Thief
Job Table
| Level | Proficiency Bonus | Stealth Strike Damage | SP/TP | Traits |
|---|---|---|---|---|
| 3 | +2 | 2d4 | 4 | Technical Points, Stealth Strike, Uncanny Movement, In Plain Sight |
| 4 | +2 | 2d4 | Ability Score Increase | |
| 5 | +3 | 3d4 | Professionals have Standards | |
| 6 | +3 | 3d4 | Glancing Blow | |
| 7 | +3 | 4d4 | Expertise | |
| 8 | +3 | 4d4 | Ability Score Increase | |
| 9 | +4 | 5d4 | Uncanny Dodge | |
| 10 | +4 | 5d4 | Must've Been the Wind | |
| 11 | +4 | 6d4 | Covert Cloak | |
| 12 | +4 | 6d4 | Ability Score Increase | |
| 13 | +5 | 7d4 | Overclass | |
| 14 | +5 | 7d4 | – | |
| 15 | +5 | 8d4 | – | |
| 16 | +5 | 8d4 | – | |
| 17 | +6 | 9d4 | – | |
| 18 | +6 | 9d4 | – | |
| 19 | +6 | 10d4 | – | |
| 20 | +6 | 10d4 | – |
Specialties
- Light weapons, finesse weapons, bows, short bows, hand crossbows
Proficiencies
Choose three from:
- Acrobatics, Coercion, Deception, Insight, Investigation, Lock-picking, Pickpocketing, Sleight of Hand, Stealth
- Lock-picking kit
Job Traits
Technical Points. Upon assuming on the mantel of the Thief, you gain access to Technical Points which you may use to power various traits. You begin with 4 Technical Points and gain 2 additional TP each time you gain the Ability Score Increase trait. You regain half of your total TP upon finishing a Short Rest and all of them upon finishing a Long Rest.
Stealth Strike. You are versed in the art of striking from the shadows. When you have Advantage against a creature, you deal additional damage according to the Thief Table when executing an Attack. Additionally, while a creature is within 5ft of a creature who is friendly to you, you may expend one TP to turn your Attack into a Stealth Strike even if you do not currently have Advantage against the target. You may only perform one Stealth Strike per round.
Uncanny Movement. You may expend one TP to Hide or Dash as a Quick Action instead of them costing your Action. If you have already performed a Stealth Strike on your turn, the TP cost is nullified.
In Plain Sight. You are skilled at moving with and through crowds and avoiding notice. While four or more creatures are within 5ft of you, attempts to spot you are made with Disadvantage. Additionally, you may move through space controlled by a hostile creature as if were difficult terrain.
Ability Score Increase. At level 4, and again at levels 8 and 12, you may increase one Ability Score by 2, or two Ability Scores by 1. Alternatively, you may choose to take a Cross-class Trait or Optional Trait instead of increasing your Ability Scores. You may not take more than one Cross-class Trait in this way.
Professionals have Standards. Beginning at level 5, when you use a Lock-picking Kit, you cannot fail unless the mechanism is magically sealed.
Glancing Blow. Beginning at level 6, even when you miss a Weapon Attack, you still deal damage equal to the Ability Bonus you used to make the attack.
Expertise. By level 7, you have lived, learned, and researched much. Select three Skills in which you are proficient. Double your Proficiency Bonus when calculating your total bonus for those Skills.
Must've Been the Wind. Beginning at level 9, when you fail a Stealth Check, you may choose to succeed instead. You must finish a Long Rest to do so again.
Covert Cloak. Beginning at level 10, you are unaffected by the secondary effects of spells while wearing a cloak regardless of who casts the spell. For instance, if you are struck by a spell which deals damage and also halves your movement speed, you take the damage but your movement speed is unaffected. If the spell does not deal damage, you are not immune to the spell.
Uncanny Dodge. Beginning at level 11, when you are affected by a Saving Throw that would cause you to take damage even if you succeed, you no longer take damage on a success. Additionally, when you fail, you instead take halved damage.