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Thief

The Thief is the rogue at its most essential — quick hands, quick feet, and an instinct for identifying the most valuable thing in any room and the fastest path out of it. No psionic gifts, no ghostly communion, no swashbuckling flair. Just skill, preparation, and the knowledge that almost every lock can be opened and almost every pocket can be picked, if you know what you are doing and no one sees you do it.

Thieves tend to be practical people with a low tolerance for unnecessary complexity. They do not need elaborate plans; they need a few seconds of inattention and a clear exit. Their expertise extends far beyond stealing — a good Thief understands traps, mechanisms, heights, and distances, and can operate in environments that would stymie other rogues. The city is their natural habitat, but they have learned to extract value from dungeons and ruins as readily as from merchant quarters.

What sets the most accomplished Thieves apart is versatility. They have learned not to limit themselves to conventional tools. A magic item in the wrong hands is still a magic item, and the Thief has never much cared about whose hands were the right ones.

Thief Table:

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

Subclass Features

Fast Hands

3rd-level Thief feature

Your sleight of hand is fast enough to accomplish in a heartbeat what others take long moments to manage. As a bonus action on your turn, you can do one of the following:

  • Make a Dexterity (Sleight of Hand) check.
  • Use your thieves' tools to disarm a trap or open a lock.
  • Take the Use an Object action.

Second-Story Work

3rd-level Thief feature

Climbing comes as naturally to you as walking. Climbing no longer costs you additional movement.

Additionally, when you make a running jump, you can add your Dexterity modifier to the distance covered in feet.

Supreme Sneak

9th-level Thief feature

You have mastered the art of moving without sound or shadow. When you move no more than half your speed on your turn, you have advantage on Dexterity (Stealth) checks made during that turn.

Use Magic Device

13th-level Thief feature

You have learned enough about the underlying principles of magic to make use of items regardless of the restrictions placed on them. You ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes

17th-level Thief feature

You are so attuned to danger that your body reacts before your conscious mind catches up. During the first round of any combat encounter, you can take two turns. The first occurs at your normal initiative, and the second at your initiative minus 10.

This feature does not apply if you are surprised at the start of combat.