Prime Abilities: Dexterity Hit Dice: 1d4 Armour: Leather armor; no shield Weapons: Any, but magical weapons are limited to daggers and swords Ancestries:Humans,Dwarves,Elves,Halflings Tags:#sneaker
Description
Thieves are adventurers who live by their skills of deception and stealth. They have a range of specialised adventuring skills unavailable to other characters. You are the eyes and ears of the adventuring party, the one who handles the perils of the dungeon itself. Thieves get some unique skills as well as advantage on some common skills, they are the original skill monkeys!
Combat
Valuing stealth above all, thieves can only wear leather armour and cannot use shields. They can use any weapon.
Backstab: When attacking an unaware enemy, the Thief gains +4 to hit and inflicts double damage.
Save Bonus
Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
Skills
Good Ears: Thieves roll with advantage on Hear Noise checks.
Good Climber: Thieves roll with advantage on Climbing checks.
Thief Class Skills
Thieves gain expertise points to improve their chance of success with their class skills. Each point allocated to a skill improves the chance of success by 1-in-6. Multiple points may be allocated to a skill, further increasing the chance of success. For example, if 2 points are allocated to a skill, the chance of success is raised to 3-in-6 (from the base 1-in-6 chance of success).
Base chance of success: All thief class skills begin with a 1-in-6 chance of success. Gaining levels: At character creation, a thief has 4 expertise points to allocate. A thief gains 1 expertise point to allocate. Maximum chance of success: No skill may be raised above 5-in-6.
This skill is for disabling or removing small mechanical traps such as poisoned needles. Some item traps are detected automatically, but removing them always requires a roll.
Thieves have borderline supernatural sneaking skills. Anyone can hide, of course, but thieves can hide in nothing but a shadow. Additionally, in some circumstances Thieves may roll this check after the rest of the Party is Surprised to see if they can dive for the shadows and stay hidden.
Thieves have the skill to move silently (i.e. making absolutely no sound whatsoever). Non-thieves cannot sneak unnoticed in silent environments.
Silent environments: Moving silently is required to sneak unnoticed in a completely silent environment. e.g. if a guard is standing quietly listening for intruders, a roll to move silently may be required. Noisy environments: Thieves can sneak unnoticed without a roll in environments with background noise (i.e. where moving absolutely silently is unnecessary). This includes combat. Failed rolls: A thief who fails their roll to move silently is still assumed to be moving quietly, thus the normal surprise rules apply).
Thieves are trained in the subtle art of picking pockets.
Target Level: chance of success is reduced by 1-in-6 per three levels of the victim (e.g. a 6th level victim reduces success by 2-in-6). A roll of 6 means that the attempted theft is noticed.