Final Fantasy I: Thief (D&D 5E)

D&D 5E Ancient Greece is coming to an end soon so I asked folks what I should do next. What did they say? VIDEO GAME RPG characters!

It only feels right to start at the very beginning so Final Fantasy it is.  Come back every Friday for a new build and then we’re moving on to a title closer to my-a heart.

Without any further adieu: 

Thief (Final Fantasy I)

Final Fantasy D&D 5E THIEF.png

Thief

Medium humanoid (human), neutral rogue (thief) 8
Armor Class 17 (+1 studded leather, ring of protection)
Hit Points 52 (8d8+16)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 14 (+2)

Saving Throws Dex +7, Int +6, +1 to all other saves
Skills Acrobatics +9, Athletics +6, Deception +5, Perception +4, Sleight of Hand +9, Stealth +9
Senses passive Perception 14
Languages Common, Thieves’ Cant
Challenge 3 (700 XP)

Cunning Action (1/turn). Thief can take a bonus action to take the Dash, Disengage, Hide, Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.

Evasion. When Thief is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Feat: Lucky (3/long rest). Thief can spend 1 luck point to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against him.

Feat: Skulker. Thief can attempt to hide even when he is only lightly obscured from a creature he’s trying to hide from. In addition, Thief’s position isn’t revealed when he misses with a ranged weapon attack against a creature he’s hidden from, and he does not have disadvantage on Wisdom (Perception) checks in dim light.

Second-Story Work. Climbing does not costs Thief extra movement. When he makes a running jump, the distance he covers increases by 3 feet.

Sneak Attack (1/turn). Thief deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Thief that isn’t incapacitated and Thief doesn’t have disadvantage on the attack roll.

ACTIONS

Dagger (12). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

REACTIONS

Uncanny Dodge. When an attacker Thief can see hits him with an attack, Thief can use his reaction to halve the attack’s damage against him.

 

FF1 Thieves.png

Thief (“Ninja” level)

Medium humanoid (human), neutral rogue (thief) 16
Armor Class 19 (+1 studded leather, ring of protection)
Hit Points 104 (16d8+32)
Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 14 (+2) 12 (+1) 12 (+1) 14 (+2)

Saving Throws Dex +11, Int +7, +1 to all other saves
Skills Acrobatics +15, Athletics +10, Deception +8, Perception +7, Sleight of Hand +15, Stealth +15
Senses passive Perception 17
Languages Common, Thieves’ Cant
Challenge 12 (8,400 XP)

Blindsense. If he’s able to hear, Thief is aware of the location of any hidden or invisible creature within 10 feet.

Cunning Action (1/turn). Thief can take a bonus action to take the Dash, Disengage, Hide, Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.

Evasion. When Thief is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Feat: Lucky (3/long rest). Thief can spend 1 luck point to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against him.

Feat: Mobile. Thief can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.

Feat: Skulker. Thief can attempt to hide even when he is only lightly obscured from a creature he’s trying to hide from. In addition, Thief’s position isn’t revealed when he misses with a ranged weapon attack against a creature he’s hidden from, and he does not have disadvantage on Wisdom (Perception) checks in dim light.

Reliable Talent. Whenever Thief makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.

Second-Story Work. Climbing does not costs Thief extra movement. When he makes a running jump, the distance he covers increases by 3 feet.

Sneak Attack (1/turn). Thief deals an extra 28 (8d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Thief that isn’t incapacitated and Thief doesn’t have disadvantage on the attack roll.

Supreme Sneak. Thief has advantage on a Dexterity (Stealth) check if he moves no more than half his speed on the same turn.

Use Magic Device. Thief ignores all class, race, and level requirements on the use of magic items.

ACTIONS

Magic Daggers (2). Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 8 (1d4+6) magical piercing damage. At the end of his turn, thrown magic daggers return to Thief’s hand.

REACTIONS

Uncanny Dodge. When an attacker Thief can see hits him with an attack, Thief can use his reaction to halve the attack’s damage against him.

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