Thief
Thieves share little in common with each other. Some are stealthy burglars. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don’t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money.
Weapons: Club, crossbow, dagger, shortbow, shortsword
Armor: Leather armor, Studded Leather
Hit Points: 1d6 per level
Class Skills: Athletics, Craft (Tinker), Deception, Perception, Stealth
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). Additionally, 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
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