Thief, Variant (5e Creature)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the rogue class and criminal background, and as such does not follow traditional CR.


Medium humanoid (any race), any alignment, 3rd-level rogue

Armor Class 14 (leather armor)
Hit Points 18 (3d8)
Speed 30 ft., climb 30 ft.

8 (-1) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 14 (+2)

Skills Acrobatics +5, Deception +4, Investigation +4, Perception +3, Persuasion +4, Stealth +7
Tools Thieves' Tools +6
Senses passive Perception 13
Languages Thieves' cant plus any one language (usually Common)
Level 3 (0 XP)

Sneak Attack (1/Turn). The thief deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.


Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Cunning Action. The thief takes the Dash, Disengage, or Hide action.

Image source

Thieves specialize in stealing and breaking into buildings. They fare better picking locks than fights, and tend to turn to combat only as a last resort.

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