Being able to Utilize items as a Bonus Action lets us use gear in the heat of combat. Pulling a ladder out of your hat to help the wizard stay out of reach? Lifesaving.
Carrying Gear
First, know that your Carrying Capacity is governed by your Strength score. So, assign those less desirable uneven attribute points here. As for size, both small and medium creatures share the same capacity. Just remember—you can’t go over your limit, no matter how clever you are.
This list below is massively long, so you’ll need all the Strength you can manage.
Gear
There’s a ton of great stuff here! Be sure to start with gold instead of the generic equipment and go on a shopping spree!
I’ve organized items by “what should go together.” Subjective, yes, but let’s be honest—alphabetical order isn’t for us thieves.
Adventuring Gear Entries ending with ** aren't serious, if that's not obvious.
Books: You’re no wizard, but a little knowledge can give you an edge—or at least a hint about what rays that beholder might use to TPK you. When you explain the bonuses, the party might just decide to carry a library.
Clothes**: You don’t need these. Going around light gives you that extra carrying capacity for the crowbar you can’t quite fit due to your 8 Strength score.
Poisons: This deserves a guide of its own, I'll come to it later.
Healer’s Kit: Healing Word is great… unless the cleric’s unconscious. We’re the ultimate first responders, so always have one. I’ll also cover Healing later.
Containers - Backpack: Won’t win any beauty contests, but wait till you see the rest of this list. - Pouches: You’ll need lots of these.
Traps - Ball Bearings: Prone enemies make easy targets, especially for a groin strike. - Basket**: Putting this on an NPC’s head reduces their passive perception to zero. Perfect for emptying their shop hassle-free. - Caltrops: Most doorways, staircases, and corridors are 5 feet wide. Convenient, no? - Net: Ball Bearings or Caltrops are usually better, but your fighter should carry and use a net... which they won’t. It’s just 1 GP.
Exploration - Cardboard Box**: Perfect for sneaking around. - Crowbar: For those doors or chests that won’t budge (when the fighter forgets theirs). - Grappling Hook: Sure, you can climb anything, but your party can’t. The fighter should carry a spare. - Ink, Pen, Paper: Writing notes is underrated. Much simpler than the wizard’s familiar trying to communicate without the DM twisting its words. - Lantern: Because there’s always a paladin who forgot a torch. Use Fast Hands to light it and keep a hand free for your dagger. - Magnifying Glass: Every investigator needs one. Even if it’s just for flair. - Manacles: Way more reliable than rope. You’ll thank yourself the one time you need them. - Mirror: Good for signaling, peeking around corners, or checking your roguish grin. - Tinderbox: A must for lighting lanterns and traps. - Rope: Necessary partner to the Grappling Hook. - Shovel: Trust me, at some point, you’ll need one. - Signal Whistle: If you lack magical communication, this could be your lifesaver. - Spikes and Light Hammer: Heavy but handy if you’re imaginative. Have the fighter carry them. - String: Still looking for the perfect use, but one day, it’ll come to me.
Survival - Bedroll: If you like Long Rests, that is. - Blanket: Won’t save you from an ice dragon’s breath, but it’s warm against the blizzard! - Jug: Ever considered what’s in that “cleaned” glass the bartender gave you? Bring your own. - Rations: Carry them unless someone in your party has Goodberries. - Waterskin: Just have one.
Alchemy - Acid: Endless uses—melting locks, hinges, or trolls. Gold vials, courtesy of your forge cleric, resist acid and won’t shatter at a bad moment. - Alchemist’s Fire: Like acid, but for roasting. - Antitoxin: Unless you plan to dodge every poison ever, have a few. - Holy Water: Maybe not for combat, but shoving it in an arch-lich’s face mid-monologue? Legendary. - Flask: Always be ready for whatever mysterious liquid comes your way. - Oil: Great for burning, distractions, cooking, or lighting lanterns. At some point, you’ll need it. - Perfume: Blood and sweat don’t smell great to the local lord. Cover up; it might even hide your scent from guard dogs.
Now, we have to talk about this legendary item. And no, I’m not kidding.
This humble pole’s been around since the dawn of D&D for good reason. It’s more than just a stick—it’s the unsung hero of countless adventures.
Use it to get advantage on jumps, probe for traps, or keep a safe distance from sketchy stuff. The 10-foot pole is like the rogue’s secret seasoning that makes every adventure just a bit safer (and a lot funnier).
If one of your party members has Carpenter’s Tools proficiency, convince the DM to let you craft a foldable version. Otherwise, snag the Common Magic Item, Pole of Collapsing, ASAP. And remember, we thieves can use it as a Bonus Action! If all else fails, have someone else carry one.
According to the DMG Magic Item Tracker, the DMG should hand out a specific number of items per rarity, per tier. At level 1 to 4, your party should have a couple of common and uncommon magic items.
Here, I’ll list my favorite (Un)Common magical items that I think every worthy thief should know about. You should totally try to craft them yourself. See Firemind’s Thief Handbook: Crafting. Otherwise, I’m sure you’ll find a “discounted” way to get them.
Oh, by the way—always use the Identify spell before using an item or drinking a potion. This Potion of Poison is a prime example, and there are plenty of others like it. Remember to look twice when you’re “gifted” something that seems too good to be true!
Special mention: Wands If you can get your hands on a wand, grab it! You can use it as a Bonus Action.
Common - Pole of Collapsing: Already discussed why it’s the best. Figure out how to get one! - Horn of Silent Alarm: You’re likely the party’s scout, so…
Uncommon - Weapon of Warning: Giving the whole party Advantage on Initiative is just crazy! - Gloves of Thievery: You already have +7/+9 to Sleight of Hand checks as a Bonus Action. What you'll achieve with those will be surreal. Perfect for the old wedgie trick. - Eyes of the Eagle: Gives you Advantage to one of your most important skill. - Goggles of Night: Essential if someone in your party doesn't have Darkvision. - Broom of Flying: This is ridiculously overpowered. Every party member needs one. It's Quidditch time! - Circlet of Blasting: Sneak attack and Scorching Ray in the same round. Now that’s style. - Driftglobe: Dispels magical Darkness as a Bonus Action—definitely handy. - Eversmoking Bottle: If your enemies have Advantage over you or your party, pop this open and even the odds. - Lantern of Revealing: If anyone should carry this, it’s you. - Pipes of Haunting: Frightened enemies are much less dangerous. Spooky—and super effective. - Robe of Useful Items: Pop a cup of coffee (Advantage on the next roll), and you’re set.
Mentions from members - Bag of Holding: An essential item for hauling all that extra gear—and those priceless paintings you “liberated” along the way. - Decanter of Endless Water:Geyser enemies prone or shower on the go—combat and creativity in one. - Staff of the Python: Toss it for an instant giant snake buddy—ideal for setting up that rib stab. Contributors: Xzeption
I appreciate the composition of a list of items as I build a Rogue Thief to play. There were a few other items I thought worth mentioning.
Uncommon
Bag of Holding - While useful for the whole party, it is extra useful for a Thief to store all the miscellaneous tools/gadgets used.
Decanter of Endless Water - Does not require attunement, unlimited charges, and the Geyser ability can knock enemies prone.
Staff of the Python - Throwing it (as a Bonus Action) creates a Giant Constrictor Snake (2024 Monster Manual not available yet). This is an instant ally for triggering Sneak Attack. The 2014 version can attack and Restrict an enemy, setting up the next Rogue turn of Sneak Attack and/or Manacles.
Wand of Web (requires attunement by spellcaster, so choose a Specie/Origin that casts spells) - While all useable Wands are interesting for a Thief, casting Web is especially useful. The difficult terrain can delay enemies reaching you or split groups of enemies. The Restrained condition (on the next turn) can set up Sneak Attack and/or Manacles.
Siege Equipment (DMG 96) is another type of object that has the Utilize action.
Most of the equipment requires multiple actions to load/aim/shoot. A Rogue Thief can use a Bonus Action Utilize to effectively count as a double crew member. Ballista (3), Cannon (3), Keg Launcher (3), Mangonel (5), Ram (4), Suspended Cauldron (4), and Trebuchet (5) require so many actions that NPC hirelings would be more effective.
Lightning Cannon requires only 1 Utilize for loading, so a Rogue Thief can operate it solo (4d10 lightning damage). As a ranged attack it is eligible for Sneak Attack, but you would need to satisfy the other Sneak Attack criteria.
Flamethrower Coach is the most interesting Siege Equipment for a Rogue Thief. The rules are ambiguous about whether a Rogue Thief can be both driver (Bonus Action) and Gunner (Flamethrower), so your DM would have to decide. If your DM lets you do both, you can line up multiple enemies for the flamethrower. Yet even if your DM rules you can't do both, you can still use a Bonus Action to drive and Action to shoot a crossbow or use another item. The Flamethrower Coach works nicely with an Eversmoking Bottle, Wand of Magic Missiles, Oil, Grease, Caltrops, and an 8-track of the Peter Gunn theme song used for the old arcade game Spy Hunter. This is the only reason I'm considering Land Vehicle proficiency for my Rogue Thief.
The coach is designed for a crew of two: a driver and a gunner. The driver can take the Utilize action to move and turn the coach, which has a Speed of 30 feet, using levers and pedals inside. The gunner can use the Flamethrower action to aim and fire it.
This is the only reason I'm considering Land Vehicle proficiency for my Rogue Thief.
Not sure how often a player will encounter such an engine, but it does seem pretty cool. That being said, I don't recall seeing Vehicle proficiencies in the PHB2024. Even the Sailor background doesn’t grant any—they only get Navigator's Tools proficiency. I’m fairly certain Vehicle proficiencies have been entirely removed from the game. So, I guess it’s now up to your GM to decide if your character can use certain vehicles or not.
This post is part of Firemind’s Thief Handbook: 2024+ Edition—a comprehensive guide for the Thief subclass.
Starting Equipment
Here’s my approach: choose Option B for both the Thief’s starting equipment and the background which grants you 150GP.
Then, start with the following:
Armor: Studded Leather
Weapons: 2 Dagger, 4 Darts, Shortbow, 2 Shortsword
Backpack: Bedroll, Crowbar, Grappling Hooks, 2 Manacles, 2 Rations, Rope, 2 Torches
Pouch: Oil, Signal Whistle, Tinderbox, Sling, 20 Sling Bullets
Other: Hooded Lantern, Map/Scroll Case, Mirror, Thieves’ Tools, Waterskin
Quiver: 20 Arrows
Total: 145.20 GP
Fast Hands
Being able to Utilize items as a Bonus Action lets us use gear in the heat of combat. Pulling a ladder out of your hat to help the wizard stay out of reach? Lifesaving.
Carrying Gear
First, know that your Carrying Capacity is governed by your Strength score. So, assign those less desirable uneven attribute points here. As for size, both small and medium creatures share the same capacity. Just remember—you can’t go over your limit, no matter how clever you are.
This list below is massively long, so you’ll need all the Strength you can manage.
Gear
There’s a ton of great stuff here! Be sure to start with gold instead of the generic equipment and go on a shopping spree!
I’ve organized items by “what should go together.” Subjective, yes, but let’s be honest—alphabetical order isn’t for us thieves.
Adventuring Gear
Entries ending with ** aren't serious, if that's not obvious.
Books: You’re no wizard, but a little knowledge can give you an edge—or at least a hint about what rays that beholder might use to TPK you. When you explain the bonuses, the party might just decide to carry a library.
Clothes**: You don’t need these. Going around light gives you that extra carrying capacity for the crowbar you can’t quite fit due to your 8 Strength score.
Poisons: This deserves a guide of its own, I'll come to it later.
Healer’s Kit: Healing Word is great… unless the cleric’s unconscious. We’re the ultimate first responders, so always have one. I’ll also cover Healing later.
Containers
- Backpack: Won’t win any beauty contests, but wait till you see the rest of this list.
- Pouches: You’ll need lots of these.
Traps
- Ball Bearings: Prone enemies make easy targets, especially for a groin strike.
- Basket**: Putting this on an NPC’s head reduces their passive perception to zero. Perfect for emptying their shop hassle-free.
- Caltrops: Most doorways, staircases, and corridors are 5 feet wide. Convenient, no?
- Net: Ball Bearings or Caltrops are usually better, but your fighter should carry and use a net... which they won’t. It’s just 1 GP.
Exploration
- Cardboard Box**: Perfect for sneaking around.
- Crowbar: For those doors or chests that won’t budge (when the fighter forgets theirs).
- Grappling Hook: Sure, you can climb anything, but your party can’t. The fighter should carry a spare.
- Ink, Pen, Paper: Writing notes is underrated. Much simpler than the wizard’s familiar trying to communicate without the DM twisting its words.
- Lantern: Because there’s always a paladin who forgot a torch. Use Fast Hands to light it and keep a hand free for your dagger.
- Magnifying Glass: Every investigator needs one. Even if it’s just for flair.
- Manacles: Way more reliable than rope. You’ll thank yourself the one time you need them.
- Mirror: Good for signaling, peeking around corners, or checking your roguish grin.
- Tinderbox: A must for lighting lanterns and traps.
- Rope: Necessary partner to the Grappling Hook.
- Shovel: Trust me, at some point, you’ll need one.
- Signal Whistle: If you lack magical communication, this could be your lifesaver.
- Spikes and Light Hammer: Heavy but handy if you’re imaginative. Have the fighter carry them.
- String: Still looking for the perfect use, but one day, it’ll come to me.
Survival
- Bedroll: If you like Long Rests, that is.
- Blanket: Won’t save you from an ice dragon’s breath, but it’s warm against the blizzard!
- Jug: Ever considered what’s in that “cleaned” glass the bartender gave you? Bring your own.
- Rations: Carry them unless someone in your party has Goodberries.
- Waterskin: Just have one.
Alchemy
- Acid: Endless uses—melting locks, hinges, or trolls. Gold vials, courtesy of your forge cleric, resist acid and won’t shatter at a bad moment.
- Alchemist’s Fire: Like acid, but for roasting.
- Antitoxin: Unless you plan to dodge every poison ever, have a few.
- Holy Water: Maybe not for combat, but shoving it in an arch-lich’s face mid-monologue? Legendary.
- Flask: Always be ready for whatever mysterious liquid comes your way.
- Oil: Great for burning, distractions, cooking, or lighting lanterns. At some point, you’ll need it.
- Perfume: Blood and sweat don’t smell great to the local lord. Cover up; it might even hide your scent from guard dogs.
10-Foot Pole
Now, we have to talk about this legendary item. And no, I’m not kidding.
This humble pole’s been around since the dawn of D&D for good reason. It’s more than just a stick—it’s the unsung hero of countless adventures.
Use it to get advantage on jumps, probe for traps, or keep a safe distance from sketchy stuff. The 10-foot pole is like the rogue’s secret seasoning that makes every adventure just a bit safer (and a lot funnier).
If one of your party members has Carpenter’s Tools proficiency, convince the DM to let you craft a foldable version. Otherwise, snag the Common Magic Item, Pole of Collapsing, ASAP. And remember, we thieves can use it as a Bonus Action! If all else fails, have someone else carry one.
Let me quote Astarion (Neil Newbon) during D&D Baldur's Gate | What We Do in The Shadow-Cursed Lands: “I left the 10-foot pole at home.” Don’t make his mistake! Every rogue needs this classic tool in their kit.
Magic Items
According to the DMG Magic Item Tracker, the DMG should hand out a specific number of items per rarity, per tier. At level 1 to 4, your party should have a couple of common and uncommon magic items.
Here, I’ll list my favorite (Un)Common magical items that I think every worthy thief should know about. You should totally try to craft them yourself. See Firemind’s Thief Handbook: Crafting. Otherwise, I’m sure you’ll find a “discounted” way to get them.
Oh, by the way—always use the Identify spell before using an item or drinking a potion. This Potion of Poison is a prime example, and there are plenty of others like it. Remember to look twice when you’re “gifted” something that seems too good to be true!
Special mention: Wands
If you can get your hands on a wand, grab it! You can use it as a Bonus Action.
Common
- Pole of Collapsing: Already discussed why it’s the best. Figure out how to get one!
- Horn of Silent Alarm: You’re likely the party’s scout, so…
Uncommon
- Weapon of Warning: Giving the whole party Advantage on Initiative is just crazy!
- Gloves of Thievery: You already have +7/+9 to Sleight of Hand checks as a Bonus Action. What you'll achieve with those will be surreal. Perfect for the old wedgie trick.
- Eyes of the Eagle: Gives you Advantage to one of your most important skill.
- Goggles of Night: Essential if someone in your party doesn't have Darkvision.
- Broom of Flying: This is ridiculously overpowered. Every party member needs one. It's Quidditch time!
- Circlet of Blasting: Sneak attack and Scorching Ray in the same round. Now that’s style.
- Driftglobe: Dispels magical Darkness as a Bonus Action—definitely handy.
- Eversmoking Bottle: If your enemies have Advantage over you or your party, pop this open and even the odds.
- Lantern of Revealing: If anyone should carry this, it’s you.
- Pipes of Haunting: Frightened enemies are much less dangerous. Spooky—and super effective.
- Robe of Useful Items: Pop a cup of coffee (Advantage on the next roll), and you’re set.
Mentions from members
- Bag of Holding: An essential item for hauling all that extra gear—and those priceless paintings you “liberated” along the way.
- Decanter of Endless Water: Geyser enemies prone or shower on the go—combat and creativity in one.
- Staff of the Python: Toss it for an instant giant snake buddy—ideal for setting up that rib stab.
Contributors: Xzeption
I appreciate the composition of a list of items as I build a Rogue Thief to play. There were a few other items I thought worth mentioning.
Uncommon
Bag of Holding - While useful for the whole party, it is extra useful for a Thief to store all the miscellaneous tools/gadgets used.
Decanter of Endless Water - Does not require attunement, unlimited charges, and the Geyser ability can knock enemies prone.
Staff of the Python - Throwing it (as a Bonus Action) creates a Giant Constrictor Snake (2024 Monster Manual not available yet). This is an instant ally for triggering Sneak Attack. The 2014 version can attack and Restrict an enemy, setting up the next Rogue turn of Sneak Attack and/or Manacles.
Wand of Web (requires attunement by spellcaster, so choose a Specie/Origin that casts spells) - While all useable Wands are interesting for a Thief, casting Web is especially useful. The difficult terrain can delay enemies reaching you or split groups of enemies. The Restrained condition (on the next turn) can set up Sneak Attack and/or Manacles.
Yes, those seem absolutely fantastic. Thank you very much for contributing your ideas! I'll edit the original post to add them shortly.
Siege Equipment (DMG 96) is another type of object that has the Utilize action.
Most of the equipment requires multiple actions to load/aim/shoot. A Rogue Thief can use a Bonus Action Utilize to effectively count as a double crew member. Ballista (3), Cannon (3), Keg Launcher (3), Mangonel (5), Ram (4), Suspended Cauldron (4), and Trebuchet (5) require so many actions that NPC hirelings would be more effective.
Lightning Cannon requires only 1 Utilize for loading, so a Rogue Thief can operate it solo (4d10 lightning damage). As a ranged attack it is eligible for Sneak Attack, but you would need to satisfy the other Sneak Attack criteria.
Flamethrower Coach is the most interesting Siege Equipment for a Rogue Thief. The rules are ambiguous about whether a Rogue Thief can be both driver (Bonus Action) and Gunner (Flamethrower), so your DM would have to decide. If your DM lets you do both, you can line up multiple enemies for the flamethrower. Yet even if your DM rules you can't do both, you can still use a Bonus Action to drive and Action to shoot a crossbow or use another item. The Flamethrower Coach works nicely with an Eversmoking Bottle, Wand of Magic Missiles, Oil, Grease, Caltrops, and an 8-track of the Peter Gunn theme song used for the old arcade game Spy Hunter. This is the only reason I'm considering Land Vehicle proficiency for my Rogue Thief.
The coach is designed for a crew of two: a driver and a gunner. The driver can take the Utilize action to move and turn the coach, which has a Speed of 30 feet, using levers and pedals inside. The gunner can use the Flamethrower action to aim and fire it.
Not sure how often a player will encounter such an engine, but it does seem pretty cool. That being said, I don't recall seeing Vehicle proficiencies in the PHB2024. Even the Sailor background doesn’t grant any—they only get Navigator's Tools proficiency. I’m fairly certain Vehicle proficiencies have been entirely removed from the game. So, I guess it’s now up to your GM to decide if your character can use certain vehicles or not.