| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 18 | +4 | +7 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 17 | +3 | +6 |
| CHA | 13 | +1 | +1 |
Multiattack. The thief makes three attacks, using Shortsword or Hand Crossbow in any combination.
Shortsword. Melee Weapon Attack: +7 to hit, range 5 ft. Hit: 7 (1d6 + 4) Slashing damage, plus 3 (1d6) Radiant damage or 11 (2d6 + 4) Slashing damage plus 7 (2d6) Radiant damage if the attack was made with Advantage.
Hand Crossbow. Ranged Attack Roll: +7, range 30/120 ft. Hit: 7 (1d6 + 4) Piercing damage, plus 3 (1d6) Radiant damage or 11 (2d6 + 4) Piercing damage plus 7 (2d6) Radiant damage if the attack was made with Advantage.
Spellcasting. The thief casts one of the following spells, requiring no Verbal components, and using Wisdom as the spellcasting ability (spell save DC 14):
At Will: Detect Evil and Good, Detect Magic, Disguise Self, Find Traps, Guidance, Light, Thaumaturgy
1/Day Each: Blindness/Deafness, Calm Emotions, Charm Person, Command (level 2 version), Invisibility, Mirror Image, Pass Without Trace
Cunning Action. The thief takes the Dash, Disengage, or Hide action.
Fast Hands. The thief takes the Utilize action, or Magic action to use a magic item that requires that action, or makes a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
Invoke Duplicity (2/Day). The thief creates an illusion of itself in an unoccupied space it can see within 30 feet. The illusion is intangible, doesn’t occupy its space, and lasts for 1 minute. The illusion ends early if the thief dismisses it (no action required) or has the Incapacitated condition. The thief can cast spells from the illusion's space, and can use this Bonus Action again to move the illusion up to 30 feet. Additionally, while the thief and the illusion are within 5 feet of a creature that can see the illusion, the thief has Advantage on attack rolls against that creature.
Mountebank's Magic (2/Day). The thief casts Misty Step or Spiritual Weapon, requiring no Verbal components, and using the same spellcasting ability as Spellcasting.
Trickster's Blessing. The thief targets a willing creature it can see within 30 feet. The creature gains Advantage on Dexterity (Stealth) checks until it finishes a Long Rest or the thief uses this Bonus Action again.
Vexing Attacker. Constitution Saving Throw: DC 14, one creature the thief has hit with an attack roll in the last turn. Failure: The target has Disadvantage on the next attack roll it makes.
Skirmisher. Trigger: An enemy ends its turn within 5 feet of the thief. Response: The thief moves up to half its Speed without provoking Opportunity Attacks.
Uncanny Dodge. Trigger: The thief is hit by an attack roll. Response: The thief halves the damage (round down) it takes from that attack.
Previous Versions
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