Chapter 6 of 6 · 5 min read
Thief
Masters of stealth and subterfuge.

Masters of stealth and subterfuge. Thieves move silently, strike from shadows, slip locks, disarm traps, and navigate the hidden underworld of rumor, disguise, and dark markets. They are limited to padded, leather and studded leather armor, cannot use a shield, and only one-handed weapons, including short bows, hand crossbows, and slings.
- Starts with 7 HP and gains +7 HP every level.
- Starts off with no gear, just a dagger.
- Starts off with 150 gold pieces to buy everything from gear to weapons to armor.
Requirement: To be a thief class, your dexterity ability scores must be at least 16.
Thief Default Class Abilities#
Underworld Marks
You know the hidden symbols criminals use: scratches on doorframes, chalk marks on walls, arranged stones. Read and leave coded warnings about guards, loot, or danger. Other thieves recognize you as guild-trained.
Backstab
Once per encounter, if the moment arises, a strike from surprise (often from behind or when the foe is distracted) grants +4 to hit and +50% more damage.
Pick Locks
You can attempt to pick locks (other classes see next page). 1st level success starts at 30% success, +5% per level.
Remove Traps
You can attempt to disarm traps safely, not triggering trap (other classes see next page). 1st level success starts at 30% success, +5% per level.
Pick Pockets
You may attempt to filch small items unnoticed. 1st level success starts at 30%, +5% per level.
Move Silently
You can sneak where others cannot. 1st level success start at 25%, +5% per level.
Hide in Shadows
You can sneak where others cannot. 1st level success start at 25%, +5% per level.
Climb Walls
You can scale sheer surfaces (castle walls, cliffs, dungeon shafts). 1st level success start at 40%, +5% per level.

What if Other Classes Try?#
Untrained Thievery
Thieves are specialists. Certain abilities belong only to them, just as arcane magic spells belong only to wizards. However, in desperate moments, any adventurer might attempt a few thief-like skills.
Exclusive to Thieves
Backstab
Only thieves may strike from surprise for +4 to hit and +50% more damage.
Pick Locks / Remove Traps
Only thieves may attempt these tasks, unless magic or the DN rules otherwise.
Tasks Anyone (Class) May Attempt (Untrained)
Non-thieves may try the following at a flat chance. Unlike thieves, their chance does not improve with level.
- Pick Pockets - 10%
- Move Silently - 15%
- Hide in Shadows - 15%
- Climb Walls - 20% (requires rope, hooks, or similar gear)
Modifiers
The DN may grant a +5% bonus for good tools or plenty of time, or impose a -10% penalty for poor conditions, heavy armor, or bad circumstances.
Note: If your class has a particular ability that caters to any of the thief skills, give character +20% success on top of the untrained value.
Thief Level-Up Bonuses#
Thief has 2 tiers to choose from per level, starting at 1st level.
Thief chooses any 1 unique Level-Up Bonus Abilities at each level (1-9). These reflect stealth, cunning, criminal instincts, and urban survival.
Choose any 1 of Tier 1 Bonuses per level starting at level 1.
Thief Tier 1 Bonuses#
Inside Man
In any organization or household, you always know someone on the inside, "you know a guy," a guard who gambles, a servant with debts, a clerk who drinks. Once per location, they'll provide one favor for the right price.
Cat's Landing
You take half damage from falls. Once per day, survive any fall up to 30 feet in height as long as there's something to grab or bounce off on the way down.
Blend In
In crowds or public places, you can vanish from notice or pass as someone ordinary. Once per scene, avoid attention.
Debt Collector
You know how to make people talk through intimidation, not violence. When you explain what could happen to them, they believe you. Target reveals one secret rather than face what you're implying
Poison Savvy
You can identify and apply poisons safely. +2 to resist poison. You never poison yourself by accident.
Dark Markets
You always know where to buy or sell illegal goods in towns and cities. You can fence loot discreetly.
Acrobat's Grace
Balance on ledges, swing from chandeliers, or vault fences without a roll unless under pressure. +2 to agile stunts for Chance Rolls.
Shadow Lore
You know the hidden layouts of cities: smuggler tunnels, thieves' marks, rooftops, etc. Once per month, ask "Where's the hidden way?"
Gut Instinct
Once per day, ask "Is this a trap or setup?" The DN gives a vague but honest feeling: safe, suspicious, or very wrong.
Choose any 1 of Tier 2 Bonuses per level starting at level 1.
Thief chooses any 1 unique Level-Up Bonus Abilities at each level (1-6). These reflect social cunning, deception, and performance skills
Thief Tier 2 Bonuses#
Performer's Face
You can disguise yourself as different social classes, ages, or even genders with makeup and clothing. The disguise holds up unless closely inspected by someone who knows what to look for.
Rumor Mill
In any tavern or marketplace, you can plant a rumor that spreads through town within a day, or gather the latest gossip about anyone important. Information is currency.
Fast Friends
After sharing drinks or a meal with someone, they treat you as trustworthy for the next 24 hours. They won't betray you unless given strong reason.
Ear for Music
You can perfectly memorize and reproduce any song, accent, or voice after hearing it once. You know the cultural origin of any music and what emotions it's meant to evoke.
Distraction Artist
You can create a scene that draws everyone's attention for one minute -- a fake fight, dropped coins, feigned illness. During this time, your allies can act unnoticed.
Coin & Dice
You never lose at games of chance unless you choose to. You can spot any cheating at cards, dice, or gambling. In any town, you can find the high-stakes game where real money and secrets change hands.