Thief (5A)
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This is a Rogue subclass for 5A.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
Source: Player's Handbook
Subclass Features
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. Out of combat, you can make one attempt to do these things per minute without risk of attracting attention.
You can use Dexterity (Sleight of Hand) to trick an opponent within 5 ft. Make a roll with a DC equal to target's passive Wisdom (Perception). If you succeed, the target is Stunned until the end of your current turn.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement and you can use Dexterity (Acrobatics) as if it was Strength (Athletics) to climb.
In addition, when you jump, the distance and height of your jumps are based on your Dexterity and Dexterity bonus instead of Strength. make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 3rd level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Safe Stash
At 9th level you become hard to detect by magic. You, allies within 30 ft. of you, and a number of places equal to half your rogue level, each within a 10 ft. cube, are protected by Nondetection. It takes an action to apply or remove Nondetection at a location. You do not need a material component and the duration is permanent. If you exceed your maximum number of locations, one location of your choice stops being protected.
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 class, race, and level requirements on the use of 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.
Designer's Notes
Moving Supreme Sneak to 3rd level and introducing a feint option to Sleight of Hand both improve the thief's combat abilities. The new ability Safe Stash looks good on paper, but this rarely comes up in play because the players are the proactive party. However, around this level you begin facing powerful mages who may use scrying and detection spells.