5e24:Thief: Difference between revisions

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<div class="bctop">{{backto|{{5e24|Rogue}}}}</div>
<div class="bctop">{{backto|{{5e24|Rogue}}}}</div>
<div class="notice">{{edition|Thief}}</div>
<div class="notice">{{edition|Thief}}</div>
<div class="badge">{{5e24pointer|sources=2024FR, PHB5e24}}</div>
<div class="badge">{{5e24srd}}</div>
<div class="gi-main">{{tocright}}
<div class="gi-main">{{tocright}}
{{5e24 Subclass Traits
{{5e24 Subclass Traits
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|sorttext=
|sorttext=
|class=Rogue
|class=Rogue
|refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=137}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>
|refs=<ref name="srd52.64">{{Cite Pub|SRD 5.2|pages=64}} Licensed: [[CC-BY]].</ref><ref name="24fr">{{Cite Pub|2024 D&D Free Rules}}</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=137}}</ref>
|summary=These rouges specialize is acquiring things
|summary=These rouges specialize is acquiring things


|trait1name=Fast Hands
|trait1name=Fast Hands
|trait1lvl=3rd
|trait1lvl=3rd
|trait1desc='''Unofficial Summary:''' You can use a {{5e24|Bonus Action}} to:
|trait1desc=As a {{5e24|Bonus Action}}, you can do one of the following.
* '''{{anchor|Sleight of Hand}}.''' Make a {{5e24|Sleight of Hand}} {{5e24lc|Check}} to disarm a trap or lock, or pickpocket.
 
* '''{{anchor|Use an Object}}.''' Use the {{5e24|Utilize}} {{5e24lc|Action}} or the {{5e24|Magic}} action to use a {{5e24lc|Magic Item}}.
'''{{anchor|Sleight of Hand}}.''' Make a {{5e24|Dexterity}} ({{5e24|Sleight of Hand}}) {{5e24lc|Check}} to pick a lock or disarm a trap with {{5e24|Thieves' Tools}} or to pick a pocket.
 
'''{{anchor|Use an Object}}.''' Take the {{5e24|Utilize}} {{5e24lc|Action}}, or take the {{5e24|Magic}} action to use a {{5e24lc|Magic Item}} that requires that action.


|trait2name=Second-Story Work
|trait2name=Second-Story Work
|trait2lvl=3rd
|trait2lvl=3rd
|trait2desc='''Unofficial Summary:''' You gain the following benefits:
|trait2desc=You’ve trained to get into especially hard-to-reach places, granting you these benefits.
* '''{{anchor|Climber}}.''' You gain a {{5e24|Climb Speed}}.
 
* '''{{5e24|Jumper}}.''' Use {{5e24|Dexterity}} for your {{5e24lc|Jump}} (instead of Strength).
'''{{anchor|Climber}}.''' You gain a {{5e24|Climb Speed}} equal to your {{5e24|Speed}}.
 
'''{{5e24|Jumper}}.''' You can determine your {{5e24lc|Jump}} distance using your {{5e24|Dexterity}} rather than your {{5e24|Strength}}.


|trait3name=Supreme Sneak
|trait3name=Supreme Sneak
|trait3lvl=9th
|trait3lvl=9th
|trait3desc='''Unofficial Summary:''' New {{5e24|Cunning Strike}} option:
|trait3desc=You gain the following {{5e24|Cunning Strike}} option.
* '''{{anchor|Stealth Attack}} (Cost: 1d6).''' If you are {{5e24|Invisible}} from the {{5e24|Hide}} action, you can remain invisible after an {{5e24lc|Attack}} if you end your turn behind {{5e24|Three-Quarters Cover|Three-Quarters}} or {{5e24|Total Cover}}.
 
'''{{anchor|Stealth Attack}} (Cost: 1d6).''' If you have the {{5e24|Hide}} action’s {{5e24|Invisible}} condition, this attack doesn’t end that condition on you if you end the {{5e24lc|Turn}} behind {{5e24|Three-Quarters Cover}} or {{5e24|Total Cover}}.


|trait4name=Use Magic Device
|trait4name=Use Magic Device
|trait4lvl=13th
|trait4lvl=13th
|trait4desc='''Unofficial Summary:''' You have the following benefits with magic items:
|trait4desc=You’ve learned how to maximize use of magic items, granting you the following benefits.
* '''{{anchor|Attunement}}.''' Can {{5e24|Attune}} to 4 magic items.
 
* '''{{anchor|Charges}}.''' When using a {{5e24lc|Charge}}, you don't spend the charge if you roll a 6 on a d6.
'''{{anchor|Attunement}}.''' You can {{5e24|Attune}} to up to four magic items at once.
* '''{{anchor|Scrolls}}.''' {{5e24|Spell Scroll}}s use {{5e24|Intelligence}} for your {{5e24lc|Spellcasting Ability}}. For spells of level 2+, make an {{5e24|Arcana}} check {{5e24|DC}} = 10 + spell's level). The scroll disintegrates if you fail the check.
 
'''{{anchor|Charges}}.''' Whenever you use a magic item property that expends {{5e24lc|Charge}}s, roll 1d6. On a roll of 6, you use the property without expending the charges.
 
'''{{anchor|}}Scrolls.''' You can use any {{5e24|Spell Scroll}}, using {{5e24|Intelligence}} as your {{5e24lc|Spellcasting Ability}} for the {{5e24lc|Spell}}. If the spell is a {{5e24lc|Cantrip}} or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence ({{5e24|Arcana}}) check ({{5e24|DC}} 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.


|trait5name=Thief's Reflexes
|trait5name=Thief's Reflexes
|trait5lvl=17th
|trait5lvl=17th
|trait5desc='''Unofficial Summary:''' You take a bonus {{5e24|Turn}} each {{5e24|Round}} at your {{5e24|Initiative}} + 10.
|trait5desc=You are adept at laying ambushes and quickly escaping danger. You can take two {{5e24|Turn}}s during the first {{5e24lc|Round}} of any combat. You take your first turn at your normal {{5e24|Initiative}} and your second turn at your Initiative minus 10.


|desc=''Hunt for Treasure as a Classic Adventurer''
|desc=''Hunt for Treasure as a Classic Adventurer''


'''Unofficial Description:''' These rouges specialize is acquiring things
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.


{{5x Subclass Feature Table
{{5x Subclass Feature Table
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==Sources and Notes==
==Sources and Notes==
<references />
<references />
{{5e24 Footer|Rogue|Fair Use}}
{{5e24 Footer|Rogue|CC-BY}}
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Latest revision as of 16:16, 29 April 2025

Thief exists in other D&D editions see:

Thief (disambiguation).

Thief[1][2] [3]
Rogue subclass


Hunt for Treasure as a Classic Adventurer

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

Thief Features

Rogue Level Features  
3rd Fast Hands, Second-Story Work 
9th Supreme Sneak 
13th Use Magic Device 
17th Thief's Reflexes

 

Fast Hands

3rd level Thief feature.
As a Bonus Action, you can do one of the following.

Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.

Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action. 

Second-Story Work

3rd level Thief feature.
You’ve trained to get into especially hard-to-reach places, granting you these benefits.

Climber. You gain a Climb Speed equal to your Speed.

Jumper. You can determine your jump distance using your Dexterity rather than your Strength

Supreme Sneak

9th level Thief feature.
You gain the following Cunning Strike option.

Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover

Use Magic Device

13th level Thief feature.
You’ve learned how to maximize use of magic items, granting you the following benefits.

Attunement. You can Attune to up to four magic items at once.

Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates. 

Thief's Reflexes

17th level Thief feature.
You are 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.

Sources and Notes

  1. Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. p. 64. Licensed: CC-BY.
  2. Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond.
  3. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 137.

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