Master ThiefMedium humanoid (any species)
- 5 (1,800 XP)
Cunning Action. On each of its turns, the thief can take an additional action. This action can only be used to make a Skulduggery or Stealth check or take the Disengage, Hide, or Use an Object action.
Alternatively, as a bonus action, you can take the Dash action.
Evasion. If the thief is subjected to an effect that allows it to make a Reflex saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Maneuvers. The master thief uses maneuvers (maneuver save DC 15). It has 14 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:
Sneak Attack (1/turn). The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 1.5 meters of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.
Multiattack. The thief makes three melee attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 6 (1d4 + 4) piercing damage.
Crossbow. Ranged Weapon Attack: +7 to hit, range 18/90 m. Hit: 8 (1d8 + 4) piercing damage.