thief
Thieves possess an innate knack for acquiring the unacquirable and navigating the trickiest of situations. With nimble fingers and a mind ever attuned to potential avenues, they excel at picking locks, disarming traps, and pilfering valuables from the most secure of places. But a Thief's prowess extends beyond the realm of mere larceny; they are versatile adventurers, capable of seamlessly blending into any role required by their party. Whether scaling walls to gain the upper hand, delivering swift and calculated strikes in combat, or providing invaluable support through their array of skills, Thieves are indispensable allies in any group.
Fast Hands
Many years of training in the art of thievery have honed your skills to perfection, granting you the following benefits:
- Quick Entry. You can use the bonus action granted by your Cunning Action to use your Thieves’ Tools to disarm a trap or open a lock.
- Master Pickpocket. You also gain advantage on any Thievery check to pickpocket a creature that is unaware of your presence.
Superior Mobility
Evading the law sometimes is not about stealth, but about mobility, your training in this grants you the following benefits:
- Parkour. Your walking speed increases by 10 feet. And you gain a climbing speed equal to your walking speed.
- Quick Vault. When you make a running Long Jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
You move with deliberate care, each step placed to avoid sound and sight.
If you move no more than half your speed on your turn, you have advantage on your Stealth check made during the same turn.
Ambush Master
Taking out people silently is a skill in its own right that grants you the following benefits:
- Quick Presence. You have advantage on initiative rolls.
- Take Down. The first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Thief’s Reflexes
You have become adept at laying ambushes and quickly escaping danger.
You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are Surprised.