Thieves in the world are skilled practitioners of stealth, subterfuge, and cunning. They are experts in the art of theft, specializing in various forms of larceny and illegal activities. Thieves are versatile individuals, capable of adapting to various situations and employing their skills to turn a profit. However, their chosen path comes with risks, as they operate on the fringes of society and must constantly evade the authorities and rival criminal factions. Some work alone while others might be part of a larger guild of thieves. To hire a thief can be a risky affair in of itself and their prices depends on the task at hand. Thieves do not tend to stick around after their job is complete.

Thieves undergo rigorous training to develop their agility, dexterity, and stealth abilities. They learn the art of lockpicking, trap disarming, sleight of hand, and other skills necessary for their trade. Training often takes place within thief guilds, where experienced members pass down their knowledge to new recruits.

Thieves possess a unique set of skills that set them apart from other professions. They excel at remaining unseen, blending into crowds, and infiltrating secure locations. Their nimble fingers allow them to disarm traps, open locked doors, and pickpocket valuable items without being detected. Thieves also have an intimate knowledge of the criminal underworld and can gather information from their network of contacts.

Strengths

  • Stealth and Infiltration: Thieves are masters of remaining unnoticed, making them excellent infiltrators and spies.
  • Lockpicking and Traps: They have the ability to bypass locks, disarm traps, and open secure containers.
  • Sleight of Hand: Thieves possess extraordinary manual dexterity, enabling them to perform feats of pickpocketing and object manipulation.
  • Mobility and Agility: They are agile and nimble, capable of scaling walls, traversing rooftops, and escaping quickly.

Weaknesses

  • Fragile in Combat: Thieves are not typically trained for direct combat and rely on stealth and surprise. They can be vulnerable when confronted with direct confrontation.
  • Reliance on Secrecy: Thieves heavily depend on maintaining anonymity and secrecy. If their identity is revealed, their effectiveness may be compromised.
  • Limited Strength: Compared to heavily armored warriors, thieves may lack the physical strength to overpower opponents or engage in prolonged melee combat.
  • Moral Ambiguity: Due to their criminal activities, thieves may face social stigma and distrust from law-abiding citizens, limiting their access to certain areas or resources.

Stat Block

Armor Class

Hit PointsSpeed
SkillsSensesLanguages
16 (studded leather armor) 4040 ft.Stealth +9, Sleight of Hand +9, Acrobatics +9, Perception +5Passive Perception 15
Darkvision 60 ft.
Common, Thieves' Cant
Saving ThrowsDamage VulnerabilitiesDamage ResistancesDamage ImmunitiesCondition Immunities
Int +6, Dex +9N/AN/AN/AN/A
STRDEXCONINTWISCHA
12 (+1)
18 (+4)
16 (+3)
16 (+3)
14 (+2)
12 (+1)

Abilities:

  • Evasion: When the Thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails..

  • Sneak Attack: Once per turn, the Thief deals an extra 4d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or if the target is within 5 feet of an ally of the Thief that isn't incapacitated and the Thief doesn't have disadvantage on the attack roll.

Bonus Actions:

  • Uncanny Dodge: When an attacker the Thief can see hits it with an attack, the Thief can use its reaction to halve the attack's damage against it.

  • Second-Story Work: The Thief gains a climb speed equal to its walking speed and can use the Dash action to move along vertical surfaces without needing to make an ability check.

Actions:

  • Multiattack: The Thief makes two attacks with its shortsword or two attacks with its crossbow.

  • Shortswords: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

  • Light Crossbow: Ranged Weapon Attack, +8 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 4) piercing damage.

Reaction:

  • Cunning Action: The Thief can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

  • Opportunist: When a creature within 5 feet of the Thief is hit by an attack and the thief is not incapacitated, it can use its reaction to make a melee attack against the attacking creature.