Thief | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Thief


Hit Points

Hit Dice: d8 per Thief level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per thief level after 1st

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, katanas, rapiers, scimitars, wakizashis
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Stealth, Persuasion, Investigation

Class Features

Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.   Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can treat your attack as if a wounding strike (-1 wound penalty) to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need an advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have a disadvantage on the attack roll. If you choose the weak point wound, you deal 1d6 extra damage as normal, but the damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Thief table.   Thieves’ Cant During your thief training, you learned thieves’ cant, a secret mix of dialect, jargon, and code in any language that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Such marks are usually found with a DC 15 Wisdom (Perception) check in an area.   Thief Talent Starting at 2nd level, you may gain one thief talent, abilities that represent your ability to function under pressure or perform specialized tasks, either by quick thinking, good use of skill, special aptitude towards magic, or by lightning-fast reflexes. Whenever you qualify for another talent (at levels 2, 5, 7, 11, 15, and 18, you can choose another talent or gain another use of existing talent. All abilities have DCs of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) if they allow a saving throw. You may also choose to gain a hunter or warrior talent you qualify for.   Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your thief abilities. All archetypes are detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.   Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.   Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.


Starting Equipment

a rapier, 5 shuriken, burglar’s pack, Leather armor, two kunai, and thieves’ tools or poisoner’s tools


Subclass Options

Assassination You are a deadly master of poisons, who can dispatch various victims with vicious strikes and amazing talents. Assassins are usually independent agents who perform contracts with various organizations to further their own goals.   Assassinate. Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have an advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Also, if you don’t already have proficiency with a poisoner’s kit, you gain proficiency in it, and you gain an advantage to saving throws against your own poisons.   Disrupting Strike [Strike]. Also starting at the 3rd level, you gain experience in fighting casters. Whenever you deal sneak attack damage with a melee weapon, you may give up a portion of the damage to disrupt the target for one round per 1d6 of sneak attack given up. While disrupted, a target of this ability must make a Constitution check every time they cast a spell or jutsu, with a DC equal to half the melee damage you dealt with them with the sneak attack. On a failed check, the Jutsu is lost, and the resources are expended without benefit.   Dispatch. Starting at 9th level, whenever attacking a target that is below half hit points, your sneak attack dice improves from 1d6 to d10.   Expert Poisoner. Starting at the 13th level, the Poisoned condition if delivered by you also inflicts disadvantage on one saving throw type you choose for the duration of the condition. You also gather triple the normal amount of crafting materials for poisons when harvesting (such as from raw materials, downtime, or from creatures).   Vendetta. Starting at the 17th level, you may mark one target within 100 feet with action, and have an advantage to all Wisdom (Perception) checks to perceive them, as well as advantage to the first attack of every turn against them. The benefits remain for one minute and may be used once before a short rest.


Created by

KingOsiris.

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