Thieves prefer to fight using ambushes and evasion, placing guile above brawn. A Master Thief can have any alignment. Take Manta Glide for superhero landings, or Natural Climber for jumping to hidden spots on the map. I think I'd rather the treats be an action to eat (because, let's be honest, no one is going to eat a treat in combat) and have a larger healing effect. Please enable JavaScript to get the best experience from this site. Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. When you reach 17th level, you can take two turns during the first round of any combat.

At 3rd level you receive your Roguish archetype of the thief. In addition, any attack you make against this creature that is surprised will be a critical attack. You have an advantage in attack rolls against any creature that has not yet reached its turn in combat. The quarterstaff now counts as a finesse weapon for you. Are there any other races or class combinations you would use? Fast Hands

The attack must use a finesse or a ranged weapon. It's a decent feat, but will admit that the treats are super weak. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its Fifth Edition future. Even late game, +6 temp hp as a bonus action is kinda worthless. Use Magic Device

I mostly used all my ASIs on Ability increases because I wanted to replicate the peak fighting form of the Spartan IIs, but I am curious, are there any feats you would take? Master Chief Cost: 250 Human, Robotic Suit Str: 17 AC: 17 Fort: 15 MR: 12 Will: 14 (20) HP: 25 Speed: 8 Init +15. This is once per Long Rest. High Charisma is needed for a Master Theif as it helps butter up merchants to get even better prices, but perhaps more importantly is also key to resolving some quests without confrontation. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Basically the title. The Master Chief in DND-Discussion. Master Thief (5e Class) From D&D Wiki. From 3rd level, you are more deadly when you catch your opponents off guard. Security allows the thief to bypass locked doors, or to pilfer dungeon chests full of valuable loot right under the noses of their guardians. Increase your Constitution or Wisdom score by 1, to a maximum of 20. Weapon (longsword or shortsword), artifact (requires attunement by a creature of good alignment) The Master Sword is a holy blade forged by ancient deities and blessed by the goddess Hylia herself. They are especially adept at using light weight weapons as the dagger, short sword, broadsword, sabre, war axe, longbow, and short bow. I disagree greatly: A Warforged would be highly appropriate, as all Spartan II's were far more than human when they were complete. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. Its ruse is imperceptible to a casual observer. You can bypass some of it with magical items depending on your DM (Belt of Giant Strength, Headband of Intellect, Legendary Powered Armor, etc). You cannot establish an identity that belongs to someone. By using our Services or clicking I agree, you agree to our use of cookies. Time and effort spent mastering the culinary arts has paid off. Prerequisites.

When out adventuring, a sneaky thief can avoid dangerous enemies or deliver powerful Marksman sneak attacks. 1 Master Thief; 2 Creating a Master Thief; 3 Class Features.

For the race, I'd go for Simic Hybrid. New comments cannot be posted and votes cannot be cast. If Expertise is already achieved, add +2 to Stealth. But most are just trying to make some gold without the need for violence.

Saving Throws: Dexterity, Charisma Barbarian. Marksman/archery is the only offensive skill that the thief has. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. So, the character after taking this feat, is proficient with cook's utensils and can use them to provide a meal for a selected number of creatures as a short rest, which gives these creature an extra 1d8 to HP if they use at least 1 hit dice to regain HP.

Master Thieves are those who have trained for years to become masters the art of thieving. hes just a dude, not sure if i'd consider wisdom a high stat either, he had an ai to cover for that stuff for the most part. You hone your skills in the larcenous arts. They are especially adept in bows and daggers to surprise an enemy from stealth or scout, or to deliver critical hits. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. There may be a few of those who have turned to evil and murder. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Cookies help us deliver our Services. Second-Story Work These game mechanics are in draft form, usable in your campaign but not refined by full game development. your example seems strange, warforged? As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. Something like proficiency bonus + the ability you bumped with the feat would make them a bit more worthwhile. The war chief can then make one attack as a bonus action.

Its Ravnica specific, but the theme of being a genetically altered human is probably the closest. By 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Good Constitution modifier, then eventually take the Carapace enhancement. By 15th level, you gain proficiency in Wisdom saving throws. The Number of uses is equal to your DEX Modifier. You gain proficiency with cook’s utensils if you don’t already have it. To qualify for multiclassing into the Master Thief class, you must meet these prerequisites: Dexterity 15, Charisma 12, Proficiencies. By 11th level, you ignore all class, race, and level requirements on the use of magic items. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Only another creature that knows thieves' cant understands such messages. As for class, I'd actually go Eldritch Knight Fighter. A thief is fast, agile, and highly mobile, and can make effective long range attacks with bows. 0. Press question mark to learn the rest of the keyboard shortcuts. Later, if you adopt the new identity as a disguise, other creatures will believe that you are that person, until they have some obvious reason to think otherwise. Impostor Also as a Warforged, he could have "cortana" be a Docent, so his highs would be strength, dexterity and constitution as The Docent would act as any AI does in a Spartan. For example, you should purchase appropriate clothing, letters of introduction and a seemingly official certificate to establish yourself as a member of the trading house of a remote city, so you could introduce yourself in the company of other wealthy merchants. Sneaky in social skills too, Mercantile comes in handy when a thief is selling off their (possibly ill-gotten) gains. Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. if we want to go with the basic 'they're super strong and use ranged weapons' then the logical conclusion is high str and compound crossbow/guns if your using them in your setting, human im like 90% sure would be the obvious bit, ranger being most fitting, well rounded for both range weapons, excellent skills for living in the wild/for sustained battles. As for ranged fighting, you'd have to modestly balance Strength, Dexterity, Constitution, and Intelligence. Basically the title. Assuming you are using Standard Arrays or point buying, and that you can use any official Race, and class that is official, like Standard DnD 5e, Unearthed Arcana, or sensible variations and subclasses such as Mathew Mercer's Gunslinger. At 9th level, Lady Luck bestows upon you a blessing, allowing you to re-roll any saving throws or initiative rolls of 5 and lower, including natural 1's.You must use the new roll, regardless of value. Increase your Strength or Dexterity score by 1, to a maximum of 20. When plying their shady trade in towns and cities, stealth lets thieves avoid the attention of guards, enemies and house owners, as well as offering opportunities to pick a few pockets. Additionally, you gain 4 points to DEX for a maximum of 24.

Assassinate He's a human fighter. If a suspicious creature suspects that something is wrong, you have an advantage in any Charisma check you make to avoid being detected. If you are using starting wealth, you have 4d4 x 10gp in funds. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Master Thief level after 1st, Armor: Light Armor For these reasons, it is not legal in D&D Adventurers League events. Tools: Thieves Tools and a Forgery Kit or Disguise Kit

Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action. This material is not officially part of the game. That would make it at least considered, since you could stack 4 treats and end up with +16 temp hp. You have mastered stealth to the point where you are able to turn invisible without the need for magical items or spells. It takes four times longer to convey such a message than it does to speak the same idea plainly.



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