Cutpurse, cat burglar, pickpocket, footpad…these are just different names for what you do, you take things that are not yours. You seek to move unseen, or sometimes you convince your marks to hand over their valuables willingly. What ever the method, you will be long gone before they realize what has happened.
What ever your background might have been, you have taken to an adventurers life. Maybe you are traveling with like minded individuals with a grand heist in mind, or you have convinced others to help you with a heist. You might have learned these skills as you survived some oppressive ruler and you now seek to undo their reign, alone or with a small group of rebels.
Thieves favor Mobility over other attributes. For you, this could be a high Agility and a focus on avoiding damage and attention, or you seek to use your superior Dexterity to allow entry into places they are not allowed. A few thieves focus on Cunning words to talk their way into and out of problems. You may have started life on the streets as an Urchin, or as a petty Criminal before devoting more attention to the “craft”.
Starting skills: Thievery, Stealth, and choose 1 from Movement, Speechcraft, or Awareness
General skills: 1 skill rank per level
Skill boosts: 2 skill boosts per level
Physical skills: 2 skill rank per level
Mental skills: 1 skill rank per level
Equipment
You start with the following equipment, in addition to any other starting equipment:
a burglar’s pack
thieves’ tools
(a) a disguise kit, (b) a forgery kit, or (c) a dungeoneer’s pack
Thieves’ Cant
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understand such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Second-Story Work
When you become an apprentice, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Agility.
Skulker
A journeyman thief can gain advantage on Stealth (Agility) – Sneaking rolls as long as you move at half speed. You have advantage on Stealth (Acuity) – Hide rolls provided you remain perfectly still.
Expertise
As a magister, you gain 1 extra general skill rank to use.
Reliable Talent
At legendary, you have refined your chosen skills until they approach perfection. Whenever you make a Thievery or Stealth skill roll, you can treat a d20 roll of 9 or lower as a 10.