Cunning Action. On each of its turns, the urchin can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The urchin deals an extra 2 (1d4) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the urchin that isn't incapacitated and the urchin doesn't have disadvantage on the attack roll.
Distracted Pickpocket (1/Turn). The urchin can use its action to pick the pocket Sleight of Hand of a creature (vs. their passive perception). The urchin gains advantage on its attempt if it accompanied by members of its gang creating a distraction within 25'. If the creature is being cautious the urchin has disadvantage.
On a successful attempt the target creature is relieved of up to 1d20 gold, a small accessible item such as a dagger, or other exposed item(s).
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Description
Gangs of street urchins roaming the streets looking to pick the pocket of the unwary, or try to con them out of some coin. Alone they may snatch and grab, in groups they may set up an elaborate distraction while the best hands make quick work of exposed coin purses.
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Posted Oct 30, 2023Exactly what I was looking for. Thanks!