Thief (FMA Supplement)

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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!
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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 Fighter class and Criminal background, and as such does not follow traditional CR.

Thief[edit]

Medium humanoid (human), lawful evil


Armor Class 14 (padded armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 9 (-1)

Saving Throws Str +0, Dex +4, Int +3
Skills Acrobatics +5, Deception +1, Insight +4, Persuasion +1, Sleight of Hand +7, Stealth +5
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)


Padded Armor. The thief has a damage threshold of 5.

Dueling. When the thief is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon (included in attack).

Sneak Attack (1/Turn). The thief deals an extra 3 (1d6) damage when they hit 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

Cunning Action. The thief can take the dash, disengage, or hide action as a bonus action.

ACTIONS

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Old Model Pistol. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Must be reloaded after 10 shots.


Thieves are commonplace within Amestris, stealing under the cover of night when possible, and by force when not. Due to the rise in organized crime in Amestris after the near elimination of typical crime through aggressive policing, thieves are typically able to rely on bruisers as bodyguards and muscle.


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