Tag: Thief

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  • Burglary

    Climbing doesn’t halve your speed. In addition, your long jump distance increases by 10 feet, and your high jump distance increases by 5 feet.

  • Fast Hands

    You can use the extra action granted by your Cunning Action to make Dexterity (Sleight of Hand) checks, use your thieves’ tools to disarm a trap or open a lock, or use an object in the environment.

  • Decipher Script

    By 6th level, you have learned to decipher languages. When you spend at least 1 minute studying a page of text in a language you don’t know, you can puzzle out the general meaning of that text. If you spend at least 1 hour studying the same text, you …

  • Thieves Cant

    By 2nd level, you have learned Thieves’ Cant, a secret code language. The cant allows you to hide messages in seemingly normal conversation. Only a fellow speaker can understand such hidden messages. It takes four times longer to convey such a hidden …

  • Evasion

    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

  • Uncanny Dodge

    Beginning at 8th level, whenever you make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

  • Reliable Talent

    By 11th level, your skill is refined enough that when you make an ability check and gain your proficiency bonus to that check, treat a d20 roll of 9 or lower as a 10.

  • Blindsense

    Starting at 12th level, while you are able to hear, you are aware of the location of any a hidden or invisible creature within 10 feet of you.

  • Elusive

    Beginning at 18th level, you are so evasive that, if you are able to take actions, creatures can’t benefit from advantage on attacks against you.

  • Ace in the Hole

    By 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target, you can turn the miss into a hit against that target. If you can take actions and fail an ability check or a saving throw, you can treat the d20 roll …

  • Thiefs Reflexes

    When you reach 16th level, you have become adept at laying ambushes and quickly getting out of danger. As a result, you can take two turns during the first round of any battle. You take your first turn at your normal initiative and your second turn at …

  • Use Magic Device

    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.

  • Supreme Sneak

    Starting at 9th level, you have advantage on any ability check you make to hide if you move no more than half your speed on the turn you make the check.

  • Rogue Styles Thievery

    You are a criminal. You might be a burglar, bandit, cutpurse, or some other form of scoundrel. Wherever your talents lie, you often put your own interests first. You are most at home in society’s seedy underworld, rubbing elbows with others who share your …

  • Rogue Style

    By 3rd level, you have specialized in a style you might have learned from a guild, a teacher, or life on the streets. Choose Assassination or Thievery, each of which is detailed at the end of the class.

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