Thieving
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Thieving is a Dexterity skill.
What it covers
Pick locks, disable traps, pickpocket and steal, palm and conceal objects, escape bonds; sabotage, jam, or wreck mechanisms, gear, and structures, including setting them ablaze.
Progression
| Level | Unlock | Feat | Effect |
|---|---|---|---|
| 2 | Novice feat choice (pick one) | Casual searches and pat-downs do not find the concealed item. A deliberate expert search or full strip search can still reveal it. | |
| Add +2 to the Thieving check. You can attempt catches that others would not react to in time. | |||
| Automatically identify whether the security is amateur, professional, or masterwork and recognize other thieves' techniques. Add +2 to Investigation checks to determine whether locks were picked, traps disarmed, or thefts committed, and by whom. | |||
| 3 | Passive bonus | Poison resistance bonus | |
| 4 | Mastery bonus | +1 to Thieving rolls | |
| 6 | Apprentice feat choice (pick one) | Make a Thieving check. On success, plant the item unnoticed and apply Planted Evidence for 8 hours, recording the hidden crime. While affected, a creature carrying the evidence makes a Wisdom save against DC 12 each hour and finds it on a success. | |
| Make a Thieving check to tamper with a weapon, shield, armor fastener, quiver strap, or belt pouch. On success, Jammed Gear gives the target -2 Dexterity for 30 seconds. A Dexterity save against DC 12 resists it. | |||
| Make a Thieving check to secretly swap or palm a small item. On failure, the other creature notices something is wrong but cannot identify what happened. | |||
| 7 | Passive bonus | Poison resistance bonus | |
| 8 | Mastery bonus | +1 to Thieving rolls | |
| 10 | Adept feat choice (pick one) | Apply Arsonist's Touch, dealing 1d6 Fire every 6 seconds for 18 seconds. Your next attack against the target within 12 seconds rolls with advantage. | |
| Make a Thieving check. On success, take roughly 10% of the merchant's gold and 1 random storefront item. On failure, take nothing and raise no suspicion. | |||
| Make a Thieving check against the most alert target. On success, take gold and small valuables from up to 12 targets. Beating the DC by at least 20 also yields one notable item, such as a key, sealed letter, or gem. Failure takes nothing and alerts no one. | |||
| 10 | Passive bonus | Passive bonus | |
| 11 | Passive bonus | Dark resistance bonus | |
| 12 | Expert feat choice | Pool not yet released | |
| 12 | Mastery bonus | +1 to Thieving rolls | |
| 14 | Master feat choice | Pool not yet released | |
| 15 | Passive bonus | Dark resistance bonus | |
| 16 | Mastery bonus | +1 to Thieving rolls | |
| 18 | Grandmaster feat choice | Pool not yet released | |
| 20 | Legend feat choice | Pool not yet released | |
This page is generated from game data as of Alpha 0.0.32. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.