Thief in Cynkard | World Anvil
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Thief

Restricted races: none

You are a figure in the shadows, an expert in stealth and delicate tasks. Locks, traps, and scouting are your trade; you are the eyes and ears of the adventuring party, the one who handles the perils of the dungeon itself. In many ways, you are a scholar of the world; in the course of your profession you pick up knowledge about languages and even magic. True, in combat you are not the equal of armored Fighters or Clerics, but they rely on your knowledge and specialized skills to get them safely into and out of the dangerous places where treasure is to be found. You are the guide; the scout; and when necessary, the deadly blade that strikes from the shadows without warning. In your profession, it takes great skill to survive – the life expectancy of most Thieves is very short. However, if you rise to high level, your reputation in the hidden community of tomb robbers and alley skulkers will attract followers to your side, often enough allies to place you in power as a guildmaster of Thieves. A high-level Thief is a deadly opponent, for such an individual has learned subtlety and survival in the game’s most difficult profession.

Danger Sense

You have an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
At 1st level, you are not attacked with advantage by thieves when surprised.
In addition, you have advantage on Dexterity saving throws against traps. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Find Traps

Thieves may make Wisdom (Perception) checks to search for traps, including magical traps. The DC to find a magical trap is equal to the spell’s saving throw DC. Other characters may attempt such checks, but do so with disadvantage.
To find a trap, you spend time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one minute to locate traps in a 5’ by 5’ foot area.
A successful Wisdom (Perception) check indicates you find a trap, if one is present. If multiple traps are in an area, your Wisdom (Perception) check is applied against all traps in the area.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction.
Once per Attack action or Opportunity Attack, you can 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 thief weapon.
The extra damage increases by 1d6 at levels 4, 8, 12, 16, and 20. You can only Sneak Attack creatures that have a discernible anatomy.

Dodge

Thieves rely upon agility and deftness in order to avoid engaging in toe-to-toe combat with opponents. While heavy-armored fighters and hardy barbarians are able to trade blows in melee, thieves must make the most out of their maneuverability in order to stand a fighting chance in combat.
Beginning at 2nd level, you add 1 to your armor class when wearing light armor and no more than lightly encumbered. At levels 8 and 15 this bonus to armor class increases by 1.

Fleet-Footed

Starting at 3 rd level, you move full speed when making Strength (Athletics) checks to climb, Dexterity (Stealth) checks to move silently, and Dexterity (Acrobatics) checks to maintain your balance on narrow or slippery surfaces.

Read Languages

At 4th level you gain proficiency in the Ciphers skill.
If you already have proficiency in Ciphers, you gain another language skill of your choice (subject to DM approval).

Improved Danger Sense

At 6th level, you gain Improved Combat Sense and can no longer be Sneak Attacked when surprised.

Evasion

At 8th level and higher you take no damage, instead of ½ damage, when you make your Dexterity saving throw against breath weapons, traps, or spells such as Fireball. On a failed save you only take half damage.

Read Magic

At 10th level you can use the Ciphers skill to read scribed spells as if you had cast the Read Magic spell. You can read at the rate of 1 page per minute. The DC of this check equals 12 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. You may cast any spell that you have successfully read. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
This ability may also be used to identify a Glyph of Warding, an Improved Glyph of Warding, or any Symbol spell with an Intelligence (Ciphers) check. The DC of this check is equal to (12 + the spell’s level). As such a 3rd level spell, such as Glyph of Warding, would have a DC of 15.

Greater Danger Sense

At 12th level you get Greater Danger Sense and are no longer vulnerable to Sneak Attacks under any circumstances.
Credit: MedoK81
Ability Requirements: Dexterity 13
Hit Die Type: d6
Alignment: Any
Weapon Proficiencies: Blowgun, club, dagger, dart, light hammer, hand axe, hand crossbow, light crossbow, longsword, mace, quarterstaff, scimitar, sickle, shortbow, short sword, sling, and whip
Armor Proficiencies: Light armor
Skill Proficiencies: Acrobatics, Disable Device, Language (Thieves’ Cant), and Stealth, plus any 3 of the following: Athletics, Ciphers, Disguise, History, Insight, Perception, Performance (any), Poison, Profession (any), and Sleight of Hand
Level Proficiency Bonus Class Features
1 +2 Danger Sense, Find Traps, Sneak Attack (+1d6)
2 +2 Dodge (+1)
3 +2 Fleet-Footed
4 +2 Read Languages, Sneak Attack (+2d6)
5 +3
6 +3 Improved Danger Sense
7 +3
8 +3 Dodge (+2), Evasion, Sneak Attack (+3d6)
9 +4
10 +4 Read Magic
11 +4
12 +4 Greater Danger Sense, Sneak Attack (+4d6)
13 +5
14 +5
15 +5 Dodge (+3)
16 +5 Sneak Attack (+5d6)
17 +6
18 +6
19 +6
20 +6 Sneak Attack (+6d6)

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