top of page

THIEF

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.

 

CLASS FEATURES

As a thief, you gain the following class 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: Thieves toolbox.

 

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 on pickpocket and lockpicking.

 

Stealth

At 1st level, you gain advantage on Stealth checks every time you sneak while wearing leather armor.

 

Sneak Attack

Beginning at 1st level, once per turn you are able to focus your attacks and do additional damage when attacking with one-handed or marksman weapons. You must be hidden, have surprise, or have advantage on your attack.

    At level 1, you do 1d6 additional damage on your attacks. As you gain level, you gain additional damage. Refer to 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.

    Also at 2nd level, you are 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.

 

Wax Key

At level 3, provided you have the provisions, if you come in to contact with a physical key for a short period of time, you are able to make a working key replica out of wax

 

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.

 

Attriubute 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.

 

Grand Facade

At 5th level, when wearing a cowl or mask, you can not be held accountable for any crimes committed, unless you are seen taking off the cowl or mask.

 

Treasure Hunter

Beginning at 6th level, you are able to find 50% more gold from treasure.

 

Muffled Movement

Starting at 7th level, you are now able to wear armors other than leather and still have advantage when you sneak.

If you are wearing leather armor, you always move as if you are sneaking, however you do not gain advantage on your sneak rolls unless you are actively sneaking.

 

Distracting Strike

At level 11, when you are within 5 feet of more than 1 enemy, you are able to use a bonus action to distract one enemy, which grants advantage to next creature to attack 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.

 

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 level 20, you become adept at laying ambushes and quickly escaping danger. You can take 2 turns during 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 also gain advantage on all Acrobatics checks.

 

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.

 

Lightfoot

Beginning at 9th level, you move at full speed while sneaking while maintaining advantage on sneak checks. You also won't trigger trip lines, pressure plates, or weight related traps.

 

Evasion

At level 13, anytime you require to do an Agility Saving Throw, you take half damage on a fail and no damage on a success.

 

Anatomy

Starting at 17th level, you quickly learn the weak points of your targets. You gain +2 to all of your attack rolls.

 

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

Starting at 5th level, when you use the attack action, you can attack twice instead of once, or you can stagger the target, causing them to have disadvantage on attacks until the end of their next turn.

 

Spinebreaker

Beginning at level 9, you can roll one additional die when determining the additional damage of a critical strike.

 

Silent Warmonger

At level 13, your chance to critically strike 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 sneak attack with a blunt weapon or bare fists, you can use a bonus action to attempt to knock out a target for 4 rounds of combat. The target must make an Endurance saving throw. On a failed save, the target is unconscious for 4 rounds, and has no effect on a successful one. 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

Begining 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.

 

bottom of page