Thief Redux

This week we have a new flavor of content for you all. We're very proud of our original subclasses here, and a large part of why is that we put a lot of work into making sure everything is interesting to play and balanced within the greater 5e ecosystem. But, as I'm sure most of you are aware, there are parts of official 5e that don't meet the 'interesting and balanced' standard, and no, I'm not just picking on PHB ranger again. So today, we are taking a different angle to the same goal; keeping 5e exciting by adding fun new options that weren't well represented before. 

Being the 'vanilla' rogue archetype has never excused Thief being such a boring set of features until the endgame, so here we have a re-tuned, more substantial version of the classic 'Rogue Flavor' rogue. This reworked edition should be able to at least keep pace with an average party, which is more than original Thief ever managed. We hope you enjoy!

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Subclass Redux - Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Acrobatics) or Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Acrobatic Combatant

When you take this archetype at 3rd level, you have learned to use your speed, agility, and precision to special advantage in combat. When you attack a target and miss, you can use your bonus action to attempt to attack that target again with the same weapon. If you had advantage on the first attack, you have advantage on this attack as well.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Third-Story Work

At 9th level, you gain a climb speed equal to your walking speed. To benefit from this climbing speed, both of your hands must be unoccupied while moving. If you remain immobile while on a vertical surface, you must keep at least one hand on the surface at all times or immediately fall.

Use Magic Devices

Additionally, by 9th 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.

Slippery as an Eel

At 13th level, you have advantage on ability checks and saving throws that you make against being grappled or restrained.

Thief's Reflexes

When you reach 17th level, you have become 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. You can't use this feature when you are surprised.

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Axe of the Fray