The Brigand
The Brigand
Vagabond
Starting at 1st level, your time spent on the streets - rather than in inns or houses - has inured to common illnesses
and injuries. You gain advantage on saving throws to avoid or resist being poisoned or infected with disease. In
addition, you can eat rotten or spoiled food and drink without risking illness or disease.
Looting
When you take an object worth at least 1GP from an enemy by force, you gain temporary HP equal to your strength
modifier plus your Brigand level. The temporary HP lasts until it is lost or replaced or until you complete a long rest.
The stolen object must have been on the creature's person or in an occupied home or lair and cannot belong to a
creature you have already robbed in the last 24 hours. Collections of coinage and sets of objects that belong
together (like chess pieces) can be considered single objects.
Once you have used this ability, you may not use it again until you complete a short or a long rest.
Pillaging
As a bonus action, you can gain 1 action point which can be used in the ways listed below. At higher levels, you gain
more action points as shown in the Brigand table. Unused points are lost at the start of your next turn.
You may use your Action Points to perform the following effects:
Smash – When you move to within 5 feet of an object, you can spend 1 action point to make an attack against it
with a melee weapon or to otherwise attempt to break it.
Grab – When you move to within 5 feet of an object of the same size category as you or smaller, you can spend 1
action point to grab it or pick it up.
Run – While moving horizontally under your own power, you can spend 1 action point at any time to burst forwards
up to 10 feet in a straight line. You can jump gaps with this movement and you can spend multiple points to jump
larger gaps.
Barge - When you move to within 5 feet of a creature of the same size category as you or
smaller, you can spend 1 action point to attempt to shove it. You can spend multiple points
to target an equal number of creatures.
Bullying Strike
Starting at 2nd level, you have learned to exploit weak enemies, capitalizing on any advantage. The first time you hit
an enemy with a weapon attack, if the creature is a smaller size than you, is of a Challenge Rating less than your
murder-hobo level, or is less visibly wealthy than you, you deal the amount of additional damage listed on the chart
above. At 1st level, the damage is 1d4. At level 5, this increases to 1d6. At level 11, it increases to 1d8. At level 17, it
increases to 1d10. At level 20, it increases to 1d12. At 11th level, this effect takes place every time you hit an enemy
with a weapon attack, not just the first attack.
Scrapper’s Talent
Beginning at 2nd level, you have learned to utilize any and all available tools and objects at your disposal. You gain
proficiency with improvised weapons.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Refuse to Die
At 20th level, even Death itself has learned to fear you. When you take damage that reduces you to 0 hit points and
there is damage remaining, make a Constitution saving throw with a DC equal to the damage remaining. If there is
no damage remaining, you automatically succeed on the saving throw. On a success, you can immediately spend any
number of hit dice to regain hit points, exactly as if you had taken a rest. If you have no hit dice or do not wish to
spend them, you go unconscious as normal.
Loot and Pillage Features
Veteran Features
Abduction - You can take the Grab option to attempt to grab a creature instead of an object. If the creature is
unwilling, you must succeed on an opposed athletics check as if grappling them. You can then move at full speed
with the creature. When your turn ends, you can choose for the creature to remain grappled by you, but you
cannot drag them at full speed on subsequent turns unless you spend an action point to do so.
Swift Assailant - When you use your Smash and Grab feature, you may choose to also activate this ability. On that
turn, you may spend any number of action points to make one weapon attack per point spent in addition to any
other attacks you make. You may also spend action points in other ways as normal. Once you have used this
feature, you cannot use it again until you have completed a short or a long rest.
Loot the Corpses - You gain advantage on all Wisdom (Perception) and Intelligence (Investigation) to search dead
bodies, and gain advantage on all Intelligence (Nature) rolls to harvest parts from dead creatures.
Horseman - You can cause any mount you ride or vehicle you pilot to benefit from the Run option when you take
it. You can also take the Grab option to pull an object or creature onto your mount or vehicle. In the case of an
unwilling creature, you must first succeed on a grapple attempt.
Housebreaker - You have advantage on checks to notice traps and hidden doors or recesses and your passive
perception and investigation correspondingly increase by 5 for those purposes.
Improved Smash - When you spend an action point on the Smash option and target an obstacle like a door or wall,
if you encounter enemies on the other side of the obstacle and roll initiative, those enemies are surprised.
Improved Barge – When you spend action points on the Barge option while wielding a melee weapon, any creature
you successfully shove takes damage equal to one weapon damage die and of the type dealt by the weapon. You
can even use the Barge option to target a creature within 5 feet that you cannot shove, due to its size or any other
reason. It must make a Strength (athletics) or Dexterity (acrobatics) check opposed by your Strength (athletics)
check to avoid taking damage, though it suffers no other effect if it fails.
Escape Route - At the end of your turn, you can spend 1 action point to take the Ready action. You may name any
trigger you like, but the only response you can ready is to move up to 10 feet. You use your readied movement
before the triggering event is resolved. If you have any action points remaining when the trigger occurs, you can
use them on any of the Smash, Grab, and Run options when you move.
Improved Run - When you spend action points on the Run option, your movement ignores difficult terrain.
Seen it All - You have advantage on all saves to resist being frightened. Additionally, you have resistance to
bludgeoning damage incurred from falling.
Expert Features
Needling Taunt - when you hit an enemy creature with a weapon attack, you can spend and Action Point to taunt
them, drawing the creature’s attention towards you. The creature must immediately make a Charisma saving
throw with a DC equal to your Brigand level. On a failure, for the next minute, that creature has disadvantage on
all attack rolls that do not target you, and you have resistance to all damage dealt by that creature. Once you use
this ability, you must finish a long or short rest before you can use it again.
Pocket Sand - As an action, you can hurl sand in a 30-foot cone. Any creature within must make a Constitution
saving throw with a DC equal to your murder-hobo level. On a failure, the creature is blinded. At the end of each of
their turns, they can make a Constitution saving throw, ending the effect on a success.
Shadowy Assailant - You can spend 2 action points to hide. When you start your turn hidden from a creature, you
have advantage on the first weapon attack or athletics check you make against it that turn, even if you have to
emerge from hiding to attack it.
Unreliable Word - When you enter into a magical contract with another creature or being, you suffer no ill effects
on breaking the contract. Note that creatures may be upset with you for doing so.
Warden’s Nightmare – You have advantage on rolls made to pick locks, break windows, snap rope, and bend bars
when you are attempting to escape from imprisonment or capture.
Superior Smash - When you spend an action point on the Smash option and succeed in destroying the object you
target, you regain the action point you spent.
Master Features
Just Another Monster - If you are fighting a creature that speaks a language you do not understand, you ignore
that creature’s damage resistances and immunities, and have advantage on saving throws against abilities, attacks,
spells, or features it uses.
Sudden Assault- Whenever you roll initiative and are not surprised, if the result is higher than for any enemy
participating in the encounter, you can choose for all of your enemies to be surprised. Once you have used this
ability, you may not do so again until you have completed a long rest.
Finders Keepers - You have learned to use any and all equipment available to you, regardless of intent. You ignore
all alignment requirements on magical items.
Impossible Escape - Whenever you are faced with a magical obstacle that prevents you from moving past or that
will cause you to take damage by moving through it, you may use your action to make a strength check against a
DC equal to 10 plus the level of the spell that created the obstacle. If you succeed, you may move through the
obstacle once that turn without effect.
Deviancies
Dipsomania
Dipsomaniacs are raging alcoholics, utterly addicted to hard drink. However, they have learned to live with their
problems, and eventually gain strength and resilience from it.
Intoxicated Fury
Beginning at 3rd level, your drunkenness grants you further strength and combat prowess. When you drink at least
one alcoholic beverage, for the next hour, you gain advantage on all Strength and Constitution saving throws and
ability checks, and your unarmed strike uses a d4 for damage.
Barfly’s Training
Starting at 3rd level, you gain proficiency in brewer’s tools. If you were already proficient, your proficiency bonus for
the tool doubles. Additionally, you gain proficiency in heavy armor.
Plastered Vigor
Starting at 6th level, when you drink at least one alcoholic beverage, you gain temporary hit points equal to your
murder-hobo level + your Constitution score. You can only gain this benefit once per short rest.
Drunkard’s Toughness
Beginning at 10th level, when you drink an alcoholic beverage, you can immediately gain resistance to either
bludgeoning, piercing, or slashing damage. This effect lasts for 1 minute, or until you use this feature again.
Prolonged Inebriation
Starting at 14th level, your body has acclimated to increased levels of alcohol, and its strength grows dependent on
the drink. At the end of every day in which you drink only alcoholic beverages, your hitpoint maximum increases by
1. If you drink a non-alcoholic beverage or 24 hours pass without drinking an alcoholic beverage, all of these benefits
are instantly lost.
Shared Brews
Starting at 17th level, your love for drink has spread, at least in some part, to your companions. When you drink at
least one alcoholic beverage, you can designate up to six friendly creatures you can see to also drink at least one
alcoholic beverage. Once these creatures finish their drinks, they then gain the benefits of your Intoxicated Fury,
Plastered Vigor, and Drunkard’s Toughness features, using your Constitution score and murder-hobo level as if it
was their own. You must also drink at least one alcoholic beverage for these benefits to occur.
Cursed
Your past actions resulted in you becoming cursed by a shaman or some ancient, long-forgotten power.
Despoiler's Curse
Beginning at 3rd level, after you spend the night in a dwelling, it becomes cursed in one of the ways listed in the
Curse table below for the next week. If a dwelling has already been cursed by your presence, it always suffers the
same curse as before.
Spellcasting
At 3rd level, you gain spellcasting abilities..
Cantrips. You learn three cantrips: friends and two other cantrips of your choice from the sorcerer spell list. You
learn another sorcerer cantrip of your choice at 10th level.
Spell Points. The chart below shows you how many spell points you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
Spells Known of 1st-Level or Higher. You know three first-level spells of your choice, which you must choose from
the Nymphomaniac spell list.
The Spells Known column of the Cursed Spellcasting table shows when you learn more spells of 1st level or higher.
Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you
have spell slots. For example, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the Nymphomaniac spells you know with another of
your choice from the spell list. The new spell must be of your maximum spell level or less..
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, as you cast your spells through
your innate guile and grace. You use your Charisma score whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when
making an attack with one.
If you spend additional spell points on this ability, you deal additional 1d6 damage for each additional point spent.
Dismaying Presence
Starting at 6th level, when a creature that can see you fails a save against your Path of Devastation ability or
against one of your spells of 1st level or higher, you can spend an action point to cause it to become frightened of
you until the start of your next turn.
Cursed Aura
Starting at 10th level, all creatures within 10ft of you suffer a penalty to all damage rolls equal to your Proficiency
Bonus. A creature can only suffer this penalty from one Brigand at a time.
Curse Embraced
At 14th level, By spending 1 minute concentrating in an occupied dwelling, you can cause it to be cursed for the
next month in any of the ways listed on the Curse table. At the same time, you may dispel one kind of magical
protection or sanctification placed on the dwelling.
Once you have used this ability, you may not do so again until you have completed a long rest.
Sudden Spell
Starting at 17th level, you can spend 3 action points to cast a spell of 1st level or higher that has a casting time of 1
action and that does not directly affect any creature besides you. When you do so, you may not use your action to
cast another spell except a cantrip.
Once you have used this ability, you may not do so again until you have completed a short or a long rest.
Despoiler Curses
Roll a d12 whenever you spend the night in a dwelling to determine the resulting curse.
1 The roof springs leaks whenever it rains, no matter how often it is repaired.
2 Unattended fires will ignite flammable material within 5 feet after a few hours.
3 Milk, yoghurt, and other dairy products spoil overnight.
4 Beer, wine, and other drinks left in the dwelling for more than 1 day come to taste foul.
5 The dwelling is infested with rats, which may attack small pets or babies.
6 The dwelling is infested with cockroaches, which may appear in the inhabitants' food at unfortunate
times
7 The dwelling is infested with moths, which may attack fine clothes, furniture, and tapestries.
8 Inhabitants of the dwelling frequently suffer minor illnesses and will contact any contagious disease
they are exposed to unless already immune.
9 Childbirth in the dwelling is inevitably fatal to either the mother or child.
12 Anyone attempting to sleep in the dwelling suffers terrible nightmares and cannot benefit from a full
night's sleep.
11 Anyone attempting to recuperate from injury or illness in the dwelling fails to recover.
12 Any object worth at least 1GP that is crafted in the dwelling has a minor but obvious flaw.
When you choose this archetype at level 3, your DM might allow you to choose alternative curse effects that
suit your character.
The Remove Curse spell can be cast on an affected dwelling to end the effects, or on a particular inhabitant to
make them immune to the curse on one dwelling.
Kleptomania
Kleptomaniacs have the irresistible urge to steal, unable to resist the allure of gold, jewels, or anything else that
might catch their eye. They eventually grow to be more capable thieves, able to steal increasingly precious goods.
Sticky Fingers
Starting at 3rd level, you gain proficiency in Sleight of Hand and Thieves’ Tools. If you are already proficient in
either, your proficiency bonus for that skill or tool is doubled. Additionally, you can take the ‘Use an Object’ action
as a bonus action whenever you use it to steal, lift, or palm an object.
Deep Pockets
At 3rd level, you learn how to more effectively carry loot and valuables, and assess their value in comparison. Your
carrying capacity increases by an amount equal to 5 x your murder-hobo level. Additionally, if you spend one
minute observing a luxury object, such as jewelry or fine clothing, you can learn its worth when sold, both legally
and illegally.
Wages of Crime
By 10th level, you have learned to maximize profits from your exploits, and viciously punish anyone would that
stop you. If you attempt to sell an item that you did not purchase with gold (such as a stolen coronet, or part of a
slain dragon’s hoard) and the buyer is not offering gold equal to its value as determined by your Deep Pockets
feature, you have advantage on rolls made to haggle, threaten, or barter with the buyer. If the buyer refuses to
purchase your item for full value, you have advantage on Dexterity (Stealth), Dexterity (Sleight of Hand), and
Charisma (Deception) rolls made to steal or heist that item from the buyer afterwards.
Strike-and-Steal
Beginning at 14th level, you can pry valuables and gear from an enemy, even in the midst of combat. When you hit
an enemy with a melee weapon attack and have at least one free hand, you can immediately attempt to take one
object they are carrying, either in their hand or on their person. To steal an item, make a Dexterity (Sleight of
Hand) roll contested by the target’s Strength (Athletics) or Dexterity (Acrobatics). If you succeed, you can
immediately take one item as part of the attack.
Golden Vision
Starting at 17th level, you are so attuned to gold and valuables, they physically affect your senses: in addition to
sight, you can hear, smell, and feel riches. You know the distance to and location of any and all coins, jewelry, fine
art, gemstones, and other luxury goods within a 300 foot radius, and can use your Eye for Coin and Deep Pockets
features on these objects. As an action, you can increase the radius of this feature to 1 mile for one hour, after
which you must finish a long rest before being able to do so again.
Nymphomania
Nymphomaniacs are lusty individuals, full of unchecked libido and lascivious desires. They are expert charmers,
capable of talking their way into and out of many questionable situations.
Spellcasting
When you reach 3rd level, you have learned subtle magics, meant to fool and charm individuals.
Cantrips. You learn three cantrips: friends and two other cantrips of your choice from the sorcerer spell list. You
learn another sorcerer cantrip of your choice at 10th level.
Spell Points. The chart below shows you how many spell points you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
Spells Known of 1st-Level or Higher. You know three first-level spells of your choice, which you must choose from
the Nymphomaniac spell list.
The Spells Known column of the Nymphomaniac Spellcasting table shows when you learn more spells of 1st level
or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for
which you have spell slots. For example, when you reach 7th level in this class, you can learn one new spell of 1st
or 2nd level.
Whenever you gain a level in this class, you can replace one of the Nymphomaniac spells you know with another of
your choice from the spell list. The new spell must be of your maximum spell level or less..
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, as you cast your spells through
your innate guile and grace. You use your Charisma score whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when
making an attack with one.
Dancer’s Arts
Beginning at 3rd level, you have practiced the ways of street dancers, and companions of the night. When you cast
friends, if you engage in one romantic gesture with the target while the spell is active, such as a kiss or favor, you
can increase the duration of the spell to up to 10 minutes. Additionally, you can remove any armor or clothing you
are wearing as a bonus action, and you gain proficiency with one instrument of your choice.
Silver Tongue
Starting at 6th level, you gain proficiency with Deception, Persuasion, and Performance. If you are already
proficient with any of these skills, your proficiency bonus for that skill is doubled.
Eye-Catching Show
By 10th level, you have learned to grab the attention and focus of those nearby, likely preventing them from
noticing anything else. You can, over the course of at least one minute, perform a show, during which you must
remove at least one article of clothing or piece of armor per minute. Any humanoid that can see you must, after
one minute, make a Wisdom saving throw against your spell save DC. On a failure, that humanoid is effectively
blinded, unable to see anything but your performance. This effect lasts as long as you can perform, though if a
creature begins to suffer the effects of long-term hunger or thirst, the effect is ended for them.
Temptor’s Touch
Beginning at 14th level, if a creature charmed by you has demonstrably expressed romantic affection or interest in
you, that creature remains charmed for an additional 24 hours, no concentration required.
Master Manipulator
Starting at 17th level, you can directly influence the minds of creatures already drawn to you. You can cast
suggestion on creatures charmed by you without expending a spell slot, whether you know the spell or not, so long
as you promise at least some romantic affection for them as a part of the suggestion itself. Once you cast
suggestion in this way on a creature, you cannot affect that creature with this ability until their current charmed
condition has ended and then been re-applied.
Psychomania
Psychomaniacs are angry, unpredictable individuals, full of hate and rage. They will lash out at a moment’s notice,
and have an intense love of violence and blood.
Alleviate Boredom
Beginning at 3rd level, you can unleash devastating damage in short, unpredictable bursts. When you hit a
creature with a weapon attack that is surprised, restrained, unconscious, incapacitated, or is non-hostile to your
party, you deal an additional 3d6 damage.
Killer’s Practice
By 3rd level, you have learned the skills and talents necessary for murder. You gain proficiency in heavy armor, and
have advantage on initiative rolls.
Bloodlust
Beginning at 6th level, you have begun to draw on the raw life force of your slain foes, spurring you onward. When
you reduce a creature to 0 hitpoints, you immediately regain a number of hitpoints equal to your Constitution
modifier.
Headhunter
Starting at 10th level, you have a keen urge to murder those that are in positions of authority. When you hit a
target with a weapon attack, you can designate that as a Headhunter attack. For every 10 creatures that target is
in command of, you deal an extra 1d12 damage, up to a maximum of 5d12. Once you use this ability, you cannot
use it until you have completed a short or long rest.
Cannibal
Beginning at 14th level, you can regain sustenance and vigor by eating the corpses of your enemies. When you
consume the flesh of a humanoid killed by you or your companions, you immediately regain 1 hit die. You can only
regain one hit die per corpse eaten in this manner.
Butcher
By 17th level, you have become an avatar of blood and death. When you reduce an enemy to 0 hitpoints, you gain
an additional 30 feet of movement and can make two additional attacks when you attack action on your turn.
These benefits last until the beginning of your next turn.
Pyromania
Pyromaniacs have an innate and deep-seated love of fire and flame. They enjoy playing with fire, watching fire,
and setting fire to anything and everything.
Spellcasting
When you reach 3rd level, you have learned fire magic, to create further flame, and burn all in your path.
Cantrips. You learn three cantrips: produce flame and two cantrips of your choice from the sorcerer spell list. You
learn another sorcerer cantrip of your choice at 10th level.
Spell Points. The chart below shows you how many spell points you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
Spells Known of 1st-Level or Higher. You know three first-level spells of your choice, which you must choose from
the Nymphomaniac spell list.
The Spells Known column of the Pyromaniac Spellcasting table shows when you learn more spells of 1st level or
higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for
which you have spell slots. For example, when you reach 7th level in this class, you can learn one new spell of 1st
or 2nd level.
Whenever you gain a level in this class, you can replace one of the Pyromaniac spells you know with another of
your choice from the spell list. The new spell must be of your maximum spell level or less..
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma score
whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the
saving throw DC for a sorcerer spell you cast and when making an attack with one.
Love of Flame
Beginning at 3rd level, you have learned to start fires efficiently, and can evade much of the damage that comes
from burning. You have resistance to fire damage. Additionally, you can light a torch as a bonus action.
Phlogiston-Wielder
At 6th level, you have learned to create and use alchemist’s fire better than any other. Over the course of a short
or long rest, you can create one vial’s worth of alchemist’s fire, which you can store in a vial. Additionally, as an
action, you can apply alchemist’s fire to one weapon made of a non-wood material. For the next minute, on a hit,
that weapon that deals a bonus 1d4 fire damage.
Arsonist
Beginning at 6th level, any objects or structures that you deal at least 1 point of fire damage to are vulnerable to
fire damage for the next hour.
Conflagrator
Starting at 10th level, when you deal at least 1 point of fire damage to a creature, that creature sets on fire. A
creature that is on fire suffers 1d4 fire damage at the beginning of each of their turns for 1 minute. At any point, a
creature can use its action to put out a fire on itself or one creature within its reach.
Scorching Blood
By 14th level, your very blood has become volatile and fiery. When you suffer damage, you can immediately use
your reaction to deal 1d6 fire damage to all creatures and objects within 5 feet of you, including yourself.
Incinerator Soul
Beginning at 17th level, your literal soul has become flame. When you roll fire damage with a spell of 1st-level or
higher, you deal maximum damage instead of rolling. Additionally, you are immune to fire damage.
Thief
Acrobatic Tricks
Proficiency
Level Features Attack of the
Bonus
Damage Trade
1 +2 Alchemists’ Kit, Remove Traps -- 2
Accomplished Acrobat, Acrobatic Attack, Thief
2 +2 1d6 2
Specialization
3 +2 Swift Feet, Staff Mastery 1d6 2
4 +2 Ability Score Improvement 1d6 3
5 +3 Close Quarters, Quick Reflexes 1d6 3
6 +3 Specialization Feature 1d6 3
7 +3 -- 2d6 4
8 +3 Ability Score Improvement 2d6 5
9 +4 Evasion, Remove Traps (2) 2d6 5
10 +4 Specialization Feature 2d6 5
11 +4 Close Quarters (2), Acrobatic Knockout 2d6 5
12 +4 Ability Score Improvement 3d6 6
13 +5 Staff Mastery (2), Quick Reflexes (2) 3d6 6
14 +5 Specialization Feature 3d6 6
15 +5 Unshakably Cynical 3d6 6
16 +5 Ability Score Improvement 3d6 7
17 +6 -- 4d6 7
18 +6 Acrobatic Knockout (2) 4d6 7
19 +6 Ability Score Improvement 4d6 8
20 +6 True Escape Artist 4d6 8
Alchemist’s Kit
You have crafted an Alchemist’s Kit, a bag of reagents that you use to create a limited collection of alchemical
bombs. As an action, you may withdraw and throw one of these bombs up to 20ft. away.
Smoke bomb – The bomb explodes in a haze of smoke. You create a 15-foot-radius sphere of thick, black, smoke centered on a
point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of
moderate or greater speed (at least 10 miles per hour) disperses it.
Flash bomb – The bomb explodes with a loud, blinding flash. All creatures within 5ft of a point within range has to make a
Wisdom saving throw against your DC (8+ proficiency + Intelligence modifier) or be blinded and deafened until the start of your
next turn.
Remove Traps
At 1st level, the thief receives the following features as a result of their training.
You have Advantage on all checks to locate or disarm non-magical traps.
You may add half your thief level (rounded up) to any saving throws involving non-magical traps.
All damage dealt to you by non-magical traps is reduced by half your thief level (rounded up).
At 9th level, these effects work on magical traps as well.
Thief Specialization
At 2nd level, you begin to specialize in a specific aspect of your profession. You gain the appropriate abilities at this
level, and again at 6th, 10th, and 14th level.
Accomplished Acrobat
At 2nd level, you gain the ability to climb faster than normal; climbing no longer costs you extra Movement. I
addition, when you make a running jump, the distance you cover increases by a number of feet equal to your
Dexterity modifier.
Acrobatic Attack
Starting at 2nd level, you learn to utilize your speed and momentum for combat advantage. You can make an
Acrobatic Attack as an Action against any creature within 20 of you by leaping off an elevated surface (such as a
wall, boulders, or crates), or by using your staff to propel yourself forward. Your DM may ask for a Dexterity
(Acrobatics) check on slick or uneven surfaces.
The creature will have to make a Strength saving throw. On a failed save, the creature takes the full damage listed
on the Thief chart and falls prone. On a successful save, the creature takes half the damage and isn't knocked
prone. This ability can only be used on creatures that are Large or smaller.
Acrobatic Attack DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Swift Feet
Starting at 2nd level, you can take the Dash action as a bonus action. Additionally, when you take the Dash or
Disengage actions, your speed increases by 5 feet until the end of your turn when you aren’t wearing heavy armor.
Staff Mastery
Your practice with the quarterstaff has made it a powerful weapon in your hands. You may use the quarterstaff as
a light, one-handed, finesse weapon (1d6 Bludgeoning +Strength or Dexterity). While attacking with a quarterstaff,
you cannot wield anything in your off-hand. You may use both hands to attack, though you do not get the benefits
of wielding it as two-handed.
Additionally, you may use a bonus action to land a quick strike with the opposite end of your staff. This hit deals
1d4 damage, and the creature must make a save against your Acrobatic Attack or have Disadvantage on his attack
rolls until your next turn.
At 13th level, when you finish your Acrobatic Attack, you swing your staff in an arc and gain a free attack on all
creatures in range of your vault. All creatures Large or smaller within 5 feet of your target must succeed on a
Dexterity saving throw or be knocked Prone. Any creature hit that cannot see you automatically fall prone. Upon
landing, you swing your staff in an arc and gain a free attack on all creatures in range of your vault.
Close Quarters
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
You can only take the Disarm, Grapple, or Shove action with this extra attack. The number of extra attacks
increases to two at 11th level in this class.
Quick Reflexes
At 5th level, you are always prepared to spring into action. You add your proficiency bonus to you initiative checks.
Once you reach 13th level in this class, you add your proficiency bonus twice.
Evasion
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an
effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if
you succeed on the saving throw, and only half damage if you fail.
Acrobatic Knockout
At 11th level, whenever you use your Acrobatic Attack and knock a creature prone, you can have the creature roll a
Constitution saving throw against your Aerial pounce DC. On a failure, the creature is stunned until the start of
your next turn. You can use this ability a number of times equal to your Strength or Dexterity modifier (your
choice). You regain any expended uses after a short or long rest.
At 18th level, you can use this ability whenever you use your Acrobatic Attack.
Unshakably Cynical
At 15th level, you have seen it all; you are immune to the frightened and charmed conditions.
Your movement is unaffected by difficult terrain. Spells and other magical effects can neither reduce your
speed, nor cause you to be paralyzed or restrained.
You can spend a bonus action to automatically escape from non-magical restraints or creatures that have
you grappled.
Being underwater imposes no penalties on your movement or attacks.
Specializations
Master of Illusions
Trained by a Master
At 2nd level, you gain the Illusions trick for free. If you already have that trick, you may choose to take it again, or
select another trick, provided you meet the prerequisites.
Entropic Illusions
Starting at 2nd level, you can use an action to cause all of your illusions to move up to half your base speed and
destroy themselves. For every illusion that was destroyed within 5ft. of a creature, roll on the chart below.
1d6 Result
The Illusion shatters violently, causing glass-like shards of raw sorcery to assault their
targets. The targeted creature must make a Constitution save against your Acrobatic
1-2
Attack DC. Failure deals him 1d6 damage. This damage increases to 2d6 at 6th level, 3d6
at 10th level, and 4d6 at 14th level.
The Illusion shatters into a thousand psychic shards, embedding them into their target
and making his relive his worst nightmares. The targeted creature must make a Wisdom
3-4
save against your Acrobatic Attack DC. Failure causes him to become frightened for 1
minute.
The Illusion shatters in a burst of intense multicolored light. The targeted creature must
5-6 make a Dexterity save against your Acrobatic Attack DC. Failure causes him to become
blinded until your next turn.
Illusive Combat
Starting at 6th level, you gain the ability to enhance your battle prowess. Whenever you hit a creature with a
weapon attack roll, you may create an Illusion as per the Illusions trick before the damage roll. The Illusion appears
within 5ft. of the intended target.
Broken Mirrors
Starting at 10th level, you can use a bonus action to create 2 Illusions within 30ft. of you as per the Illusions trick.
You must finish a short rest to use this ability again.
Confounding Assistance
At 14th level, your Illusions can attack a creature’s mind. When a creature within 30ft. of you and one of your
Illusions makes an attack roll, you can use your reaction to destroy all your active Illusions and impose
disadvantage to that creature’s attack roll. If the highest die of that attack roll would have hit the target, the
creature takes psychic damage equal to 1d10 + your Charisma modifier for each Illusion you destroyed.
Master of Acquisitions
Thieves Cant
Starting at 2nd level, you gain the Thieves Cant trick for free. If you already have this trick, you gain another of your
choice that you meet the prerequisites for.
Journeyman
Staring at 6th level, choose one of the following combat styles:
Martial Artist. Your unarmed strikes deal 1d6 damage and count as Finesse Weapons. Additionally, you can add
your Dexterity modifier to your off-hand attacks.
Sneak Attack. Once per turn, if you have advantage, you can add 2d4 to your damage rolls. This ability also works
if you have an ally within 5 feet of your target opponent. At 10th level, this damage increases to 3d4. It increases
by an additional d4 at 14th level as well.
Sniper. Attacks with a ranged weapon do an additional +1 damage, and their range doubles.
Whip Master. While wielding a whip, your damage is 2d4 instead of a d4. You may grapple enemies up to 10 feet
away by using your weapon. If an enemy has been damaged by your whip in the previous turn, your grapple
attempts have advantage.
Supernatural Aid
At 10th level, choose one of the following abilities
Shadow Step. You gain the ability to step from one shadow to another. When you are in dim lighting ir darkness,
you may as a bonus action teleport up to 60ft. to an unoccupied space you can see that is also in dim lighting or
darkness. You have advantage on the first melee attack you make before the end of your turn.
Improved Cover. By using your reaction, you may create cover as long as your feet are on solid ground. You may
use this ability twice per long rest.
I Smell A Curse
Starting at 14th level, you know if something is cursed within 60ft. You don not know which specific item it is, or
what the specifics of the curse are.
Master of Scrolls
History Lesson
Starting at 2nd level, you gain proficiency in the History skill if you don’t have it already. If you do, you gain
expertise instead.
In addition, if you are somewhere that you have no knowledge, you can make a History skill check to learn one of
the following:
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Colossus Slayer. When you hit a creature with a weapon attack, it deals an additional d8 damage if the creature is
below its maximum hit points. You may deal this damage once per turn.
Giant Killer. When a Large or larger creature within 5ft. of you hits or misses you with an attack roll, you may use
your reaction to attack that creature immediately after its attack. You must be able to see the creature to use this
ability.
Horde Breaker. Once on each of your turns, when you make a successful weapon attack, you may make another
on a different creature within 5ft. of your target and within range of your weapon.
Skilled Defense
At 10th level, you gain one of the following:
Escape the Horde. Opportunity attacks made against you are at disadvantage.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 to your AC against all subsequent
attacks made by that creature for the remainder of the turn.
Ogham Knowledge.
At 14th level, you know either the Speak with Animals or the Speak with Plants spell. You may cast the spell once
per long rest. Intelligence is your spellcasting ability score.
Tricks of the Trade
Choose from the list below. You may only choose each option once, unless specifically mentioned in the Trick
description.
Thieves Cant
You know 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. 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.
Blindsense
Prerequisite: Level 12
If you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.
Experienced Footpad
You are able to use a bonus action to open a lock, attempt to pick a pocket, or use your thieves' tools to disarm a
trap.
Deadly Illusions
Prerequisite: Illusions
As a bonus action, you may have your Illusions attack as if they were you, but deal only half damage. Additionally,
your Illusions cannot be dispelled by magic or by other means besides killing them or being dismissed by you. They
may make only one attack action each, regardless of how many attacks you can make.
Disarm Mastery
Prerequisite: Trapsense
You gain advantage on Perception checks. Additionally, when you fail in an attempt to disarm a trap, you do not
set it off.
Disorienting Attack
When you damage a creature with a dagger or quarterstaff attack, you can use this trick after rolling damage. If the
attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on
that save. You may use this trick a number of times equal to your Dexterity modifier after finishing a long rest.
Historic Accuracy
Prerequisite: Level 11
While in a dungeon or historic building, you may make an Intelligence (history) check (DC 15). If successful, you
may add a d6 to any skill or attack check while in the area.
I Know A Guy
Prerequisite: 7th level
You have travelled enough that you have built a substantial network of friends and informants. After a successful
Wisdom (investigation) check (DC 17), you can learn info on any location, person, or group at the DM’s discretion.
Illusions
As a bonus action, you can create an identical illusion of yourself in an unoccupied space within 30ft. These
illusions respond to your mental commands, but have no free will and cannot act on their own. They have a +1
bonus to all their saving throws, an AC of 10 and 1 hit point. If they succeed in resisting an effect that would make
them suffer half damage, they instead take no damage. The Illusions are automatically destroyed if they are
further than 60 ft. from you. Creating a new Illusion will destroy the previous one.
When you are within 10 ft. of your Illusions and are attacked by a creature, they have disadvantage on their attack
rolls. Additionally, you have advantage on all melee attack rolls made against creatures within 10ft. of one of your
illusions.
This trick can be taken multiple times. The number of active illusions you can have at one time increases by 1 each
time you choose this trick. Creating an illusion when you are at capacity will destroy an illusion of your choice.
Illusionary Bodyguards
Prerequisite: Illusions
When a creature that you can see and is within 5ft. of one of your Illusions makes an Attack roll an another target,
you can use your reaction to impose disadvantage on the roll.
Keen Senses
You have Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Head Strike
Prerequisite: 4th level, Quarterstaff Fighting
When you hit a creature with a quarterstaff attack, you can use this trick. The target must succeed on a
Constitution saving throw based off your Acrobatic Attack save DC or be stunned until the end of your next turn.
You may use this trick a number of times equal to your Dexterity modifier after finishing a long rest.
Mobility
Prerequisite: 7th level
You can Hide or Disengage as a bonus action.
Pinning Shot
Prerequisite: 4th level, Throwing Knife Expertise.
When you hit a creature that is adjacent to a solid surface with a ranged dagger attack, you may attempt to pin the
creature down. If the target is Large or smaller, it must make a Strength saving throw against your Acrobatic Attack
DC. On a failed save, the target’s speed is reduced to 0 until the end of your next turn. You may use this trick a
number of times equal to your Dexterity modifier after finishing a long rest.
Silver-Tounged
As an action, you can cause a creature that you can see within 30ft. to make a Wisdom saving throw (DC = 8 +
Proficiency Bonus + Charisma modifier) or become charmed for 1 minute. This effect ends if the charmed character
is attacked. You may use this trick a number of times equal to your Charisma modifier after finishing a long rest.
Slow Fall
Prerequisite: 4th level
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5 times your
Thief level.
Stealthy
You gain advantage on Stealth checks every time you sneak while wearing no armor or light armor.
Swap
Prerequisite: Illusions
Your command over your Illusions allows you to misdirect your opponents to your advantage. As a bonus action or
reaction, you may choose one active Illusion within 60ft. of you and exchange places with it. You are able to use
this ability a number of times equal to 2+ your Charisma modifier. This number is restored after a long or short
rest.
Trapsense
You have a sixth sense about traps and are rarely caught off guard. You have advantage on Intelligence
(Investigate) and Wisdom (Perception) checks made to locate traps, and on all saving throws made against the
effects of traps. This ability functions as long as you are not blind, deafened, or incapacitated.
Quarterstaff Fighting
You can roll an extra damage die when determining the extra damage for a critical hit with your quarterstaff,
providing you used your Strength modifier for the attack and damage roll. In addition, the target falls prone.
Quarterstaff Focus
Prerequisite: 12th level.
Your quarterstaff counts as a magical weapon for the purposes of overcoming Resistance and Immunity to non-
magical attacks and damage.
Nimble
Prerequisite: 4th level
You have advantage on Dexterity saving throws. Additionally, when another creature that you can see hits you
with a ranged attack, you can use your reaction to add your proficiency bonus to your AC for that attack,
potentially causing the attack to miss you.