Thief

Thieves are masters of stealth, theft, opening things, and staying out of harms way, despite their knack for getting themselves into trouble. They are the masters of the criminal underworld, and the best kind of people to have around when moving silently is preferred. They are light on their feet, flexible in a fight, and always weighing their options.

“The thieves from the epics of old could nick the king’s sceptre from his hand. I just got it while he was asleep.”

Thief Table

Level

Attribute Points (Total)

Skill Points (Total)

Saving Throw Points (Total)

Features

Sneak Attack

1

-

6 (6)

Infamy, Thieve’s Cant, Cunning

-

2

1 (1)

1 (7)

Steal, Cloak and Dagger

-

3

1 (2)

1 (8)

1 (1)

Sneak Attack, Street Smarts

1d8

4

1 (3)

1 (9)

Keystone Feature

1d8

5

1 (4)

1 (10)

Infamy Feature

2d8

6

2 (6)

2 (12)

1 (2)

Nimbleness

2d8

7

2 (8)

2 (14)

Evasion, Street Smarts II

2d8

8

2 (10)

2 (16)

Keystone Feature

3d8

9

2 (12)

2 (18)

1 (3)

Infamy Feature

3d8

10

2 (14)

2 (20)

Cunning II, Safe Step

3d8

11

2 (16)

2 (22)

Attack Efficiency

4d8

12

3 (19)

3 (25)

1 (4)

Keystone Feature

4d8

13

3 (22)

3 (28)

Infamy Feature

4d8

14

3 (25)

3 (31)

Savvy, Street Smarts III

5d8

15

3 (28)

3 (34)

1 (5)

Thief’s Wit

5d8

16

3 (31)

3 (37)

Keystone Feature

5d8

17

3 (34)

3 (40)

Infamy Feature

6d8

18

4 (38)

4 (44)

1 (6)

Elusive

6d8

19

4 (42)

4 (48)

Cunning III

6d8

20

4 (46)

4 (52)

Keystone Feature

7d8

21

4 (50)

4 (56)

1 (7)

Master Thieve’s Luck

8d8

Class Features

Starting Vitality

As a Thief at level 1, you start with 15+1d12+CON Vitality.

See: Vitality

Starting Skills

As a Thief, you start with 6 skill points.

Additionally, you have a +1 bonus to your Stealth and Sleight of Hand skills.

Weapon Proficiencies

Daggers, Swords, Hammers, All Ranged Weapons.

Armor Proficiencies

Light Armor.

Starting Equipment & Gold

When creating your character, you may choose from the following equipment, as well as what is granted:

  • Any weapon worth no more than 30 gold, or 10 gold.

  • A ranged weapon worth no more than 70 gold, or 30 gold.

  • A case full of any throwing weapon, or 1 gold.

  • A case full of arrows or bolts, or 1 gold.

  • A set of armor worth no more than 20 gold, or 10 gold.

  • A pair of gloves, a cloak, and a set of fine clothes, or 1 gold.

  • A keyring, or 1 silver.

  • A crowbar, or 3 silver.

  • A bandoleer, canteen and a satchel, or 3 gold.

  • A rucksack, or 3 gold.

  • Any Tool of your choice, or 5 Gold.

  • Thieves Tools.

  • 100 gold.

  • 10d10 gold.

You can use any gold you have to purchase items and add them to your inventory before you finalize your character.

Infamy of Thieves

Through a life of crime, or underhanded deeds, a thief slowly builds a reputation, or an infamy, among those they associate with. Some strangers may heed your name, having heard of your daring feats of skullduggery and such. You embody an archetype among thieves, known as your Infamy.

Below are a list of Thief Infamies, and what they gain at each Infamy Feature. You can have only one Infamy. You gain infamy features at level 1, 5, 9, 13, and 17.

Burglar

A cunning, sneaky type - the best burglars are never seen making off with their prize. Their skills revolve around staying unseen, whether they are breaking in or out.

Tooler

A Tooler is a specialized thief who focuses on using trinkets, tools and other equipment in order to complete tasks others couldn’t. Picking locks, cracking safes, punching holes, dismantling or setting traps are all in a days work for a Tooler.

Brigand

Brigands are lifetime criminals who generally take things through force or coercion. They are known to prey upon travelers or caravans, and survive off the life of loot and plunder. They know the dirty tricks, and they pick up even more with experience.

Thieve’s Cant

At level 1, you learn to speak in code and underground slang in order to address other criminals and lurkers, and learn the special language of Thieve’s Cant. In speech, it may sound like the common tongue, but riddled with code words and contextual slang. For example, “I palled a peeler,” means “I saw a guard coming this way” in some criminal circles.

Thieve’s Cant may also include signals, such as a specific hand sign to be used among gang members in a certain city, or a backwards brush of the left shoulder to signify a good target to steal from.

Cunning

At level 1, the Hide, Disengage, Dodge, and Escape actions all cost 1 less AP, with a minimum cost of 1 AP.

At level 10, these actions cost 1 less AP.

At level 19, these actions cost 1 less AP.

Steal

At level 2, you’ve learned to take what not is yours efficiently and effectively, even amidst the fray of combat. For 3 AP, you may specify an item and attempt to steal it. To steal, you need to have an empty hand, and the item you are stealing must not be equipped, however it may be worn. Make a Sleight of Hand check, which must exceed or roll equal to the target’s Passive Perception. If you are Hidden, you Steal at advantage.

You must be capable of carrying the item to steal it, and in specific circumstances your DM may ask you to make additional checks when stealing an item, such as a heavy item making you make a Strength check.

Cloak and Dagger

At level 2, you have Advantage on Stealth checks made to Hide.

You have advantage on checks made to take or resist the Stagger action.

You are Hidden from enemies that are Incapacitated.

Sneak Attack

At level 3, you deal extra damage to creatures with attacks while you are hidden from them. This scales with your Thief Level, as shown on the Thief Table. You can use Sneak Attack once per turn.

Street Smarts

At level 3, you have honed your skills enough to be notable. Choose one of the following benefits. You choose an additional benefit at levels 7 and 14. You cannot choose the same benefit twice.

Senses: You gain a +1 bonus to your Wisdom attribute, and a +1 bonus to your Perception checks.

Slyness: You gain a +1 bonus to your Charisma attribute, and a +1 bonus to your Deception checks.

Sharpness: You gain a +1 bonus to your Intelligence attribute, and a +1 bonus to your Memory checks.

Swiftness: You gain a +1 bonus to your Dexterity attribute, and a +1 bonus to your Sleight of Hand checks.

Nimbleness

At level 6, you gain a +3 bonus to your Initiative rolls, and gain an additional 5 feet of Movement.

You are Hidden from enemies that are Staggered.

Evasion

At level 7, if a Dexterity Saving Throw’s success would have you take half damage from a source, you instead take no damage.

Safe Step

At level 10, if an Attack misses you, you can move 5 feet without provoking Attacks of Opportunity, as a reaction.

Attack Efficiency

At level 11, your Attack action costs 1 less action point.

Savvy

At level 14, when you make a Skill check with a skill you have invested at least 5 skill points in, if you roll a d20 roll of 9 or lower, you may treat it as a 10.

Thieve's Wit

At level 15, you may choose to add your Wisdom bonus to an Ability Check or Saving Throw you make after the roll has been made once per Rest.

Elusive

At level 18, if you are not incapacitated, attacks cannot be made at advantage against you.

Master Thieve’s Luck

At level 21, If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check or saving throw, you can treat the d20 roll as a 20.

You may use this ability once per Rest.