Second-Story Work. The thief can climb at a normal rate of movement and can make a running long jump of up to 14 feet.
Evasion. When the thief is subjected to an effect that allows them to make a Dexterity saving throw to take half damage, the thief takes no damage on a successful save and only half damage on a failure.
Supreme Sneak. The thief has advantage on a Dexterity (Stealth) check if they move no more than half their speed on the same turn.
Multiattack. The thief makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Cunning Action. The thief can use their bonus action to 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 the thief can see hits it with an attack, they can use their reaction to halve the attack's damage.
Description
Master Thieves specialize in acquiring rare and highly valuable items from well-guarded abodes.
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