Player's Handbook

Thief

A rogue class.

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Requirements

Ability minimumsDexterity 9
Prime requisitesDexterity
AlignmentLawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil
Level limitsAarakocra 11, Beastman 10, Bugbear 9, Bullywug 9, Fremlin 12, Goblin 12, Hobgoblin 12, Kobold 12, Lizard Man 9, Minotaur 10, Mongrelman 12, Ogre Mage 8, Pixie 12, Satyr 11, Gnoll 11, Flind 11, Voadkyn 10, Orc 11, Half-Orc 8, Saurial, Bladeback 9, Saurial, Finhead 9, Saurial, Hornhead 9Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Thief experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d6
21,2502d6
32,5003d6
45,0004d6
510,0005d6
620,0006d6
740,0007d6
870,0008d6
9110,0009d6
10160,00010d6
11220,00010d6+2
12440,00010d6+4
13660,00010d6+6
14880,00010d6+8
151,100,00010d6+10
161,320,00010d6+12
171,540,00010d6+14
181,760,00010d6+16
191,980,00010d6+18
202,200,00010d6+20

Combat

Weaponsclub, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad/long/short sword, staff
Armourleather, studded, padded, or elven chain
SpecializationMay not specialize in a weapon.
Combat

Thief THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
319
419
518
618
717
817
916
1016
1115
1215
1314
1414
1513
1613
1712
1812
1911
2011
Saving throws

Thief saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11314121615
21314121615
31314121615
41314121615
51212111513
61212111513
71212111513
81212111513
91110101411
101110101411
111110101411
121110101411
131089139
141089139
151089139
161089139
17968127
18968127
19968127
20968127

Class abilities

Class abilities

Thief abilities by level

What the class grants as it advances.
LevelBackstab
1x2
2x2
3x2
4x2
5x3
6x3
7x3
8x3
9x4
10x4
11x4
12x4
13x5
14x5
15x5
16x5
17x5
18x5
19x5
20x5

Kits

Acrobat

A tumbler and circus-style performer who uses acrobatic skill for thievery and escape.

Ability minimumsStrength 12, Dexterity 14
Bonus proficienciesTumbling, Tightrope Walking, Jumping
Weapons recommendedlight weapons
ArmourFavors no/light armor for mobility.

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.

Weapons recommendedversatile mix
ArmourStandard thief restrictions.

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.

Weapons recommendeddagger, poisoned weapons
ArmourLight armor.

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.

Weapons recommendedsword, bow, crossbow
ArmourLight/medium armor.

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.

Bonus proficienciesseveral bonus nonweapon proficiencies (begging, disguise, local knowledge, etc.)
Weapons recommendedconcealed light weapons
ArmourNo conspicuous armor or finery (would ruin the disguise).
Starting money3d4 gp — impoverished background

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.

Bonus proficienciesTracking (recommended)
Weapons recommendednet, bola, weapons to subdue
ArmourVaries.

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.

Bonus proficienciesSeamanship, Rope Use
Weapons recommendedcutlass/short sword, dagger
ArmourLight armor (shipboard mobility).

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.

Weapons recommendedlight weapons, tools
ArmourLight armor.

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.

Bonus proficienciesObservation (or appraising-style skill)
Weapons recommendeddagger, concealed blade
ArmourInconspicuous, light.

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.

Bonus proficienciesAppraising, Local History (or street contacts)
Weapons recommendeddagger
ArmourInconspicuous.

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.

Bonus proficienciesObservation, Information-gathering proficiencies
Weapons recommendedlight weapons
ArmourLight.

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.

Bonus proficienciesSurvival or wilderness proficiencies
Weapons recommendedbow, light weapons
ArmourLight armor (wilderness mobility).

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.

Bonus proficienciesSeamanship or appropriate transport/contacts proficiency
Weapons recommendedlight weapons
ArmourInconspicuous.

Benefits

  • Exceptionally alert: +1 bonus to rolls.

Hindrances

  • None codified.

Spy

An infiltrator and information-gatherer, master of disguise and deception.

Bonus proficienciesDisguise, Languages, Etiquette (information-gathering set)
Weapons recommendedconcealed weapons
ArmourInconspicuous, adaptable.

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.

Bonus proficienciesEtiquette
Weapons recommendedrapier/light blade, dagger
ArmourLight or no armor (relies on agility and style).

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.

Bonus proficienciesFast-talking / con-artist proficiencies (gaming, disguise, etc.)
Weapons recommendedconcealed light weapons
ArmourRespectable-looking, light.

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.

Weapons recommendedclub, mace, big intimidating weapons
ArmourWhatever intimidates; combat-oriented.

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.

Bonus proficienciestrap/security-related proficiencies
Weapons recommendedtools, light weapons
ArmourLight.

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.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Class combinationMage/Thief
AlsoSuggested : aquatic, , grey, high. PHBR8 prints this as advice, not a restriction — any elf may take this .
Weapons recommendedsmall or concealable weapons
Starting money(2d4+1) x 10 gp

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.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Class combinationFighter/Thief
AlsoSecondary skill: Trapper/Furrier. Any elf may take the .
Bonus proficienciesHunting, Tracking
Weapons requiredNet
Weapons recommendedBlowgun, Long Bow, Lasso, Long Sword
Proficiencies recommendedBlind-fighting, Disguise, Endurance, Intimidation, Juggling, Jumping, Running, Set Snares, Tumbling

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.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Class combinationMage/Thief
AlsoSecondary skill: any; Artist, Jeweler or Historian suit her. Suggested : aquatic, grey, high. PHBR8 prints this as advice, not a restriction — any elf may take this .
Bonus proficienciesAncient History, Engineering
Weapons recommendedShort Bow, Dagger, Short Sword, Whip, small weapons
Proficiencies recommendedAppraising, Artistic Ability, Gem Cutting, Jumping, Modern Languages, Musical Instrument, Rope Use, Stonemasonry, Tightrope Walking
Starting money3d8 x 10 gp — Half of it goes on burglary and excavation tools.

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.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Class combinationFighter/Mage/Thief
AlsoSecondary skill: any. Suggested : , high, sylvan. PHBR8 prints this as advice, not a restriction — any elf may take this .
Bonus proficienciesDisguise (+1 use bonus), Forgery (+1 use bonus), Information Gathering (+1 use bonus), Observation (+1 use bonus), Tightrope Walking (+1 use bonus)
Proficiencies recommendedAncient History, Etiquette, Modern Languages, Reading Lips
Starting money(2d6+2) x 10 gp

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.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
AlsoSecondary skill: any. Suggested : all.
Weapons requiredone Medium bludgeoning weapon her class may use
Weapons recommendeda piercing or slashing backup weapon
Starting moneyclass standard — She must first buy two vials of holy water and a silver mirror, and half her funds are best spent on undead-hunting gear.

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.

RacesGnome, Svirfneblin (deep gnome), Tinker gnome (Minoi), Forest gnome
AlsoThief-skill emphasis (Pick Pockets, Silently) is advisory in the source and carries no bonus.
Bonus proficienciesTumbling
Weapons recommendedAny weapon a gnome thief may use
Proficiencies recommendedJumping, Juggling, Tightrope Walking

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.

RacesGnome, Svirfneblin (deep gnome), Tinker gnome (Minoi), Forest gnome
Class combinationThief/illusionist
AlsoSecondary skill: jeweler, navigator or gambler. Equipment: makeup and wigs.

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.

Ability minimumsStrength 13, Dexterity 13
RacesGnome, Svirfneblin (deep gnome), Tinker gnome (Minoi), Forest gnome
Class combinationFighter/Thief
AlsoAny secondary skill.

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.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling

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.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling

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.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling

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.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling
Proficiencies recommendedLocal History

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.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling

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.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling
Class combinationFighter/Thief
Proficiencies recommendedNavigation, Direction Sense

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.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling
Class combinationFighter/Thief

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.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling
Class combinationFighter/Thief
AlsoThe halfling analogue of the bard.
Proficiencies recommendedMusical Instrument, Singing

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Starting money3d6x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Proficiencies recommendedSinging, Dancing, Juggling, Rope Use
Starting money2d4x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
ProficienciesPHBR6 also grants the Lockpicking . The +10% below is on top of it.
Starting money4d4x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Starting money2d6x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Class combinationFighter/Thief
Weapons recommendedDagger, Knife

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Class combinationFighter/Thief
Starting money4d4x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Class combinationFighter/Thief
Starting money5d4x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Class combinationFighter/Thief

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.

RacesAarakocra, Alaghi, Beastman, Bugbear, Bullywug, Centaur, Firbolg, Voadkyn, Fremlin, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Lizard Man, Minotaur, Mongrelman, Ogre, Half-Ogre, Ogre Mage, Orc, Half-Orc, Pixie, Satyr, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead, Swanmay, Wemic
AlsoAny , or gender.
Bonus proficienciesLooting
WeaponsAny thief weapon.
Proficiencies requiredAppraising
Proficiencies recommendedArtistic Ability, Blacksmithing, Carpentry, Direction Sense, Fast-talking, Leatherworking, Pottery, Riding (land-based), Seamstress/Tailor, Weaving, Survival (as appropriate), Tracking, Weaponsmithing, Ancient History, Forgery, Gem Cutting, Local History
Proficiencies barredReading/Writing
ProficienciesLooting is a free bonus . Reading/Writing is learnable later.
ArmourAny thief equipment or armor; must spend one quarter of starting funds on trade wares.
Starting money2d6 x 5 gp

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.

RacesAarakocra, Alaghi, Beastman, Bugbear, Bullywug, Centaur, Firbolg, Voadkyn, Fremlin, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Lizard Man, Minotaur, Mongrelman, Ogre, Half-Ogre, Ogre Mage, Orc, Half-Orc, Pixie, Satyr, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead, Swanmay, Wemic
AlsoAny humanoid rogue.
Bonus proficienciesBegging
WeaponsTwo initial weapons, chosen from club, dagger, dart, knife, sling, staff.
Proficiencies requiredObservation
Proficiencies recommendedActing, Alertness, Fast-talking, Fortune Telling, Hiding, Voice Mimicry, Survival (urban), Appraising, Disguise, Forgery, Gaming, Information Gathering, Juggling, Local History, Reading Lips
ProficienciesBegging is a free bonus . Nothing is barred.
ArmourMinimal while begging (a bowl and a concealable weapon); any thief armor or weapon otherwise.
Starting money2d6 gp

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.

RacesGoblin, Hobgoblin, Kobold, Orc, Half-Orc
AlsoNo or gender requirement.
Bonus proficienciesClose-quarter Fighting
WeaponsShort sword required; the second slot is any other thief weapon.
Proficiencies recommendedAlertness, Danger Sense, Direction Sense, Hiding, Navigation (underground), Rope Use, Survival (underground), Endurance, Jumping, Tightrope Walking
ProficienciesClose-quarter Fighting is a free bonus . Nothing is barred.
ArmourAny thief equipment or armor; should buy basic survival gear.
Starting money1d6 x 10 gp

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.

Ability minimumsStrength 12, Dexterity 12, Intelligence 11
RacesBugbear, Bullywug, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Lizard Man, Mongrelman, Ogre Mage, Orc, Half-Orc
AlsoEither gender. Non-good .
Bonus proficienciesDisguise
WeaponsAny one-handed weapon, any thief weapon, plus other profession-appropriate weapons (e.g. blowgun).
Proficiencies recommendedActing, Alertness, Begging, Danger Sense, Hiding, Observation, Voice Mimicry, Hunting, Intimidation, Tracking, Reading/Writing, Blind-fighting, Close-quarter Fighting, Information Gathering, Jumping, Tumbling
ProficienciesDisguise is a free bonus . Nothing is barred.
ArmourAny deadly equipment; thief armor plus shields. A Shadow does NOT use poison.
Starting money2d6 x 10 gp

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.

RacesHuman, Dwarf, Half-elf, Halfling
AlsoThieves only.
Weapons requiredninja-to
ArmourPadded or leather only.

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 .
Not yet availableMouseburglar (PHBR9)

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).