Thief |
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Initial Thief Features |
Inherited Rogue Features |
Inherited Actions |
Thief is a Subclass of Rogue in Baldur's Gate 3. Thieves primary ability is Dexterity, their saving throw proficiencies are Dexterity & Intelligence and they have a Hit Dice of 1d8. They have proficiency with Simple weapons, hand crossbows, longswords, rapiers, shortswords and with Light Armour.
Thieves use their skills in stealth and larceny to acquire whatever they wish, whether from a third story window or the depths of long-forgotten ruins.
Thief Initial Features
- Fast Hands: Gain an additional bonus action
- Second-Story Work: Gain resistance to falling damage
Rogue Initial Features
- Dexterity Saving Throw Proficiency: Add your Proficiency Bonus to Dexterity Saving Throws.
- Intelligence Saving Throw Proficiency: Add your Proficiency Bonus to Intelligence Saving Throws.
- Light Armour Proficiency: Wearing Light Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
- Simple Weapon Proficiency: Add your Proficiency Bonus to all attacks made with Simple Weapons.
- Hand Crossbow Proficiency: Add your Proficiency Bonus to all attacks made with Hand Crossbows.
- Longsword Proficiency: Add your Proficiency Bonus to all attacks made with Longswords.
- Shortsword Proficiency: Add your Proficiency Bonus to all attacks made with Shortswords.
Thief Progression
- Note that Rogues begin the game with 8 HP + their Constitution Modifier, and then gain 5 HP + their Constitution Modifier every level thereafter.
- Thief progression Begins at Level 3 Rogue.
Level 3
Thief Features
- Fast Hands: Gain an additional bonus action
- Second-Story Work: Gain resistance to falling damage
Level 4
Pick 1 Feat From
- Ability Improvement
- Athlete
- Defensive Duelist
- Dual Wielder
- Great Weapon Master
- Lightly Armoured
- Magic Initiate: Bard
- Magic Initiate: Cleric
- Magic Initiate: Druid
- Magic Initiate: Sorcerer
- Magic Initiate: Warlock
- Magic Initiate: Wizard
- Martial Adept
- Mobile
- Moderately Armoured
- Shield Master
- Skilled
- Tough
- Weapon Master
Level 5
Thief Tips & Builds
- Note 1
- Note 2
Classes and Subclasses |
Arcane Trickster ♦ Barbarian ♦ Bard ♦ Battle Master ♦ Beast Master ♦ Berserker ♦ Circle of the Land ♦ Circle of the Moon ♦ Cleric ♦ College of Lore ♦ College of Valour ♦ Draconic Bloodline ♦ Druid ♦ Eldritch Knight ♦ Fighter ♦ Hunter ♦ Knowledge Domain ♦ Life Domain ♦ Light Domain ♦ Monk ♦ Nature Domain ♦ Oath of the Ancients ♦ Oathbreaker ♦ Paladin ♦ Ranger ♦ Rogue ♦ Sorcerer ♦ Tempest Domain ♦ The Fiend ♦ The Great Old One ♦ Trickery Domain ♦ War Domain ♦ Warlock ♦ Wild Magic ♦ Wizard |
- Anonymous
A second bonus action is really, really good for a Rogue. You can Dash and Hide, combo attack and disengage, and do a lot of other cool things. This is probably even better than Arcane Trickster.
- Anonymous
Yeah, they really buffed thief, normally arcane trickster is the obvious choice considering that Fast Hands is supposed to do this:
"Starting at 3rd Level, you can use the Bonus Action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to Disarm a trap or open a lock, or take the Use an Object action."
No extra attack, dodge or hide, it would have been a purely role playing or flavor sub-class, now it has chops.
- Anonymous
Having an additional bonus action makes it very easy to fight in and out of stealth and manipulate the environment with your ridiculous movement potential.
- Anonymous
The second bonus action is not to be underestimated - combined with Dash as a bonus action you can navigate the battlefield very effectively while using poison or drinking a potion in the same turn
- Anonymous
I feel like thief is just leveling up and not gaining anything but HP
Level 5 should mention +3 proficiency (all classes) and sneak attack upgraded to +3d6.
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