Prerequisite: Practiced and known by all thieves. Requires a Dexterity score of 14 or more
- You gain advantages on all Stealth and Sleight of Hand Checks.
- You can bump into a random person. Roll a d20. on a 10-19, you steal their coin purse. On a 20, you steal a possession. On a 1, you are noticed by the target and they alert the guard.
- Years of running and climbing cause you to double your movement speed.
- If unarmed, you can roll a d10 to disarm an enemy and use their weapon against them. On a 5-9, it counts as your weapon until the end of the battle. On a 10, you can keep a weapon. on a 1, you suffer damage equal to their attack.
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