d&d 5e thief

D&d 5e thief

Rogues are the quintessential scoundrel character: cunning, capable, and effective in a variety of situations. Sneak Attack allows them to do a huge pile of damage d&d 5e thief a single attack, d&d 5e thief, and their pile of skills allows them to easily handle locks, traps, guards, and many other challenges. In a party they serve as some combination of Face, Scout, and Striker. Rogues typically split into melee or ranged builds, though the universal efficacy of Dexterity makes it easy for many rogues to switch between the two.

This article contains affiliate links that add gold to our coffers. I want to show readers that this subclass is a gem that should be heavily considered to play. Thieves need a few details to be clarified with a DM ahead of time, but circumstances can make Thieves into some of the best Rogues for players to enjoy. Pay close attention to my advice on what you should consider asking your DM before playing a Thief Rogue. I suspect many players read Fast Hands and get stuck on the Sleight of Hand option.

D&d 5e thief

It covers the archetypal rogue whose abilities lend themselves more to quick thinking and action than spellcasting or meticulous assassinations. Players who want more power can improve their Thief build with a few clever decisions that capitalize on its strengths and compensate for its weaknesses. Instead, its subclass features give players versatile new tools inside and outside combat and trust them to make the best of it. A Thief rogue can use their bonus action to use thieves' tools, perform a Dexterity Sleight of Hand check, or use an object. This requires players to put in effort. However, robbing enemy spellcasters of their component pouch or throwing Alchemist's Fire is more than worth a bonus action. Second Story Work provides a significant mobility bonus by improving the Thief's ability to climb and jump. They can easily get high ground for tactical advantages. Assuming the Thief moves less than half their speed, they have advantage on Dexterity Stealth checks. Coupled with a rogue's likely high bonus, this is almost unbeatable. It also lets the Thief gamble speed for stealth if they have to reach an area quickly. Use Magic Device is one of the most flexible abilities in the game. Aside from the comedy value of a rogue wielding a Holy Avenger rapier, this opens up potential avenues for spellcasting using items like staves, scrolls, or wands. Thief's Reflexes gives the Thief rogue an extra turn on the first round of combat.

You take your first turn at your normal initiative and your second turn at your initiative minus Roguish Archetype : Rogue subclasses are briefly summarized below.

Find your next game group! DMsGuild: Now on Roll All rights reserved. Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others.

Find your next game group! DMsGuild: Now on Roll All rights reserved. Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences here. For more information on our use of non-essential Cookies, visit our Privacy Policy here.

D&d 5e thief

While your dime-a-dozen cutpurses and burglars may fit this category, the true Thief distinguishes themselves as a professional. They have worked hard to develop the skills necessary to have a long and rewarding adventuring career! Just keep plenty of opportunities for them to show off their skill and a big payday as a reward! These Rogues combine agility and a knack for improvisation to an incredible effect. They think quickly and move even quicker. In combat, the Thief operates more or less like a standard Rogue. They want to pop in and out of the shadows to attack enemies to take full advantage of their Sneak Attack ability. Nearly every one of their archetype abilities directly enhances their ability to do these things. Sometimes a situation requires someone with a steady hand, quick reflexes, and a keen eye.

Jojos stands

It covers the archetypal rogue whose abilities lend themselves more to quick thinking and action than spellcasting or meticulous assassinations. Melee Rogues frequently go for two-weapon fighting because it provides a second chance to score Sneak Attack, and hit-and-run tactics enabled by Cunning Action are great way to get into melee to attack before retreating out of reach. Ranged rogues typically rely on sniping, which is also enabled by Cunning Action due to the ability to hide as a Bonus Action. Once your Mage Hand is up, you need to keep the hand in range of your target. 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. Players may view the Thief player as a… well… thief! Additionally, the Repeating Shot Infusion allows you to fire a one-handed crossbow while holding a shield in your other hand. Play Now. You can scrape by on core rogue class features, but outside of a highly social campaign, the Mastermind is going to struggle compared to other rogues. They can easily get high ground for tactical advantages. You should upgrade or use an alternative browser. This is useful if you use the rules from XGtE that suggest how a DM can make tool proficiencies more worthwhile.

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators.

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. A mount will allow you to easily position yourself in combat without risking much. Even in campaigns where the Mastermind is well-suited, you will need to work to make your features meaningful and your DM will need to tailor the game to your capabilities. Stealing is a social construct. Its movement speed bonus synergizes well with the rogue's Cunning Action and general mobility. Coupled with a rogue's likely high bonus, this is almost unbeatable. Their Dex save DC is 10 for a creature to fall prone unless moving at half speed. Have you ever seen someone throw a vial of acid? If you can suffer three levels of Fighter, the Battle Master offer some useful options. Sure, the second blade uses a slightly smaller damage die, but who cares?

0 thoughts on “D&d 5e thief

Leave a Reply

Your email address will not be published. Required fields are marked *