Thief
A rogue class.
Requirements
Advancement
Thief experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d6 |
| 2 | 1,250 | 2d6 |
| 3 | 2,500 | 3d6 |
| 4 | 5,000 | 4d6 |
| 5 | 10,000 | 5d6 |
| 6 | 20,000 | 6d6 |
| 7 | 40,000 | 7d6 |
| 8 | 70,000 | 8d6 |
| 9 | 110,000 | 9d6 |
| 10 | 160,000 | 10d6 |
| 11 | 220,000 | 10d6+2 |
| 12 | 440,000 | 10d6+4 |
| 13 | 660,000 | 10d6+6 |
| 14 | 880,000 | 10d6+8 |
| 15 | 1,100,000 | 10d6+10 |
| 16 | 1,320,000 | 10d6+12 |
| 17 | 1,540,000 | 10d6+14 |
| 18 | 1,760,000 | 10d6+16 |
| 19 | 1,980,000 | 10d6+18 |
| 20 | 2,200,000 | 10d6+20 |
Combat
Thief THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 19 |
| 4 | 19 |
| 5 | 18 |
| 6 | 18 |
| 7 | 17 |
| 8 | 17 |
| 9 | 16 |
| 10 | 16 |
| 11 | 15 |
| 12 | 15 |
| 13 | 14 |
| 14 | 14 |
| 15 | 13 |
| 16 | 13 |
| 17 | 12 |
| 18 | 12 |
| 19 | 11 |
| 20 | 11 |
Thief saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 13 | 14 | 12 | 16 | 15 |
| 2 | 13 | 14 | 12 | 16 | 15 |
| 3 | 13 | 14 | 12 | 16 | 15 |
| 4 | 13 | 14 | 12 | 16 | 15 |
| 5 | 12 | 12 | 11 | 15 | 13 |
| 6 | 12 | 12 | 11 | 15 | 13 |
| 7 | 12 | 12 | 11 | 15 | 13 |
| 8 | 12 | 12 | 11 | 15 | 13 |
| 9 | 11 | 10 | 10 | 14 | 11 |
| 10 | 11 | 10 | 10 | 14 | 11 |
| 11 | 11 | 10 | 10 | 14 | 11 |
| 12 | 11 | 10 | 10 | 14 | 11 |
| 13 | 10 | 8 | 9 | 13 | 9 |
| 14 | 10 | 8 | 9 | 13 | 9 |
| 15 | 10 | 8 | 9 | 13 | 9 |
| 16 | 10 | 8 | 9 | 13 | 9 |
| 17 | 9 | 6 | 8 | 12 | 7 |
| 18 | 9 | 6 | 8 | 12 | 7 |
| 19 | 9 | 6 | 8 | 12 | 7 |
| 20 | 9 | 6 | 8 | 12 | 7 |
Class abilities
Thief abilities by level
What the class grants as it advances.| Level | Backstab |
|---|---|
| 1 | x2 |
| 2 | x2 |
| 3 | x2 |
| 4 | x2 |
| 5 | x3 |
| 6 | x3 |
| 7 | x3 |
| 8 | x3 |
| 9 | x4 |
| 10 | x4 |
| 11 | x4 |
| 12 | x4 |
| 13 | x5 |
| 14 | x5 |
| 15 | x5 |
| 16 | x5 |
| 17 | x5 |
| 18 | x5 |
| 19 | x5 |
| 20 | x5 |
Kits
Acrobat
A tumbler and circus-style performer who uses acrobatic skill for thievery and escape.
Benefits
- Trained acrobat: bonuses to Tumbling, Jumping, and Tightrope Walking; can use acrobatics in escape and combat.
Hindrances
- Entertainers of low social regard; the shorter/heavier struggle with acrobatic feats.
Adventurer
The prototypical adventuring thief — versatile, reliable, at home in a mixed party.
Benefits
- A jack-of-all-trades dungeon-delving thief; no special benefit but no penalty either — the well-rounded party thief.
Hindrances
- None.
Assassin
A trained killer-for-hire, expert with poisons and the quiet kill.
Benefits
- Identify poisons: base chance = Assassin x 5%, +5%/+10%/+15% for 13-15/16-17/18.
- Trained in the use of poisons and assassination techniques.
Hindrances
- Advances slowly in thief skills: only 40 discretionary skill points at 1st and 20 per level thereafter.
- Feared and shunned: -4 reaction penalty from non-evil aware of his profession.
Bandit
A highwayman and wilderness robber who preys on travelers and caravans.
Benefits
- Adept at ambush: +1 to rolls in a wilderness setting.
Hindrances
- Despised as a crude highwayman: -2 reaction penalty from non-Bandit who recognize him.
Beggar
A street beggar whose poverty is a disguise — a hub of information and a master of going unnoticed.
Benefits
- Large number of bonus nonweapon (granted even if the campaign doesn't otherwise use NWPs).
- Master of the beggar network and street information.
Hindrances
- Scorned by society: -2 reaction from non-thief .
- Impoverished: starts the game with only 3d4 gold pieces.
Bounty Hunter
A tracker and capturer of wanted people, working for reward.
Benefits
- A skilled hunter of people for reward; no fixed mechanical benefit (campaign/DM-supported), but excels at tracking and capturing marks.
Hindrances
- None codified; reputation as a hunter-for-hire colors how the underworld treats him.
Buccaneer
A sea-going thief and pirate, at home in the rigging and the trade lanes.
Benefits
- +5% on Climb Walls when ropes are involved (max 95% after modifiers).
- Can fight effectively from a rope (e.g. ship's rigging) with one hand gripping: +1 to attack while doing so, and far better at it than others.
Hindrances
- -10% to Climb Walls when climbing without a rope.
Burglar
The classic break-in artist who focuses on locks, traps, and stealthy entry.
Benefits
- None — the classic thief who concentrates his skill points in break-in skills (lockpicking, traps, climbing, stealth).
Hindrances
- None.
Cutpurse
A pickpocket and purse-cutter who works crowds, skilled at reading a mark.
Benefits
- Can size up a mark: with a successful observation , accurately guess a target's and before attempting to rob them.
Hindrances
- Looked down on by other thieves as small-time (just above Beggars): difficulty commanding underworld respect.
Fence
A dealer in stolen goods and underworld broker, rich in contacts and respect.
Benefits
- +3 reaction with NPC thieves who recognize his profession; best-placed person for locating and hiring thieves and smugglers.
Hindrances
- Tied to a stable home locale (his black-market network); the Fence's life is more business than adventure.
Investigator
A detective-style thief who gathers information and unravels mysteries.
Benefits
- None codified; an information skilled at gathering and solving problems.
Hindrances
- None codified; effectiveness tied to operating among his own dominant culture/.
Scout
A wilderness reconnaissance thief — the party's eyes and ears in untamed terrain.
Benefits
- +10% to Silently and Hide in Shadows when in the wilderness.
- +1-in-6 better chance to opponents in the wilderness.
Hindrances
- Uncomfortable in cities: -5% penalty to all thief skills in urban settings.
Smuggler
A mover of contraband who knows the routes, contacts, and how to avoid the law.
Benefits
- Exceptionally alert: +1 bonus to rolls.
Hindrances
- None codified.
Spy
An infiltrator and information-gatherer, master of disguise and deception.
Benefits
- None codified mechanically; a master of disguise, infiltration, and information-gathering hired by guilds and nobles.
Hindrances
- None codified; spies struggle to disguise as other , limiting assignments.
Swashbuckler
A flamboyant, charming rogue-duelist who lives for style and adventure.
Benefits
- A dashing, romantic rogue-swordsman who fights with flair and charm (a thief- counterpart to the fighter swashbuckler).
Hindrances
- Trouble seeks him out: rival swordsmen challenge him, romantic and dramatic entanglements find him; the DM throws extra good-natured bad luck his way.
Swindler
A con artist who relies on charm, deception, and confidence schemes.
Benefits
- None codified; a con artist and grifter who works marks through guile rather than stealth.
Hindrances
- None codified.
Thug
A violent leg-breaker and enforcer — the most combat-focused, least subtle thief.
Benefits
- Better combat training than other thieves: +1 to-hit rolls, plus an extra weapon .
Hindrances
- Skill training suffers for the combat focus: only 40 discretionary skill points to distribute initially (and reduced thereafter).
Troubleshooter
A security who finds every flaw and trap — for better and worse.
Benefits
- Uncanny knack for finding flaws in security systems — a living embodiment of Murphy's Law, used professionally to find everything that can go wrong.
Hindrances
- That same knack means trouble finds him; the glitch in any system is the one he runs into.
Spellfilcher
A guild-sworn magical burglar.
Benefits
- An innate sense for magical traps.
- DISARMS a magical trap — she does not remove it — for 1d4 , +1 round per 3 . A window to burgle through, not a solution.
Hindrances
- Sworn to her guild: missions on demand, and the guildmaster's permission before she may adventure.
- Once identified, non-elf mages distrust her on sight.
- Hunted by the wizards she has robbed, and by thieves' guilds that want her secret.
Huntsman
A bounty hunter, welcome nowhere and useful everywhere.
Benefits
- +10% to Silently AND to Hide in Shadows, in the city and in the wild alike, on top of and racial adjustments.
- Tracks at a reduced non-ranger penalty.
Hindrances
- Good-aligned folk react at -2.
- Hated in evil society whatever her own .
Collector
An archaeologist who burgles, or a burglar who publishes.
Benefits
- Item lore: a 5% chance per 2 to place an item's history, purpose and . Each attempt takes 4d3 days, and a research facility may raise the chance at the DM's option.
- Locate-research: a week or more in the books narrows a relic to a general search area.
- Rumour-mongering: 10d100 gp spent, plus and checks, buys a lead.
- +10% to Find/Remove Traps.
- Luck: once a day she may add or subtract 1 from any roll, declared in advance.
Hindrances
- She lectures, and people react at -2.
- Never knowingly uses a charged item.
- Never willingly destroys a magic item or permits its destruction. Life or death is the one exception, and it costs her a week at -2 on and attacks from the depression that follows.
- Five items destroyed or allowed to be destroyed over a lifetime loses her the .
Infiltrator
A master scout who has worn too many other faces.
Benefits
- Passes as a tall dwarf or a short human at only -4, improving by +1 per 4 of her most XP-expensive . The improvement applies to the bonus only.
- +10% to two thief skills, picked once and for good.
Hindrances
- Identity erosion: her racial to sleep and charm drops 10% per , to a floor of 30% — which she reaches at 7th.
- Out of role she is beset by self-doubt about who she actually is.
Undead Slayer
One species of undead, and a life spent ending it.
Benefits
- Against her chosen undead species, prepared: +2 to hit and +2 .
- Traces a lair from signs and rumours to a general area, and hunts from there.
Hindrances
- Never declines a chance to destroy undead. Not a suicide charge, but the ultimate self-sacrifice is accepted.
- Sentient undead outrank mindless ones as targets.
- Cannot tolerate a sentient undead even when it is friendly or , and will plot against a good lich.
Tumbler
Acrobat and entertainer, and a thief chiefly because the crowd is looking at the somersault.
Benefits
- Full benefits of the Tumbling , granted free.
- -6 AC in any he wins and does nothing but evade.
- Against a creature larger than man-sized, a check lets the tumbler roll between its legs for position.
Hindrances
- Open Locks and Detect Noise have a base of 0%, replacing the Table 26 bases. The Table 27-29 modifiers still apply normally.
Buffoon
A jester who barters in gems and lets everyone assume the motley means harmless.
Benefits
- Spell-breaking heckle: with won and a shared language, a jibe forces the caster to make a check, modified up or down by the differential, or the casting is ruined.
- Bard-style crowd influence (PHB p. 42), and a counter-song against magical song and poetry attacks (PHB p. 44).
Hindrances
- Must always look ridiculous. Reaction consequences are the DM's to apply.
Stalker
The gnome who hunts what hunts gnomes, and is never where the noise came from.
Benefits
- +1 to hit AND +1 with missile weapons.
- Vanishes into underbrush outdoors as a halfling does, and freezes in place underground as a : 60% undetectable, or 80% for a svirfneblin stalker.
Hindrances
- No shield, and no metal armor of any kind — elven chain included.
Bandit
Robs the road and is sheltered by every farm along it.
Benefits
- The local halfling population, within 3-4 days' travel of the lair, passes on warning of raids against it.
Hindrances
- Rob the wrong victim and the escalation is somebody else's story to tell.
Bilker
Three shells, one pea, and a village that will not welcome him twice.
Benefits
- Runs a shell-game confidence trick with its own resolution procedure. Your DM sets the procedure.
Hindrances
- Burned bridges everywhere: long-term allies are impossible.
Burglar
Small, quiet, and through the window before the dog wakes.
Benefits
- +10% at 1st to Open Locks OR Silently, then +5% per level thereafter to Open Locks, Move Silently or Find/Remove Traps.
Hindrances
- -1 on attack rolls. Backstabs are exempt.
Smuggler
Knows every way into town that is not the road.
Benefits
- With Local History for an area: +4 on NPC reactions there, and complete knowledge of the hidden paths along his regular route.
Hindrances
- Legal jeopardy wherever the goods are illegal.
Urchin
Nobody looks twice at a child begging, which is the entire trick.
Benefits
- Passes as a human child.
- Pick Pockets +5% per from 2nd level on.
Hindrances
- Watchmen take an interest, and keep taking it.
Cartographer
Maps everywhere he goes, and goes everywhere in order to map it.
Benefits
- Never lost: an check answers a question about direction. A failure means he knows that he does not know.
- OPTIONAL RULE (the source's own word): on a natural 20 he is confidently wrong instead. Off unless the optional rule phbr9-cartographer-confident-error is switched on.
Hindrances
- None to speak of — the source's own assessment.
Trader
The cart, the route, and everybody on it owing him a small favour.
Benefits
- News and market along his routes, and the wealth that follows from knowing both.
Hindrances
- Carries goods, and thieves know it.
Traveler
Walks, plays, and is welcome in the next village because of it.
Benefits
- +2 on all reaction rolls.
- A story told before battle acts as a bless spell on his friends — the attack and saving-throw bonuses.
- Playing continuously makes the party immune to song-based charm attacks, harpies included.
Hindrances
- Voluntary poverty and no home to return to.
Diplomat
The dwarf sent to talk, because somebody has to be.
Benefits
- +10% Detect Noise and +5% Open Locks.
- +3 reaction with other , and +1 even with racial enemies.
Hindrances
- -10% Pick Pockets.
Entertainer
Very good, in a room with no humans in it.
Benefits
- +1 on for Singing, Dancing, Juggling and Rope Use.
Hindrances
- Laughed off any non-dwarf stage, and will not perform for outsiders.
Locksmith
Makes the locks, and therefore opens them.
Benefits
- +10% Open Locks, on top of the Lockpicking , and +10% Find/Remove Traps.
Hindrances
- -10% Climb Walls and -5% Pick Pockets.
Pest Controller
Clears what gets into the lower tunnels, and does not talk about it upstairs.
Benefits
- +5% Silently and Find/Remove Traps.
Hindrances
- -10% Pick Pockets.
- -2 reaction from dwarves other than Vermin Slayers and Wayfinders.
Ghetto Fighter
Learned to fight in a dwarf quarter of somebody else's city.
Benefits
- +1 to hit and +1 with a dagger or knife.
- Two-weapon fighting at 0/-2 rather than the standard penalties; a dagger or knife in the off hand keeps its +1.
- +5% Pick Pockets and Hide in Shadows.
Hindrances
- -3 reaction from local law enforcement.
- -5% Find/Remove Traps.
Trader
Buys low in the deep halls and sells high in the sun.
Benefits
- +1 to hit and +1 when defending his own goods or animals.
- +1 reaction from merchants — which becomes -2 if he is ever caught cheating.
Hindrances
- Caught cheating, the merchant reaction flips to -2.
Vermin Slayer
Hunts what nests in the deep tunnels, in the dark, at close quarters.
Benefits
- +5% Find/Remove Traps, Detect Noise and Silently.
- +1 to hit and +2 with one chosen hand weapon against Small creatures.
Hindrances
- -1 on in restricted tunnels.
- -10% Pick Pockets and -5% Read Languages.
- The dwarf's protection against large creatures is reduced: ogres and their kin attack a Vermin Slayer at only -4 reduced to -2.
Wayfinder
Finds the way between strongholds, and the words to use when he gets there.
Benefits
- +10% Hide in Shadows and Silently.
- Languages cost half a each.
Scavenger
A tribe's salvager and junk-broker, at home picking through what others left.
Benefits
- +2 reaction when peddling salvaged wares.
Hindrances
- -2 reaction in every other situation (appearance and stench).
Tramp
A beggar-thief who reads a mark before ever asking for a coin.
Benefits
- Size up a target: a successful Observation check reveals the subject's group; a second reveals whether their is lower than the Tramp's (yes/no). A natural 1 on either check reveals exact information. -5 to both checks against a disguised subject.
Hindrances
- -3 reaction with non-thieves.
- Begging checks take -1 per point of visible AC better than the Tramp's own natural AC.
Tunnel Rat
An underground scout and sapper, most comfortable with stone overhead.
Benefits
- +5% to initial find/remove traps, silently and climb walls.
Hindrances
- -10% pick pockets, -5% read languages.
Shadow
A killer who works from and silence rather than a fair fight.
Benefits
- Assassination: on a attack that hits, the victim dies on a failed vs. death if the victim's HD is no greater than the Shadow's ; otherwise the attack deals ordinary backstab .
Hindrances
- Every thief except backstab is rated two lower than an equal-level thief; every initial ability except hear noise takes an additional -10%.
Shinobi Thief
The clan's thief — better at the skills than a and far more fragile.
Benefits
- Table 9 replaces the thief's Table 27 bases: Pick Pockets 20%, Open Locks 15%, Find/Remove Traps 15%, Silently 20%, Hide in Shadows 20%, Detect Noise 20%, Climb Walls 65%, Read Languages 5%. Discretionary points as a thief — 60 at 1st and 30 per , capped at 30 and 15 per skill.
- No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.
Hindrances
- Weapons limited to the WIZARD list: dagger, knife, staff, dart and sling.
- Armor limited to padded or leather.
- drop to d4.
- Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .
Notes
- Skill calc: base (T26) + (T27) + Dex (T28) + armor (T29) + discretionary.
- 1st : 60 discretionary points (max 30/skill); +30/level (max 15/skill/level, cap 95%).
- Backstab: +4 to hit, multiplier per Table 30, first strike only, humanoid with a back.
- Read scrolls at 10th (25% -effect).