Con Artist, Variant (5e Class)

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Master Thief[edit]

Master Thieves are those who have trained for years to become masters the art of thieving. They are the "Key to the World"... They can pick any lock and steal anything. Master Thieves are quick, agile and cunning. They are especially adept in bows and daggers to surprise an enemy from stealth or scout, or to deliver critical hits.

To maintain their nimbleness and stealth, thieves typically utilize Light Armor, and use light shields. They are especially adept at using light weight weapons as the dagger, short sword, broadsword, sabre, war axe, longbow, and short bow.

The Master Thief is the archetypal Stealth character, being masters of the three Dexterity Skills(Acrobatics, Sleight of Hand and Stealth). This naturally makes them great at subterfuge and burglary. On the downside, they are less able in combat.

Stealth is a core thief skill. When plying their shady trade in towns and cities, stealth lets thieves avoid the attention of guards, enemies and house owners, as well as offering opportunities to pick a few pockets. When out adventuring, a sneaky thief can avoid dangerous enemies or deliver powerful Marksman sneak attacks. Security allows the thief to bypass locked doors, or to pilfer dungeon chests full of valuable loot right under the noses of their guardians.

Sneaky in social skills too, Mercantile comes in handy when a thief is selling off their (possibly ill-gotten) gains. High Charisma is needed for a Master Theif as it helps butter up merchants to get even better prices, but perhaps more importantly is also key to resolving some quests without confrontation.

Marksman/archery is the only offensive skill that the thief has. Fortunately, it works well with their other skills; Acrobatics is great for getting to safe sniping perches, Stealth provides a damage boost against unaware enemies, and Light Armor provides some protection without slowing the thief down too much. Thieves prefer to fight using ambushes and evasion, placing guile above brawn. A thief is fast, agile, and highly mobile, and can make effective long range attacks with bows. However, they can find themselves in trouble if they let themselves get cornered by powerful melee opponents.

Creating a Master Thief[edit]

Any race can train to become a master thief, providing they are patient and have a high dexterity. A Master Thief can have any alignment. Most are Chaotic Neutral or even True Neutral. There may be a few of those who have turned to evil and murder. But most are just trying to make some gold without the need for violence.

Quick Build

You can quickly build a Master Thief by following these steps: first, Dexterity should be your higher score, followed by Intelligence and then Constitution. Second, choose the Criminal background. Third, choose the dagger, the shortbow and quiver with 20 arrows, the burglar's pack, the leather armor, the two daggers and the thieve's tools.

Class Features

As a Master Thief you gain the following class features.

Hit Points

Hit Dice: 1d8 per Master Thief level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Master Thief level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Master Thief

Level Proficiency
Bonus
Features Criminal Gambits
1st +2 Thievery, Expert -
2nd +2 Adaptable, Tools of Trade, Criminal Gambits 2
3rd +2 Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Unstoppable Cunning, Uncanny Fugitive 4
6th +3 Archetype Feature 4
7th +3 Sweet Talker, Assassination 5
8th +3 Ability Score Improvement 5
9th +4 Supreme Sneak 6
10th +4 Adaptable Improvement 6
11th +4 Thieve's Reflexes 7
12th +4 Ability Score Improvement 7
13th +5 Use Magic Device 8
14th +5 Archetype Feature 8
15th +5 Improvement, Criminal Mastermind 8
16th +5 Ability Score Improvement 8
17th +6 Unerring Luck 9
18th +6 Archetype Feature 9
19th +6 Ability Score Improvement 9
20th +6 Legendary Outlaw 9

Striking Looks[edit]

Your appearance is stunning, naturally or with some artificial means, and your social skills are unmatched. At 1st level You are breathtakingly beautiful or handsome and you gain a +2 flat bonus to all Deception and Persuasion rolls. You also gain the same flat bonus to any Performance roll as long as you are visible to your crowd.

Thievery[edit]

Starting at 1st level, you learn special tactics and tricks from your criminal career. Your ability to perform these tricks is determined by an amount of cunning dice you have.

Cunning Dice

You gain an amount of cunning dice equal to twice your thief level. Your cunning die is a d6. It becomes a d8 at 5th level, a d10 at 9th level and a d12 at 15th level. You regain all your expended thievery dice when you finish a long rest.

Cunning Recovery

You can regain your cunning by outsmarting an opponent. If you have no cunning dice left, you can take the Dodge action to avoid a hostile creature's attacks and try to regain cunning. If the creature attacks you and misses while dodging, you regain 1 cunning die.

Using your Cunning Dice

You can expend cunning dice to gain a couple of different benefits. These are shown on your Cunning Tricks list down below.

Expertise[edit]

At 1st level, choose two of your skill proficiencies Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Adaptable[edit]

At 2nd level, you can quickly adapt to any situation. Whenever you finish a long rest, you can choose one skill from the Master Thief skill list, or with one of the following tools: Forgery Kit, Poisoner's Supplies, Disguise Kit or gaming sets. You gain proficiency with the chosen skill until you finish a long rest.

Starting at 10th level, you can use this feature when you finish a long rest to gain proficiency in one saving throw of your choice until you finish your next rest. At 15th level, you can choose to double your proficiency bonus with a saving throw or ability check you are already proficient with.

Tools of Trade[edit]

Starting at 2nd level, if you have proficiency with thieve's tools, forgery kit, poisoner's supplies, disguise kit or gaming sets, you can add twice your proficiency bonus in checks made with them.

Criminal Gambits[edit]

Also at 2nd level, you develop special gambits from your criminal endeavors. You learn two gambits at 2nd level, and gain more as you gain levels in this class. If a gambit has a level prerequisite, you must be a Master Thief of that level to learn the gambit.

Every time you learn a new gambit, you can replace one gambit you know for a new one.

Unstoppable Cunning[edit]

Starting at 5th level, when you start combat and have no cunning dice remaining, you regain cunning dice equal to your level.

Uncanny Fugitive[edit]

Also at 5th level, any Wisdom (Survival) checks to track you are made at disadvantage.

Smart Talker[edit]

Starting at 7th level, you can add your Intelligence modifier as a bonus to any Charisma check you make.

In addition, you gain proficiency in either Deception or Persuasion.

Assassination[edit]

At 7th level, whenever you expend cunning dice to add to a damage roll of your attack, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal.

If you had advantage on the attack, you deal maximum damage with both dice, instead of rolling them. If you reduce a creature to 0 hit points with a backstab, you regain 2 cunning die.

Supreme Sneak[edit]

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.

Thief's Reflexes[edit]

When you reach 11th 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.

Use Magic Device[edit]

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.

Criminal Mastermind[edit]

Starting at 15th level, whenever you use a cunning trick, you can choose one allied creature within 60 feet able to see you to also benefit from it.

Unerring Luck[edit]

At 17th level, once in each of your turns when you miss an attack roll, ability check or saving throw using Dexterity, you can reroll it.

In addition, if you haven't used this ability on your turn, you can use it as a reaction to reroll a failed Dexterity saving throw.

Legendary Outlaw[edit]

When you reach the 20th level, your Dexterity and Intelligence scores increase by 4, up to a maximum of 24.

Cunning Tricks[edit]

Backstab

When you damage a creature with a weapon attack that has the light or finesse property, or with a ranged weapon, you can expend one cunning die to add it to the damage roll. You must use this ability before rolling damage.

If you roll the maximum on the cunning die when rolling to add to the damage or reduce the target to 0 hit points, you regain 1 cunning die.

Burglary

When you make a check that allows you to apply your proficiency in Athletics, Acrobatics, Stealth, Sleight of Hand or with the Thieve's Tools, you can expend a Cunning Dice and add it to the roll. You apply this bonus after making the check, but before learning if it was successful.

Cunning Dodge

When you are hit by an attack while wearing light or no armor, you can expend a cunning die as a reaction and add the number rolled to your AC, potentially causing it to miss.

Cat's Agility

When you make a Dexterity saving throw, you can expend one cunning die and add it to the result of your roll, as a reaction. You apply this bonus after making the check, but before learning if it was successful.

Fast Hands

You can spend one cunning die as a bonus 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.

Archetypes[edit]

Marauder[edit]

Not all thieves stalk their victims or wait in the shadows. Some raid and plunder in the open, travelling with roving bands of riders terrorizing isolated villagers and unguarded travelers, stealing cattle and caravans or boarding ships on the open sea.

These are the marauders, warrior bandits whose lust for gold and adventure are only comparable to their martial skills.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in medium armor and with shields. Any benefit applicable only when you wear light armor also applies to you when you wear medium armor and shields.

You also gain proficiency with martial weapons and in the Animal Handling skill.

Combatant Vigor

Starting at 3rd level, you can endure long battles when going to raids. You can use your bonus action and roll your Cunning Die to gain temporary hit points equal to the number rolled + your Constitution modifier.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Warrior's Surge

Starting at 14th level, when you take the Attack action or use your action to take the Dash, Disengage, Dodge, Hide Search or Use an Object actions, you can make an attack using your bonus action.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Reliable Reflexes

Starting at 18th level, whenever you make an ability check in which you have proficiency, or any Dexterity saving throw, if you roll a 9 or lower you can treat it as a 10 instead.

Politician[edit]

Extremely charming individuals who excell and convincing others to support them, and leading their supporters to victory, even if they aren't actually doing much work.

Diplomacy At 3rd level, you master the arts of diplomacy. If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If the creature is Enraged, Hostile, or Opposed to you, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Blameless At 9th level you have mastered the art of shifting blame off of yourself, and often onto other people.You have advantage on Charisma (Deception) checks to convince someone of your innocence. If your check passes, you can roll a Charisma (Deception) check contested by a Charisma (Persuasion) check to shift the blame to another creature of your choosing.

Commanding Voice Beginning at 13th level when a friendly creature makes a melee attack against a creature that is within 5 feet of you, you can use your reaction to grant advantage on the attack roll. Whenever you make a Charisma (Persuasion) check to motivate a crowd or inspire troops, you have advantage on the roll. Count your Charisma score as being 4 higher for the purposes of calculating the maximum loyalty score of followers.

Leadership At 15th level you can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feature again until it has finished a short or long rest.

Rabble Rouser At 18th level you have mastered the ability to get people to follow you. In a settlement of village size or larger you can attract a number of commoners equal to 5 times your Charisma modifier who will serve you loyally and even fight for you, at no cost besides basic lifestyle expenses. You may use a bonus action on each of your turns to command the commoners to take one of the following actions in addition to their movement: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object. The commoners add your proficiency bonus to their AC, attack rolls, and damage rolls, and your level to their HP.

Guild Master[edit]

Commanding rings of illicit activities and acting as architects of great criminal plans, guild masters are the mentors, the masterminds behind criminal organizations, gangs and bands. These are the mobsters, pirate captains and crime lords, spreading their webs trough the criminal underworld.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in the Intimidation, Deception or Persuasion skill. You add twice your proficiency bonus in checks made with the chosen proficiency.

Crime Boss

Starting at 3rd level, as a bonus action, you can take the Help action to help a creature within 30 feet of you. In addition, whenever you take the Help action, you can spend one cunning die to allow the creature you are helping to use either the Assassinate or Burglary cunning tricks, using the result in that die.

Alternatively, you can spend a cunning die as a reaction to allow the target to use either Cunning Dodge or Cat's Agility, using its reaction.

Tactical Ploy

Starting at 6th level, you can take another bonus action on your turn, or another reaction. You can use this feature a number of times equal to your Intelligence modifier, and regain your uses of it after finishing a long rest.

Organized Crime

Also at 6th level, any creature within 10 feet add your Intelligence modifier as a bonus to their Dexterity (Stealth), (Sleight of Hand), and to checks with the thieve's tools.

The range of this feature increases to 30 feet at 18th level.

Advanced Stratagems

At 14th level, whenever you use a Cunning Trick, you can command another creature within 30 feet to also take a cunning trick, without spending additional die, using a bonus action or a reaction depending on the chosen cunning trick.

Crime Lord

When you reach the 18th level, when an allied creature approaches an area within 30 feet or end its turn there, you can use your reaction to allow that creature to take the Dash, Disengage or to make one Attack as a reaction.

Magician[edit]

Using smoke and mirrors to aid in their plots, magicians are masters of illusion, making objects and people disappear in thin air. Although not thieves per se, their tactics and techniques bear many similarities with those of the burglars, using deception and quick hands to distract the eyes and accomplish their great trick.

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Sleight of Hand skill.

Magical Trickery

Starting at 3rd level, you learn how to use your cunning to create magic. When you finish a long rest, you can prepare an amount of spells from the Illusion school on the Wizard's spell list equal to your Intelligence modifier + half your Master Thief level (rounded down).

You can spend an amount of cunning dice to cast the prepared spells: 1 die (1st-level spells), 5 dice (2nd-level spells), 9 dice (3rd-level spells), 13 dice (4th level spell) and 17 dice (5th level spell).

In addition, if you have at least one cunning die, you can cast prestidigitation and minor illusion.

Intelligence is your spellcasting ability for your Magical Trickery.

Advanced Arcana

At 6th level, you learn a more destructive side of your arcane power. Choose one 1st-level spell of your choice from any school, in the Wizard's list. That spell is always prepared for you and doesn't count against your number of prepared spells.

Whenever you gain a level in this class, you can replace your advanced arcana spell from a new one.

In addition, whenever you spend your cunning dice to cast a spell, you can use a cunning trick until the start of your next turn without spending additional die.

Illusory Destruction

At 14th level, your tricks become more real and dangerous. Whenever you spend cunning dice to cast a spell, choose one creature within 30 feet to be affected by a illusory danger. The target must succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to the number of dice rolled to cast a spell, or half as much on a success.

The Prestige

At 18th level, you reach the apotheosis of your magical trickery. When you finish a long rest, you can prepare one spell of 7th-level or lower in the Wizard's spell list from the illusion school. You can cast the prepared spell once, without spending cunning dice. You still have to offer any components and respect its casting time.

Once you use this ability to cast a spell, you can't do it again until you finish a long rest.

Criminal Gambits[edit]

Accuracy

prerequisite: 5th-level

If you haven't moved on your turn, you can give yourself advantage on ranged weapon attack rolls you make on your turn. In addition, both the short and long range of your ranged attacks is doubled when you do so.

After using this gambit, your movement speed is reduced to 0.

Beat

Once in each turn, when you hit a creature with a light melee weapon, you can move 10 feet without provoking opportunity attacks from that creature.

Blade Stealer

You become able to steal your opponent's weapons even when fighting. Whenever a creature misses you with a melee attack by 1 or 2, you can snatch its weapon from its hand, if you have a hand free.

You can't use this ability while wearing armor heavier than light.

Brawler

You have learned how to handle yourself in combat with the bare hands. You can use your Dexterity, instead of Strength, for your Unarmed Strikes. In addition, you roll a d4, instead of your normal damage for unarmed strikes.

Card Thrower

prerequisite: Magician

You can fling your cards with speed and accuracy enough to harm someone. You can use playing cards as simple ranged weapons, with the finesse, light and thrown property (30/120). You can use your Intelligence, instead of Dexterity, for attacks and damage rolls with it.

On a hit, it deals 1d8 slashing damage. A playing deck has 52 cards.

Cleaver

prerequisite: 5th-level You are extra mean with a knife. Once per turn when you hit a creature with a dagger, you deal additional 1d6 damage.

Clouting

You can disappear in the night, facilitating your access. When you are in dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell or are no longer in dim light or darkness.

You can use this ability twice, regaining your uses of it after finishing a long rest.

Distraction

As an action, you can create a distraction on your turn. All creatures within 5 feet of you must succeed on a Wisdom (Insight) against your Charisma (Deception) or Dexterity (Sleight of Hand) check. On a failed contest, they loose their reaction. In addition, after this distraction, you can take the Dash action as part of the same action, even passing trough spaces occupied by hostile creatures if they have failed the saving throw.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Dungeon Crawler

You take half damage from traps and falling. In addition, you have advantage on any Intelligence (Investigation) checks made to look for traps and hidden passages.

Escape Artist

prerequisite: Get Away, 9th-level

You can cast Zephir Strike once, without spending a spell slot, and regain the ability to do so after a short or a long rest.

In addition, when you use your Get Away feature you can cast zephir strike as part of the same bonus action.

Fast Reload

prerequisite: marauder

When you make an attack with a weapon that has the loading property, you can ignore that property.

Flight or Flight

prerequisite: Get Away

When you are under the effect of get away, you can take the Dash and Disengage actions as a bonus action.

Frantic Escape

prerequisite: Get Away, 5th-level

Get Away lasts for 10 minutes.

French Leave

prerequisite: Get Away, 5th level

You can start Get Away on the start of your turn without taking an action, rather than using a bonus action.

Get Away

You can enter in a state of frenetic flight using your bonus action. For 1 minute, when you move, you can instead take two short movements by flying. Each movement is at half your speed, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.

Once you use your get away feature, you can't use it again until you finish a short or a long rest.

In addition, whenever your proficiency bonus increases in 1, your movement speed increases in 10 feet during the get away.

Henchman

prerequisite: 9th level, Guild Master

You learn how to attract henchman and form a guild. You can spend 1 hour on a city and spend 2 cunning dice to attract a follower. Your follower have the statistics of a bandit. You can have any amount of followers, but when you spend a cunning dice, you can't recover that dice until you dismiss your henchman. Starting at 13th level, you can spend 3 cunning dice to recruit a thug, and at 17th level you can spend 5 cunning dice to recruit a bandit captain. You can't have more than one captain at the same time.

Once you dismiss a henchman or he dies, you recover your spent cunning dice when you finish a long rest. If your henchman dies, you can't use this feature again to recruit henchman for the next 7 days.

Your henchman are loyal to you and obey all your commands. They act as charmed creatures, unless you take a harmful action against them. If you mistreat or attack them, you must spend 1 cunning dice to retain their loyalty.

Infused Cards

prerequisite: 5th level, card thrower, magician

You can throw cards infused with magic. Your attacks with throwing cards ignore resistance and immunity to non-magical damage. In addition, you can use your action to throw two cards. This number increases to three cards at 11th level and four cards at 17th level.

Lasher

prerequisite: Marauder

While wielding a whip, your reach increases in 5 feet. Whenever you hit a creature with an whip, you can choose to cause that creature to be grappled, if the target is large sized or lower. You can use a bonus action to pull the target towards you, if the target is of the same size or lower, or to pull yourself towards the target, if the target is higher.

In addition, you can use this to grapple objects and pull yourself towards them or pull them towards your direction. You must make an attack against the objects AC, grappling it on a hit, if it has a surface were the whip could turn around it.

Moreover, you can use a 50-foot rope as a whip. You add your proficiency bonus to attacks with it, and can make attacks up to that range.

Moonlighter

Criminals tend to be nocturnal predators. You gain darkvision of 60 feet. This increases your natural darkvision in 30 feet, if you already has it.

Quick Lunge

When you make melee attacks using Dexterity, you treat your attack as having the reach property.

Second Story Man

prerequisite: 9th level

You are a master in walking trough the tops of buildings to gain access to high places. You use your Dexterity score, instead of Strength, to calculate jump distances, and add your Dexterity modifier to your Strength (Athletics) checks.

In addition, you reduce any fall damage taken by an amount equal to your proficiency bonus x your Dexterity modifier.

Shivver

You are specially good in stabbing people when they less expect. Whenever an hostile creature misses you with a melee attack, you can make an attack with a dagger against it using your reaction.

In addition, you add your proficiency bonus when making attacks with improvised knives.

Snuff III

prerequisite: 11th level

You can use your snuff feature with any type of melee one-handed weapon. In addition, you score critical hits on a 19-20 with these types of weapon.

Snuff II

prerequisite: 5th level

You can use your snuff feature with any type of light melee weapon. In addition, once in each of your turns when you make an attack with these types of weapon at advantage, you add your Intelligence modifier as a bonus to the damage roll.

Snuff I

When you take the attack action and make an attack with a dagger, you can use your bonus action to make another attack with it.

Slip

prerequisite: 5th level

When you take damage from ranged attacks, you reduce the damage by 1d4. This increases to 1d6 at 9th level and 1d8 at 13th level.

Thug

You are enduring and hardened. When you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. You can't use this feature again until you finish a long rest.

Pirate

You are used to rob and plunder ships. You gain a climbing speed equal to your movement speed, and have advantage on Strength (Athletics) made to swim.

In addition, you add twice your proficiency bonus on checks made with the Navigator's tools and Vehicles (sea).

Porch Climber

You can climb like a cat, robbing trough high windows and climbing the city. While not wearing armor heavier than light, you gain a climb speed equal to your walking speed.

You can also move up, down and across vertical surfaces and along ceilings leaving at least one hand free if you have access to the climber's kit.

Moreover, when using your climbers kit, you can anchor yourself using an object interaction on your turn, rather than an action.

Quick Change

prerequisite: proficiency with the disguise kit

You can quickly change your clothes and appearance. You can create disguises as part of a short or a long rest using a disguise kit, and it takes you only an action to don or doff a disguise.

Disguises that require moderate changes take 1 minute, and extensive changes require 10 minutes.

Moreover, you can don or doff a suit of light armor using an action.

Rough Neck

You are specially good in evading strikes. Whenever you wear light or no armor, your AC increases in 1 against melee attacks. This bonus increases to 2 at 9th level in this class, and to 3 at 13th level.

Skilled

prerequisite: 9th level

When you make an ability check, you can give yourself advantage on that check. You can use this ability a number of times equal to your proficiency bonus, regaining your uses after finishing a long rest.

Twinkle Toes

You know how to run from the guards. Your movement speed increases in 10 feet while you are not wearing armor heavier than light.

Tough

You learn how to survive enduring the hard life on crime. You can use your bonus action to give yourself temporary hit points equal to 1d10, that last for 1 hour. This increases to 1d12 at 10th level.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Volley

As an action, you can make attacks with ranged or thrown weapons against all creatures in a 10-foot radius within the normal weapon's range. All creatures in the area must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take the weapon's normal damage. You must spend ammunition for each target, and you can't avoid hitting friendly creatures in the area. If you use volley on the weapon's long range, creature's have advantage on the save.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Master Thief class, you must meet these prerequisites: Dexterity 13, Intelligence 13

Proficiencies. When you multiclass into the Master Thief class, you gain the following proficiencies: light armor, simple weapons, thieve's tools and one skill proficiency from the Master Thief's list.


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