) and Personality (Speechcraft) skill checks.
Blindsense
At 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Elusive
At 18th level, no enemy is able to to gain the upper hand on you. No attack roll has advantage on you while you are conscious.
Thieves Reflexes
When you reach 20th level, you become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can not use this ability if surprised.
ACROBAT
Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Agility modifier.
You can also use a bonus action on your turn to gain advantage on the next Agility (Acrobatics) check you make during the same turn.
Uncanny Dodge
At 5th level, when an attacker you see hits you with an attack, you can use your reaction to halve the damage against you.
Evasion
At 9th level, when you make an Agility Saving Throw, you take half damage on a fail and no damage on a success.
Lightfoot
Beginning at 13th level, you are able to maintain advantage on all Agility (Sneak) checks while moving at full speed.
You also have advantage against saving Agility throws from various traps, such as trip lines, pressure plates, or weight related traps.
Opportunist
Starting at 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
BURGLAR
Burglars are well versed in the arts of picking locks. They can sneak undetected into even the most secure of noble houses and escape detection.
Badger
When you choose this archetype at 3rd level, you gain proficiency in Intimidation if you don't already have proficiency in it. You also gain advantage on all attempts to bribe someone.
Beatdown
Also at 3rd level, when you use the attack action, you can attempt to make a powerful blow that staggers your opponent. The target must make a strength saving throw (DC 8 + your proficiency bonus + your Strength or Agility modifier, your choice). On a failed save, the target has disadvantage on attacks until the end of their next turn.
Once you use this feature, you must finish a short or long rest before you are able to use it again.
You can use this feature twice between short or long rests starting at 11th level and three times beginning at 17th level.
Extra Attack
Starting at 5th level, when you use the attack action, you can attack twice instead of once.
Spinebreaker
Beginning at 9th level, you can roll one additional die when determining the additional damage of a critical strike.
Silent Warmonger
At 13th level, your chance to score a critical hit with any attack that meets the conditions of a Sneak Attack increases. You can now critically hit with a roll of 19 or 20.
Blackjack
At level 17, when you successfully sneak attack with a melee weapon, you can use a bonus action to attempt to knock out the creature. The target must make an Endurance saving throw (DC 8 + your proficiency bonus + your Strength or Agility modifier ,your choice). On a failed save, the creature is stunned. The creature must make an Endurance saving throw at the start of each of its turns to attempt to regain its senses, ending the effect on a successful save.
Once this feature has been used, you must complete a short or long rest before you are able to use it again.
This feature has no affect on large or larger targets
PIRATE
Pirates rely on speed, elegance, and charm to create a method of fighting that is almost like a performance. Duelists by nature, pirates excel in single combat while safely darting away from opponents.
Fancy Footwork
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.
Audacity
Starting at 5th level, your unmistakable confidence propels you into battle. You can add your Personality modifier to your initiative.
In addition, you can use your Sneak Attack if no creature other your target is within 5 feet of you. All other rules for the Sneak Attack still apply to you.
Panache
At 9th level, your charm becomes extraordinarily beguiling, As an action, you can make a Personality (Speechcraft) check contested by a creature's Personality (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
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.
Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Agility (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage, Once you do so, you can't use this feature again until you finish a short or long rest.