Thief
⟵ Rogue
Hunt for Treasure as a Classic Adventurer
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
Level 3: Fast Hands
As a Bonus Action, you can do one of the following.
Sleight of Hand. Make a Dexterity (Dexterity (Sleight of Hand) allows you to pick a pocket, conceal a handheld object, or perform legerdemain.
) check to pick a lock or disarm a trap with Ability: Dexterity Weight: 1 lb. Cost: 25 GP
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
or to pick a pocket.
Use an Object. Take the You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, or take the When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. See also Concentration .
action to use a magic item that requires that action.
Level 3: Second-Story Work
You've trained to get into especially hard-to-reach places, granting you these benefits.
Climber. You gain a Climb Speed equal to your Speed.
Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
Level 9: Supreme Sneak
You gain the following Cunning Strike option.
Stealth Attack (Cost: 1d6). If you have the [[errata]]
Editor's Note The Hide action has been modified so the Dexterity (Stealth) check is only made when the first enemy attempts to notice you.
[[/errata]]
With the Hide action, you try to conceal yourself. You must be Heavily Obscured or behind Three-Quarters Cover or Total Cover , and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you.
While you are hidden, the next time a creature might notice you, you must make a Dexterity (Stealth ) check contested by its Wisdom (Perception ). If you succeed, you gain the Invisible condition. As long as you are hidden, you will use the same Dexterity (Stealth ) check result for any further enemies to notice you.
You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.
action's While you have the Invisible condition, you experience the following effects.
Surprise. If you're Invisible when you roll Initiative , you have Advantage on the roll.
Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed.
Attacks Affected. Attack rolls against you have Disadvantage , and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.
condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover gives you +5 bonus to AC and Dexterity saving throws.
or Total Cover means you can't be targeted directly, by attacks or spells that require a target.
.
Level 13: Use Magic Device
You've learned how to maximize use of magic items, granting you the following benefits.
Attunement. You can attune to up to four magic items at once.
Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
Scrolls. You can use any , using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Intelligence (Arcana) allows you to recall lore about spells, magic items, and the planes of existence.
) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
Level 17: Thief's Reflexes
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative determines the order of turns during combat. The Playing the Game#Combat rules explain how to roll Initiative.
Sometimes a DM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also Combat .
and your second turn at your Initiative minus 10.
Source: Player's Handbook, p. 137