Thief Class
Rooftop assassins, grinning con artists, or cloaked cat burglars who can pluck a gem from the claws of a sleeping demon and sell it for twice its worth.
Weapons: Club, crossbow, dagger, shortbow, shortsword
Armor: Leather armor, mithral chainmail
Hit Points: 1d4 per level
Backstab. If you hit a creature who is unaware of your attack, you deal an extra weapon die of damage. Add additional weapon dice of damage equal to half your level (round down).
Thievery. You are adept at thieving skills and have the necessary tools of the trade secreted on your person (they take up no gear slots).
You are trained in the following tasks and have advantage on any associated checks:
- Climbing
- Sneaking and hiding
- Applying disguises
- Finding and disabling traps
- Delicate tasks such as picking pockets and opening locks
THIEF TALENTS
| 2d6 | Effect |
|---|---|
| 2 | Gain advantage on initiative rolls (reroll if duplicate) |
| 3-5 | Your Backstab deals +1 dice of damage |
| 6-9 | +2 to Strength, Dexterity, or Charisma stat |
| 10-11 | +1 to melee and ranged attacks |
| 12 | Choose a talent or +2 points to distribute to stats |
THIEF TITLES
| Level | Lawful | Chaotic | Neutral |
|---|---|---|---|
| 1-2 | Footpad | Thug | Robber |
| 3-4 | Burglar | Cutthroat | Outlaw |
| 5-6 | Rook | Shadow | Rogue |
| 7-8 | Underboss | Assassin | Renegade |
| 9-10 | Boss | Wraith | Bandit King/Queen |
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