Jerbeen Thief
Humblewood Campaign Setting p. 200 (Third Party)
- Size
- Small
- Type
- humanoid (jerbeen)
- Alignment
- neutral evil
- AC
- 13 (leather armor)
- Hit Points
- 14 (4d6)
- Speed
- walk 30 ft.
- Skills
- Acrobatics +4, Sleight of Hand +4
- Passive Perception
- 12
- Languages
- Birdfolk, Jerbeen
- Challenge
- 1/2
- Lineage
- Thief
Traits
Proficiency Bonus
+2
Standing Leap
The thief's long jump is up to 30 feet and their high jump is up to 15 feet, with or without a running start.
Team Tactics
The thief can take the Help action as a bonus action.
Actions
Multiattack
The thief makes two dagger attacks.
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Reactions
Opportunist
When a creature fails a melee attack roll against the thief, the thief can make a Dexterity (Sleight of Hand) check against a DC equal to 10 + the target creature's Dexterity modifier. On a success, the thief steals one item of the GMs choosing from the target. It cannot be an item actively held or worn by the target.
Other data
description
While criminals can often be found picking pockets in large perch cities, only the most successful end up recruited by the Bandit Coalition. Small of stature, jerbeens can easily move about unnoticed; their swiftness is responsible for the expression "quick as a jerbeen." This, coupled with their natural charm, makes jerbeens perfectly suited for the thieving arts.