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Thief

LevelProficiencySneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves' Cant
2nd+21d6Cunning Action
3rd+22d6
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge

hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier per level
armor proficiencies: Light Armour
weapon proficiencies: Simple Weapons, Hand Crossbows, Rapiers, Short-swords
tools: Thieves' Tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Climbing, Deception, Insight, Intimidation, Investigation, Jumping, Perception, Sleight of Hand, and Stealth.
starting equipment:

A) A Rapier or B) A Short-sword.


A) A Short-bow and Quiver of 20 Arrows or B) A Short-sword.


A) A Burglar's Pack, B) A Dungeoneer's Pack or C) An Explorer's Pack.


and Leather Armour, Two Daggers, and Thieves' Tools.



spellcasting:
class features:

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

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.

subclass options:

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