Roguish Archetype

Thief

The Thief is a master of stealth and cunning, skilled in the arts of pickpocketing, lockpicking, and silent infiltration. With quick reflexes and a sharp mind, they excel at slipping into the shadows, bypassing traps, and liberating valuables from even the most secure locations, making them indispensable for any adventuring party.

 

Dirty Work

When you choose this archetype at 3rd level, you gain the following benefits:

  • You gain a climb speed equal to your speed.

  • When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

  • You automatically succeed on any Dexterity (acrobatics) check to maintain you balance or avoid falling.

  • You have advantage on a Dexterity (stealth) checks and Wisdom (perception) checks if you move no more than half your speed on the same turn.

You can also use the bonus action granted by your cunning action to make a Dexterity (sleight of hand) check to use thieves’ tool to disarm a trap or open a lock.

 

Tactical fighting

Beginning at 9th level, your thieving nature grants you the following ability:

  • Thief’s Tactics. When you use your sneak attack, you can reduce the dice pool by 2d6 to grant yourself a d6 bonus to all saving throws against the target until the beginning of your next turn.

You also gain an additional dice pool of 2d6 that you can use to fuel this ability or your rogue tactics abilities.

 

Thief Tactics

Beginning at 18th level, you can choose an additional rogue tactics from the list of rogue tactics. In addition, your tactical fighting dice pool increases to 6d6.

Also, when you take the attack action, you can apply any of your rogue tactics to the attack using your tactical fighting dice pool instead of your sneak attack dice pool to fuel the abilities. This allows you to use rogue tactics abilities on your attacks that would normally require you to use your sneak attack special attack using only the tactical fighting dice pool.