Thief
Thief
Req. 16+ Dexterity and have stolen something
1. Quick Fingers: Passive
You have advantage on stealing checks. Every 10 levels you gain an additional point in DEX and CHA. Whenever you roll a 20 you may choose to trade that critical for a lucky break. Lucky breaks can be exchanged for a reroll as an interrupt.
2. Pickpocket: At-Will Action
You pick a NPC target of your choosing and pick their pockets, having an equal chance of either getting nothing, getting coins, getting loot, or getting a rare item. You can only pick a person’s pocket once.
3. Thieves Intuition: Daily^3 Action (S)
Scan the surrounding area for any hidden enemies, traps or treasures if you roll over 10 you will find something (if applicable) if over 18 you gain an additional shift with three extra spaces and an action that rolls with advantage.
4. Strategic Extraction: Daily Action
Roll a d20 and add your DEX mod, if the total is over 16 you slip out of the encounter, refreshing your encounters and de-engage enemies and granting you stealth. You may reenter as you please but you must reroll initiative.
5. Quick Getaway: Daily Shift
You can flee from an encounter or area without fail.
6. Mark of the Thief: Encounter Action (S)
Mark a target during battle, they get a de-buff which reduces their DEX stat by your DEX mod and when they die you will get double loot from them.
7. Open Sesame: Daily^5 Action
Attempt to get past a lock, seal etc. roll a d20 and add your DEX mod, if the total is over 13 you succeed, if over 16 you succeed and leave no trace.
8. Quick Dodge: Encounter Interrupt
Roll a d20 and add your DEX mod, if the total is over 10 you successfully dodge the attack, and get an attack of opportunity afterwards.
9. Pay Day: Daily Action
Con a merchant or vendor into buying an item to for twice the price they’re offering you. Or reduce the cost of an item you’re buying by half.
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