Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities.
You can make a thief quickly by following these suggestions. First, Agility should be your highest attribute score, followed by Personality if you plan to emphasize deception and social interaction. Second, choose the urchin background.
As a Thief, you gain the following class features:
Hit Dice: 1d8 per thief level
Hit Points at 1st Level: 8 + your Endurance modifier
Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier per thief level after 1st.
Armor: Light armor
Weapons: Blunt Weapon, Hand-to-Hand, Marksman, Short Blade
Tools: Thieves' tools
Saving Throws: Agility, Endurance
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Perception, Performance, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) 4 throwing stars
(a) a light crossbow and 20 bolts or (b) a mace
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
Leather armor, two daggers, and thieves' tools.
Starting at 1st level, your agile nature increases your speed by 5. This amount increases as you level. Refer to the Exceptional Speed column of the Thief table.
At 1st level, you gain advantage when making Sleight of Hand skill checks.
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.
At 2nd level, 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 an Agility (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
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
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores by one
At 5th level, when an attacker you see hits you with an attack, you can use your reaction to halve the damage against you.
Starting at 6th level, you have a keen eye for hidden treasures, noticing subtle clues, such as worn surfaces or conspicuous items, that others might miss. Whether it's a cache of relics in an ancient ruin or the prized possession of a humble merchant, you're familiar with where and how things might be hidden. You gain advantage whenever you make a Willpower (Perception) check to search for hidden items or secret doors.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make an Agility saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 10th level, you have advantage on an Agility (Stealth) check if you move no more than half your speed on the same turn.
At 11th level, you can use the bonus action granted by your Cunning 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.
Starting at 14th level, you can talk your way out of virtually anything. You gain advantage on Personality (Deception) and Personality (Persuasion) skill checks.
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.
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.
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.
Different thieves choose different approaches to their smuggling and deception. The thieves archetype you choose to emulate reflects your approach.
Acrobat is a polite euphemism for agile thieves and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. They have honed their skills to such a degree that they are almost supernaturally adept at scaling walls, running, jumping, and tumbling.
TRACING THE PATH
When you choose this archetype at 3rd level, you are able to traverse your environment with ease and efficiency. You gain the following benefits:
Climbing no longer costs you extra movement.
When you make a High Jump or Long jump, the distance you cover increases by a number of feet equal to your Agility modifier.
You can move along a flat vertical surface as long as you break your movement speed in two short movements. Each movement is half your speed, and you must end each on a creature, solid object, or ground. If not, you fall, taking damage as normal.
You can use a bonus action on your turn to gain advantage on the next Agility (Acrobatics) check you make during the same turn.
Also at 3rd level, your catlike reflexes allows you to cushion your fall. When you fall, you can treat it as though you fell 10 feet fewer, possibly preventing taking any damage.
You can fall from greater heights without taking damage as you gain levels in this class. You can treat a fall as though you fell 20 feet fewer at 9th level, 30 feet fewer at 13th level, and 40 feet fewer at 17th level.
Starting at 9th level, when you use the Uncanny Dodge feature, you can move half your movement speed without provoking opportunity attacks as part of the reaction.
At 13th level, your flexibility and speed prevents you from being held down. You gain advantage on saving throws against being grappled or restrained.
Additionally, you ignore difficult terrain and moving through another creatures space no longer incurs a penalty to your movement.
At 17th level, you gain advantage when you make a ranged weapon attack against a target that is at least 10 feet below you and when you make a melee weapon attack as part of an acrobatic stunt, such as jumping off a balcony or swinging from a chandelier.
Burglars are well versed in the arts of picking locks. They are able to find their way into areas that others would believe to be inaccessible. They can even sneak into even the most secure of noble houses and escape detection.
Adventuring burglars are usually sought out by mercenary companies for their resourcefulness in exploring dungeons, palaces, and places where others might be stopped by locked doors or secret passageways. These agile, silent, and curious prowlers find the challenge of a tricky lock or an open window irresistible and always find a way to slink away with pouches full of treasure.
When you choose this archetype at 3rd level, you have gained an intuitive sense to understanding the presence and dangers of traps. You gain advantage on Willpower (Perception) checks to find traps and secret doors. You also gain advantage on Agility (Sleight of Hand) checks or when using Thieves' Tools to disable a trap.
Additionally, you become vigilant to the effects of traps. You gain advantage whenever a trap forces you to make an Agility saving throw. You also gain a +1 bonus to AC when a trap makes an attack roll against you. This bonus increases to +2 when you reach 9th level, +3 at 13th level, and +4 at 17th level.
Beginning at 9th level, you instinctively move softly and quietly. You gain a passive Agility (Stealth) score equal to 10 plus your Agility (Stealth) modifier and can no longer trigger alarms or traps that rely on weight, such as pressure plates or trip lines.
Starting at 13th level, if you are within 10 feet of a trap that has been triggered you can use your reaction to make a Thieves' Tools check against the trap's DC to attempt to delay the trap. On a successful check, you delay the trap until the end of your next turn. If you critically succeed the check, you successfully disable the trap, preventing it from activating.
Also at 13th level, when a creature you are aware of fails a Willpower (Perception) check to detect you, you can use a bonus action to use sounds, mirrors, decoys or other clever tactics to mislead them. A creature that has been misled might move their investigation to another area or abandon their search altogether. A misled creature has disadvantage on additional Willpower (Perception) checks to find you again while you remain hidden.
At 17th level, when a melee attack that targets you misses, you can use your reaction to force the attack to strike another creature within range of the attack. The creature rerolls the attack against the new target.
You focus your training on the art of the the art of the blade, relying on speed, elegance, and charm in equal parts. While some fighter are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and swashbucklers typically belong to this archetype.
A pirate excels in single combat, and can fight with two weapon while safely darting away from an opponent.
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.
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Personality modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.
At 9th level, your charm becomes extraordinarily beguiling, As an action, you can make a Personality (Persuasion) 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.
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.
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.
While most thieves spend their time practicing being unheard and unseen, ruffians take a different approach. Relying on brute strength and browbeating, rather than finesse and speed, these brash thieves pummel and intimidate their foes into submission.
When you choose this archetype at 3rd level, you gain proficiency with the Intimidation skill if you don't already have proficiency with it. You also gain advantage on all attempts to bribe someone.
Also at 3rd level, you can now use your Sneak Attack feature with unarmed strikes or with blunt weapons that do not have the heavy, two-handed, or versatile trait. You can roll a d4 in place of the normal damage of your unarmed strike.
Debilitating Strike. Your critical hits with blunt weapons are particularly devastating. When you score a critical hit against a creature when using a blunt weapon or with an unarmed strike, you can apply a debilitating strike to the target. You know the Hamstring debilitating strike at 3rd level and learn one additional debilitating strike at 9th, 13th, and 17th level.
Saving Throws. Some of your debilitating strikes require your target to make a saving throw to resist the strikes effects. The saving throw DC is calculated as follows:
Debilitating Strike DC = 8 + your proficiency bonus +
your Agility modifier
At 9th 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.
At 13th level, after you kill a foe, or knock one unconscious, you can use a reaction to make a Personality (Intimidation) check with advantage against another enemy that can see and hear you. On a failed save, the creature has disadvantage on attacks until the end of your next turn.
Beginning at 17th level, when you use the Attack action to make a weapon attack on your turn, you can make an unarmed strike as part of that action.
The debilitating strikes are presented in alphabetical order. If a debilitating strike has prerequisites, you must meet them to learn it. You can learn the strike at the same time that you meet its prerequisites. A level prerequisite refers to your level in the class.
Prerequisite: 17th level, Stunning Strike
The target is knocked unconscious. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.
The target has disadvantage on concentration saving throws for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.
The target has disadvantage on attacks for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.
The target becomes hamstrung and can only move 5 feet for the next minute. The hamstrung creature can make an Agility saving throw at the end of each of it's turns to end the effect.
Prerequisite: 17th level, Stunning Strike
The target is paralyzed for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.
The target must make a Strength saving throw. On a successful save, the creature is pushed away 10 feet. On a failed save, the creature is also knocked prone.
Prerequisite: 13th level
The target is stunned for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.
The next attack made against the target before the end of your next turn has advantage.
Prerequisite: 13th level, Unbalancing Blow
The target is vulnerable to next attack that deals bludgeoning, piercing, or slashing damage to it.