Thief

A Rogue Archetype of burglars that doubles thieves' tools checks, plants or lifts items unnoticed, uses any magic item, and takes two turns in the first round.

Identity

The Thief is the Rogue Archetype in its plainest form and the hardest to do well, because the standard is that the theft goes unnoticed for a week. The Archetype assumes the job ends without a fight. Thieves case a target, wait, take the one thing, and are somewhere else with a receipt for a meal by the time anyone looks. Insurance investigators keep files on the good ones with no names in them, and syndicates contract them at rates that embarrass their own enforcers.

Features

  • L3 Fast Hands

    You gain proficiency with thieves' tools and your proficiency bonus is doubled for checks made with them. You can use the bonus action granted by Cunning Action to make a Sleight of Hand check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

  • L7 Second-Story Work

    Climbing no longer costs extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier, and you have advantage on Dexterity (Stealth) checks made in an inhabited structure you have spent an hour observing.

  • L11 Supreme Sleight of Hand

    You can plant something on another creature, take something from it, or swap one item for another without it noticing, using a Dexterity (Sleight of Hand) check against its passive Perception. On a failure by 5 or less, the creature notices the contact but not what happened.

  • L15 Use Anything

    You can use any magic item, regardless of any class, ancestry, level or attunement requirement it has, though items requiring attunement still count against your limit.

  • L18 Double Turn Capstone

    You can take two turns during the first round of any combat: one at your normal initiative and one at your initiative minus 10. In addition, you can take the Hide action as a free action on the first round of combat.