Difference between revisions of "SRD5:Thief"
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+ | '''Thief''' is a {{srd5lc|Roguish Archetype}} in 5th edition. [[Summary::Burglars, bandits, cutpurses, treasure seekers, explorers, delvers, and investigators| ]] | ||
− | [[ | + | 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. |
− | [[Category:Subclass | + | |
− | [[Category:5e Roguish Archetypes | + | ====Fast Hands==== |
+ | Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity ([[SRD5:Sleight of Hand|Sleight of Hand]]) check, use your thieves’ tools to disarm a [[SRD5:Trap|trap]] or open a [[SRD5:Lock|lock]], or take the [[SRD5:Use an Object|Use an Object]] action. | ||
+ | |||
+ | ====Second-Story Work==== | ||
+ | When you choose this archetype at 3rd level, you gain the ability to [[SRD5:Climb|climb]] faster than normal; climbing no longer costs you extra [[SRD5:Movement|movement]]. In addition, when you make a [[SRD5:Running Jump|running jump]], the distance you cover increases by a number of feet equal to your Dexterity modifier. | ||
+ | |||
+ | ====Supreme Sneak==== | ||
+ | Starting at 9th level, you have advantage on a Dexterity ([[SRD5:Stealth|Stealth]]) check if you move no more than half your speed on the same turn. | ||
+ | |||
+ | ====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 [[SRD5:Class|class]], [[SRD5:Race|race]], and level requirements on the use of [[SRD5:Magic Item|magic item]]s. | ||
+ | |||
+ | ====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 [[SRD5:Round|round]] of any combat. You take your first turn at your normal [[SRD5:Initiative|initiative]] and your second turn at your initiative minus 10. You can’t use this feature when you are [[SRD5:Surprise|surprised]]. | ||
+ | |||
+ | ==Sources== | ||
+ | * [[SRD-OGL v5.1]] | ||
+ | |||
+ | {{5e SRD Class Footer}} | ||
+ | {{DEFAULTSORTKEY: Thief 5e}} | ||
+ | [[Category:5e]] | ||
+ | [[Category:SRD5]] | ||
+ | [[Category:Subclass]] | ||
+ | [[Category:5e Subclasses]] | ||
+ | [[Category:SRD5 Classes]] | ||
+ | [[Category:5e Roguish Archetypes]] |
Revision as of 05:05, 30 October 2018
This material from the 5th edition (2014) SRD v5.1 is published under the OGL and CC-BY |
Thief is a roguish archetype in 5th edition.
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.
Contents
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.
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. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
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.
Sources
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