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D&D 5E Third Level Thief Ability

trentonjoe

Explorer
The Thief Archetype has the following third level abilities:

Fa s t H a n d s
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.

S e c o n d - S t o r y W o r k
W hen you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; clim bing no
longer costs you extra movement.
In addition, when you make a running jump, the
distance you cover increases by a num ber of feet equal
to your Dexterity modifier.


Would removing them and allowing a NONCOMBAT feat be "balanced"? To me, these seems pretty much the equivalent to a feat with three situational bonuses (two involving movement and one allowing an additional option for your bonus action).
 

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trentonjoe

Explorer
A t h l e t e
You have undergone extensive physical training to gain
the follow ing benefits:
• Increase your Strength or Dexterity score by 1, to a
maximum of 20.
• W hen you are prone, standing up uses only 5' of movement.
* Climbing doesn’t halve your speed.
• You can make a running long jum p or a running high
jum p after moving only 5 feet on foot, rather than
10 feet.


hmmm, it appears Athlete is better...
 

TwoSix

"Diegetics", by L. Ron Gygax
hmmm, it appears Athlete is better...
Well, that's probably because outside of Healer feat shenanigans, the 3rd level Thief ability is pretty crappy. :) I certainly don't think replacing it with the Athlete feat would come close to breaking anything.
 

trentonjoe

Explorer
What objects can you use? Eventually, you can use a wand right?

You could pour out oil right? Throw acid? Caltrops? stuff like that?

U s e a n O b j e c t
You norm ally interact with an object while doing
som ething else, such as w hen you draw a sw ord as part
of an attack. W hen an object requires your action for
its use, you take the Use an Object action. This action
is also useful w hen you want to interact with m ore than
one object on your turn.
 

Dausuul

Legend
I don't see a problem with that, but I would suggest making a list of the specific feats allowed. First, it will ensure that there's no confusion about what is and isn't a "combat feat," and second, considering each possible feat will help you identify feats that might cause problems.

hmmm, it appears Athlete is better...

I disagree. I'd say they're about the same. Don't underestimate the value of Fast Hands.
 

TwoSix

"Diegetics", by L. Ron Gygax
What objects can you use? Eventually, you can use a wand right?

You could pour out oil right? Throw acid? Caltrops? stuff like that?

U s e a n O b j e c t
You norm ally interact with an object while doing
som ething else, such as w hen you draw a sw ord as part
of an attack. W hen an object requires your action for
its use, you take the Use an Object action. This action
is also useful w hen you want to interact with m ore than
one object on your turn.
Can't use magic items with Fast Hands, sadly. I believe it's called out specifically in the DMG.
 

aco175

Legend
If you wanted to beef it up a bit, allow the use object part to administer a healing potion. I know it is using a magic item and the rules, and a few discussions, say no but for this specific application with just potions if may be ok.

I just thought about all potions rather than just healing potions and it may start becoming a bit much.
 



Would removing them and allowing a NONCOMBAT feat be "balanced"? To me, these seems pretty much the equivalent to a feat with three situational bonuses (two involving movement and one allowing an additional option for your bonus action).
No. Feats are inherently unbalanced. Anything that allows a character to take more feats will only worsen that imbalance.
 

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