Master Thief
The visible work is about forty minutes long. The planning takes the preceding year, down to the locksmith who supplied the house and can be bought a drink. He does not improvise and carries no weapon he expects to use. He has walked away from two jobs at the door because the street looked different from the week before.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 16
- Hit points
- 104 (16d8 + 32)
- Proficiency
- +3
- STR 11 +0 save +0
- DEX 20 +5 save +8
- CON 14 +2 save +2
- INT 17 +3 save +6
- WIS 15 +2 save +2
- CHA 14 +2 save +2
- Skills
- Acrobatics +8 , Deception +5 , Investigation +6 , Perception +5 , Sleight of Hand +8 , Stealth +8 , Technology +6
- Passive Perception
- 15
- Languages
- Common, Meridian Cant
- Found in
- Settlement
Equipment
Traits
-
Advance Planning
The thief knows the layout, staffing and security of any building he has chosen, including changes made in the past week.
-
Walk Away
When a plan is disrupted, the thief takes the Disengage action as a free action and leaves. He does not return that night.
-
Evasion
The thief takes no damage on a successful Dexterity save against an area effect, and half damage on a failure.
Actions
-
Multiattack
The thief makes two Thin Blade attacks.
-
Thin Blade
+8 to hit · reach 5 ft.
1d6 + 5 piercing damage
The blade deals an extra 4d6 damage if the target has not acted yet this combat.
-
Bypass Lock
The thief opens any lock or mechanism within reach. A lock made to a standard he has not encountered takes one minute instead.
-
Vanish Bonus action
The thief takes the Hide action. He has advantage on the check indoors.