AC
13
leather armor
Initiative
+4 (14)
HP
9
(2d8)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Skills
Sleight of Hand +4, Stealth +4
Gear
Daggers, leather armor
Senses
Passive Perception 12
Languages
Common, Thieves' Cant
CR
1/4 (XP 50; PB +2)
Traits
Sneak Attack (1/Turn). The thief deals an extra 3 (1d6) 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 thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft, range 20/60 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage.
Bonus Actions
Cunning Action. The thief takes the Dash, Disengage, or Hide action.
Description
From street muggers to highwaymen, thieves steal for their selfish needs or out of desperation.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/2/2026 2:05:05 AM
|
0
|
0
|
5e
|
Coming Soon
|
Comments