Thieves are urban specialists, the kind
of class that requires a deft touch, subtlety being the watchword as
thieves are less about toe to toe and rather more tick to toe to tack to a
blade in the back.
This one required deeper oversight as 5th Edition made the thief way too forgiving and thuggish: d8 hit
dice, a ridiculous and mindboggingly easy to trigger “sneak attack” that puts the class as near equal to the fighter in damage output, a crass example of a feature designed to hold the player’s hand rather than demanding even the tiniest whiff of
skill. Despite being one of the core
archetypes, I see the thief as an advanced class option, one whose path to
greatness comes about by slowly unpacking a matryoshka of versatility rather
than measure who’s got the bigger die size to fall back upon. As such, this meant plenty of padding
at the different levels, as the class is intended to slowly but surely gain in power though always as a second dish to flavour.
Crossing the decision point that made me halt my progress with the fighter, the archetype subclasses went the way of the chopping block, as I feel
their features ought to be either integrated into the main class structure and
fill up the inane “ability score improvement” dead space or else split into a
separate class entirely.
Another early drawn conclusion was
that the Investigation skill simply had to cease existing. Like the “dungeoneering”
forebear of 4th edition, its undefined nature and lack of a grounded practical use makes its
existence difficult to justify. At face value, it is like having a skill called
'playing DnD' baked into the charsheet.
The Thief
Level
|
Proficiency Bonus
|
Features
|
1st
|
+2
|
Backstab, Thieves’ Cant, Thieving Expertise
|
2nd
|
+2
|
Deep
Pockets, Dirty Fighting
|
3rd
|
+2
|
Cunning Action, Fast Hands
|
4th
|
+2
|
Second-Story
Work, Uncanny Dodge
|
5th
|
+3
|
…
|
Class Features
Hit Dice:
1d6 per level
Proficiencies:
Thieves tools, Light armour, Simple weapons, hand crowssbows, longswords,
rapiers, shortswords
Saving Throws: Dexterity,
Intelligence
Skills: Choose
two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation
(Mechanisms), Perception, Performance, Persuasion, Sleight of Hand and Stealth
Level 1
Backstab
If the thief attacks a humanoid
target unaware of his presence (or otherwise caught completely off-guard) the
attack will have its damage multiplied by the thief’s proficiency modifier.
Thieves’ Cant
Allows dissimulated verbal,
nonverbal and symbolic communication of simple concepts, urban or thieving
related, to a speaker of the same language that is also fluent in the cant. Use
of the cant will mark the thief as ‘someone in the know’, modifying the
reaction roll from other seedy elements by 1, if they are nonhostile.
Thieving Expertise
A thief always counts as trained
in the relevant skill when attempting the classic thieving suite of lockpicking, pickpocketing, climbing, stealth, finding and removing traps. If
already proficient, this feature doubles his proficiency modifier.
Level 2
Deep Pockets
Objects concealed on the
thief’s person resist casual detection: small items numbering up to the
character’s Intelligence modifier may be stashed (minimum of 1) in the inventory, their slot
number determining the DC a visual inspection or casual patdown must beat to
reveal them; concealed weapons deduct the weapon’s damage die from the searcher’s
DC.
Dirty Fighting
An enbattled thief is constantly
angling for whichever chinks, joints, soft spots and vital organs he can exploit.
Whenever an attack made at Advantage
hits with both rolls add the proficiency die to the damage inflicted.
Level 3
Cunning Action
The thief can Dash, Disengage or
Hide as bonus actions in combat.
Fast Hands
Adroitness becomes the thief, who
once per turn may draw a light weapon or another small item from his fast
access slots as a free action. He algo gets Advantage
on rolls to access the inventory.
Level 4
Second-Story Work
The thief becomes inured to
heights, climbing faster than normal as he ignores extra movement costs on
simple aided climbs and gains Advantage
on climbing rolls. In addition, when making a running jump, the distance
covered increases by a number of feet equal to the thief’s Dexterity modifier.
Uncanny Dodge
The thief may use his reaction to
dodge an impending attack he can perceive, forcing it to be made at Disadvantage.
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