Second-Story Work: The burglar can climb at a normal movement rate and can make a running long jump of up to 12 ft.
Proficient with Thieves’ Tools: As an action a burglar can use lockpicks, crowbars, grappling hooks, wire cutters, and saws to disarm traps, unlock doors, safes, and chests, and perform other thieving activities. they get a +8 bonus to rolls using thieves' tools.
Street wise: Burglars have access to informants which give them intel on potential marks and anticipate potential threats.
Adaptable fighter: Burglars are proficient with improvised weapons.
Multiattack. The Burglar makes two attacks:
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft or range 20/60 ft, one creature. Hit: 5 (1d4 + 3) piercing damage. (Burglar carries 6 daggers)
Improvised Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Hit: 7 (1d8 + 3) bludgeoning, piercing, or slashing damage (depending on the nature of the improvised weapon).
Cunning Action: As a bonus action, the burglar can Dash, Disengage, Hide or Use an Object; make a Dexterity (Sleight of Hand) check; or disarm a trap or open a lock using thieves’ tools.
Uncanny Dodge: when an attacker that the burglar can see hits it with an attack, the cut purse can use its reaction to halve the attack’s damage against itself.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Burglars can be solitary scavengers or rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all burglars are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of thievery.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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4/19/2024 5:15:53 PM
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4/19/2024 5:36:13 PM
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