Tools: Thieves Tools and a Forgery Kit or Disguise Kit The attack must use a finesse or a ranged weapon. If Expertise is already achieved, add +2 to Stealth.
Jump to: navigation, search. They can pick any lock and steal anything.
Staff Master (5e Feat) From D&D Wiki (Redirected from Staff master (5e Feat)) Jump to: navigation, search.
Staff Master. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. At 3rd level, climbing no longer costs you extra movement. Get Find Familiar to emulate your companion AI, use most of the cantrips to emulate your guns, take the Shield spell to do the shield regen, eventually get Haste to replicate peak fighting form, etc. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
By 15th level, you gain proficiency in Wisdom saving throws.
Assassinate You cannot establish an identity that belongs to someone. Most are Chaotic Neutral or even True Neutral. 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. 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. These special treats last 8 hours after being made. When out adventuring, a sneaky thief can avoid dangerous enemies or deliver powerful Marksman sneak attacks. At 20th level, if your attack misses a target within range, you can turn the miss into a hit. There may be a few of those who have turned to evil and murder. 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. your example seems strange, warforged? Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. You start with the following equipment, in addition to the equipment granted by your background: Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
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. Their armor is as much a part of them as their biological enhancements. Hit Dice: 1d8 per Master Thief level
Use Magic Device
You can bypass some of it with magical items depending on your DM (Belt of Giant Strength, Headband of Intellect, Legendary Powered Armor, etc). Cookies help us deliver our Services. 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.
Specialization in infiltration Sneaky in social skills too, Mercantile comes in handy when a thief is selling off their (possibly ill-gotten) gains. 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. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. Hit Points at 1st Level: 8 + Constitution modifier