Thief
Someone skilled at stealth-based retrieval.
| Hit Dice | 1d6 |
| Armor | Leather or Studded, no shields |
| Weapons | Any |
| Languages | Alignment, Common, Thieves’ Cant |
Core Features
- Backstab: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
| Level | HD | Atk | Save |
|---|---|---|---|
| 1 | 1d6 | 0 | 13 |
| 2 | 2d6 | 0 | 13 |
| 3 | 3d6 | 0 | 13 |
| 4 | 4d6 | 0 | 13 |
| 5 | 5d6 | +2 | 12 |
| 6 | 6d6 | +2 | 12 |
| 7 | 7d6 | +2 | 12 |
| 8 | 9d6 | +2 | 12 |
| 9 | 9d6 | +5 | 10 |
| 10 | 9d6+2 | +5 | 10 |
| 11 | 9d6+4 | +5 | 10 |
| 12 | 9d6+6 | +5 | 8 |
| 13 | 9d6+8 | +7 | 8 |
| 14 | 9d6+10 | +7 | 8 |
Saving Throw Mods
- +2 to Save vs Spells (-2 overall)
Class Skills
- Climb Sheer Surfaces: Make a skilled DEX check at +4 for every 100’ climbed.
- Failure means falling from the halfway point (and taking fall damage).
- Cunning Attack: Describe intended outcome, make a skilled check as indicated by GM.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- Hear Noise: Make a skilled WIS check to use improved listening (at doors, etc.).
- Only works in quiet areas (not in combat).
- Manipulate Traps: Make a skilled DEX check to manipulate a trap.
- Roll once to find and again to remove or avoid (leaving it in place for others).
- On a fail, can’t try again until next Thief level.
- Open Locks: Make a skilled DEX check with thieves’ tools.
- On a fail, can’t try again until next Thief level.
- Pick Pockets: Make a skilled DEX check modified by -1 for each level target is above 5th.
- On a fumble, the attempt is noticed.
- Read Languages: After reaching 4th level, make a skilled INT or WIS check to read non-magical text in any language (including dead languages and basic codes).
- On fail, can’t try again until next Thief level.
- Read Scroll: After reaching 10th level, make a skilled INT or WIS check to read and cast a spell from an arcane scroll.
- On a fumble, a blunder occurs.
- Sneak: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
- Thief Lore: After reaching 3rd level, make a skilled INT check to recall lore pertaining to valuable items, security setups, and famous thieves or heists.
- Advanced Skills: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
Stronghold
After 9th level, may construct a stronghold (usually, a secret hideout).
- Attracts 2d6 (mostly loyal) apprentice thieves of 1st level (not automatically replaced if killed).
- May be used to start a Thieves’ Guild.