Thief


 

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Additionally, you gain proficiency in the Sleight of Hand skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either Sleight of Hand or Thieves Tools proficiencies.

 

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; you gain a climb speed equal to your walking speed. This allows you to climb of vertical surfaces, but if you stop on a vertical surface, you must keep at least one hand on the surface or immediately fall.

In addition, the distance you can jump increases, the distance you cover increases by a number of feet equal to your Dexterity modifier + your Proficiency bonus.

 

Supreme Sneak

Starting at 9th level, you have advantage on Dexterity (Stealth) checks and you can attempt to hide even when you are only lightly obscured, such as by heavy rain, falling snow, patchy fog, moderate foliage, or a creature your size or larger.

 

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all attunement requirements on the use of magic items, and you don't need access to a class's spell list to make use of spell scrolls, and you use your proficiency bonus in place of your spellcasting ability modifier to determine whether you cast the spell successfully.

Additionally, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 17th level, this limit increases to five magic items.

 

Thief's Reflexes

When you reach 17th level, you have become 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 and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

 

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